124 lines
4.1 KiB
C
124 lines
4.1 KiB
C
/*
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bspfile.h - BSP format included q1, hl1 support
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef BSPEXTRAFILE_H
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#define BSPEXTRAFILE_H
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/*
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==============================================================================
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EXTRA BSP INFO
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==============================================================================
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*/
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#define IDEXTRAHEADER (('H'<<24)+('S'<<16)+('A'<<8)+'X') // little-endian "XASH"
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#define EXTRA_VERSION 3 // ver. 1 was occupied by old versions of XashXT, ver. 2 was occupied by old vesrions of P2:savior
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#define MAX_MAP_CUBEMAPS 1024
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#define MAX_MAP_LANDSCAPES 8192 // can be increased but not needs
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#define MAX_MAP_LEAFLIGHTS 0x40000 // can be increased but not needs
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#define MAX_MAP_WORLDLIGHTS 65535 // including a light surfaces too
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#define LUMP_VERTNORMALS 0 // phong shaded vertex normals
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#define LUMP_LIGHTVECS 1 // deluxemap data
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#define LUMP_CUBEMAPS 2 // cubemap description
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#define LUMP_LANDSCAPES 3 // landscape and lightmap resolution info
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#define LUMP_LEAF_LIGHTING 4 // contain compressed light cubes per empty leafs
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#define LUMP_WORLDLIGHTS 5 // list of all the virtual and real lights (used to relight models in-game)
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#define LUMP_COLLISION 6 // physics engine collision hull dump
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#define LUMP_AINODEGRAPH 7 // node graph that stored into the bsp
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#define EXTRA_LUMPS 8 // count of the extra lumps
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#define LM_ENVIRONMENT_STYLE 20 // light_environment always handle into separate style, so we can ignore it
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typedef struct
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{
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int id; // must be little endian XASH
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int version;
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dlump_t lumps[EXTRA_LUMPS];
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} dextrahdr_t;
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// MODIFIED: int flags -> short flags, short landscape (total struct size not changed!)
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typedef struct
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{
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float vecs[2][4]; // texmatrix [s/t][xyz offset]
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int miptex;
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short flags;
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short landscape;
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} dtexinfo_t;
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//============================================================================
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typedef struct
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{
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float normal[3];
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} dnormal_t;
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typedef struct
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{
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short origin[3]; // position of light snapped to the nearest integer
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short size; // cubemap side size
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} dcubemap_t;
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typedef struct
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{
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byte color[6][3]; // 6 sides 1x1 (single pixel per side)
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} dsample_t;
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typedef struct
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{
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dsample_t cube;
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short origin[3];
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short leafnum; // leaf that contain this sample
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} dleafambient_t;
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typedef struct
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{
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char landname[16]; // name of decsription in mapname_land.txt
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word texture_step; // default is 16, pixels\luxels ratio
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word max_extent; // default is 16, subdivision step ((texture_step * max_extent) - texture_step)
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short groupid; // to determine equal landscapes from various groups
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} dlandscape_t;
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typedef enum
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{
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emit_surface,
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emit_point,
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emit_spotlight,
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emit_skylight
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} emittype_t;
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#define VERTEXNORMAL_CONE_INNER_ANGLE DEG2RAD( 7.275 )
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#define DWL_FLAGS_INAMBIENTCUBE 0x0001 // This says that the light was put into the per-leaf ambient cubes.
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typedef struct
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{
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byte emittype;
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byte style;
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byte flags; // will be set in ComputeLeafAmbientLighting
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short origin[3]; // light abs origin
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float intensity[3]; // RGB
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float normal[3]; // for surfaces and spotlights
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float stopdot; // for spotlights
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float stopdot2; // for spotlights
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float fade; // falloff scaling for linear and inverse square falloff 1.0 = normal, 0.5 = farther, 2.0 = shorter etc
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float radius; // light radius
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short leafnum; // light linked into this leaf
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byte falloff; // falloff style 0 = default (inverse square), 1 = inverse falloff, 2 = inverse square (arghrad compat)
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word facenum; // face number for emit_surface
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short modelnumber; // g-cont. we can't link lights with entities by entity number so we link it by bmodel number
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} dworldlight_t;
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#endif//BSPFILE_H
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