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xash3d-fwgs/common/bspfile.h
2026-02-13 11:08:35 +05:00

338 lines
10 KiB
C

/*
bspfile.h - BSP format included q1, hl1 support
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifndef BSPFILE_H
#define BSPFILE_H
#include <stdint.h>
#include "xash3d_types.h"
/*
==============================================================================
BRUSH MODELS
.bsp contain level static geometry with including PVS and lightning info
==============================================================================
*/
// header
#define Q1BSP_VERSION 29 // quake1 regular version (beta is 28)
#define HLBSP_VERSION 30 // half-life regular version
#define QBSP2_VERSION (( 'B' << 0 ) | ( 'S' << 8 ) | ( 'P' << 16 ) | ( '2' << 24 ))
#define IDEXTRAHEADER (( 'X' << 0 ) | ( 'A' << 8 ) | ( 'S' << 16 ) | ( 'H' << 24 ))
#define EXTRA_VERSION 4 // ver. 1 was occupied by old versions of XashXT
// ver. 2 was occupied by old vesrions of P2:savior
// ver. 3 was occupied by experimental versions of P2:savior change fmt
#define IDBSPXHEADER (( 'B' << 0 ) | ( 'S' << 8 ) | ( 'P' << 16 ) | ( 'X' << 24 ))
#define DELUXEMAP_VERSION 1
#define IDDELUXEMAPHEADER (( 'Q' << 0 ) | ('L' << 8 ) | ( 'I' << 16 ) | ( 'T' << 24 ))
// worldcraft predefined angles
#define ANGLE_UP -1
#define ANGLE_DOWN -2
// bmodel limits
#define MAX_MAP_HULLS 4 // MAX_HULLS
#define SURF_PLANEBACK BIT( 1 ) // plane should be negated
#define SURF_DRAWSKY BIT( 2 ) // sky surface
#define SURF_DRAWTURB_QUADS BIT( 3 ) // all subidivided polygons are quads
#define SURF_DRAWTURB BIT( 4 ) // warp surface
#define SURF_DRAWTILED BIT( 5 ) // face without lighmap
#define SURF_CONVEYOR BIT( 6 ) // scrolled texture (was SURF_DRAWBACKGROUND)
#define SURF_UNDERWATER BIT( 7 ) // caustics
#define SURF_TRANSPARENT BIT( 8 ) // it's a transparent texture (was SURF_DONTWARP)
// lightstyle management
#define LM_STYLES 4 // MAXLIGHTMAPS
#define LS_NORMAL 0x00
#define LS_UNUSED 0xFE
#define LS_NONE 0xFF
#define MAX_MAP_CLIPNODES_HLBSP 32767
#define MAX_MAP_CLIPNODES_BSP2 524288
// these limis not using by modelloader but only for displaying 'mapstats' correctly
#define MAX_MAP_MODELS 2048 // embedded models
#define MAX_MAP_ENTSTRING 0x200000 // 2 Mb should be enough
#define MAX_MAP_PLANES 131072 // can be increased without problems
#define MAX_MAP_NODES 262144 // can be increased without problems
#define MAX_MAP_CLIPNODES MAX_MAP_CLIPNODES_BSP2 // can be increased without problems
#define MAX_MAP_LEAFS 131072 // CRITICAL STUFF to run ad_sepulcher!!!
#define MAX_MAP_VERTS 524288 // can be increased without problems
#define MAX_MAP_FACES 262144 // can be increased without problems
#define MAX_MAP_MARKSURFACES 524288 // can be increased without problems
#define MAX_MAP_ENTITIES 8192 // network limit
#define MAX_MAP_TEXINFO MAX_MAP_FACES // in theory each face may have personal texinfo
#define MAX_MAP_EDGES 0x100000 // can be increased but not needed
#define MAX_MAP_SURFEDGES 0x200000 // can be increased but not needed
#define MAX_MAP_TEXTURES 2048 // can be increased but not needed
#define MAX_MAP_MIPTEX 0x2000000 // 32 Mb internal textures data
#define MAX_MAP_LIGHTING 0x2000000 // 32 Mb lightmap raw data (can contain deluxemaps)
#define MAX_MAP_VISIBILITY 0x1000000 // 16 Mb visdata
#define MAX_MAP_FACEINFO 8192 // can be increased but not needed
// quake lump ordering
enum
{
LUMP_ENTITIES = 0,
LUMP_PLANES = 1,
LUMP_TEXTURES = 2, // internal textures
LUMP_VERTEXES = 3,
LUMP_VISIBILITY = 4,
LUMP_NODES = 5,
LUMP_TEXINFO = 6,
LUMP_FACES = 7,
LUMP_LIGHTING = 8,
LUMP_CLIPNODES = 9,
LUMP_LEAFS = 10,
LUMP_MARKSURFACES = 11,
LUMP_EDGES = 12,
LUMP_SURFEDGES = 13,
LUMP_MODELS = 14, // internal submodels
HEADER_LUMPS = 15,
};
// extra lump ordering
enum
{
LUMP_LIGHTVECS = 0, // deluxemap data
LUMP_FACEINFO = 1, // landscape and lightmap resolution info
LUMP_CUBEMAPS = 2, // cubemap description
LUMP_VERTNORMALS = 3, // phong shaded vertex normals
LUMP_LEAF_LIGHTING = 4, // store vertex lighting for statics
LUMP_WORLDLIGHTS = 5, // list of all the virtual and real lights (used to relight models in-game)
LUMP_COLLISION = 6, // physics engine collision hull dump (userdata)
LUMP_AINODEGRAPH = 7, // node graph that stored into the bsp (userdata)
LUMP_SHADOWMAP = 8, // contains shadow map for direct light
LUMP_VERTEX_LIGHT = 9, // store vertex lighting for statics
LUMP_UNUSED0 = 10, // one lump reserved for me
LUMP_UNUSED1 = 11, // one lump reserved for me
EXTRA_LUMPS = 12, // count of the extra lumps
};
// texture flags
#define TEX_SPECIAL BIT( 0 ) // sky or slime, no lightmap or 256 subdivision
#define TEX_WORLD_LUXELS BIT( 1 ) // alternative lightmap matrix will be used (luxels per world units instead of luxels per texels)
#define TEX_AXIAL_LUXELS BIT( 2 ) // force world luxels to axial positive scales
#define TEX_EXTRA_LIGHTMAP BIT( 3 ) // bsp31 legacy - using 8 texels per luxel instead of 16 texels per luxel
#define TEX_SCROLL BIT( 6 ) // Doom special FX
#define IsLiquidContents( cnt ) ( cnt == CONTENTS_WATER || cnt == CONTENTS_SLIME || cnt == CONTENTS_LAVA )
// ambient sound types
enum
{
AMBIENT_WATER = 0, // waterfall
AMBIENT_SKY, // wind
AMBIENT_SLIME, // never used in quake
AMBIENT_LAVA, // never used in quake
NUM_AMBIENTS, // automatic ambient sounds
};
//
// BSP File Structures
//
typedef struct
{
int32_t fileofs;
int32_t filelen;
} dlump_t;
typedef struct
{
int32_t version;
dlump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct
{
int32_t id; // must be little endian XASH
int32_t version;
dlump_t lumps[EXTRA_LUMPS];
} dextrahdr_t;
typedef struct
{
char lumpname[24]; // up to 23 chars, zero-padded
int32_t fileofs;
int32_t filelen;
} dbspx_lump_t;
typedef struct
{
int32_t id; // must be little endian BSPX
int32_t numlumps;
dbspx_lump_t lumps[];
} dbspx_hdr_t;
typedef struct
{
vec3_t mins;
vec3_t maxs;
vec3_t origin; // for sounds or lights
int32_t headnode[MAX_MAP_HULLS];
int32_t visleafs; // not including the solid leaf 0
int32_t firstface;
int32_t numfaces;
} dmodel_t;
typedef struct
{
int32_t nummiptex;
int32_t dataofs[4]; // [nummiptex]
} dmiptexlump_t;
typedef struct
{
vec3_t point;
} dvertex_t;
typedef struct
{
vec3_t normal;
float dist;
int32_t type; // PLANE_X - PLANE_ANYZ ?
} dplane_t;
typedef struct
{
int32_t planenum;
int16_t children[2]; // negative numbers are -(leafs + 1), not nodes
int16_t mins[3]; // for sphere culling
int16_t maxs[3];
uint16_t firstface;
uint16_t numfaces; // counting both sides
} dnode_t;
typedef struct
{
int32_t planenum;
int32_t children[2]; // negative numbers are -(leafs+1), not nodes
float mins[3]; // for sphere culling
float maxs[3];
int32_t firstface;
int32_t numfaces; // counting both sides
} dnode32_t;
// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
// all other leafs need visibility info
typedef struct
{
int32_t contents;
int32_t visofs; // -1 = no visibility info
int16_t mins[3]; // for frustum culling
int16_t maxs[3];
uint16_t firstmarksurface;
uint16_t nummarksurfaces;
// automatic ambient sounds
uint8_t ambient_level[NUM_AMBIENTS]; // ambient sound level (0 - 255)
} dleaf_t;
typedef struct
{
int32_t contents;
int32_t visofs; // -1 = no visibility info
float mins[3]; // for frustum culling
float maxs[3];
int32_t firstmarksurface;
int32_t nummarksurfaces;
uint8_t ambient_level[NUM_AMBIENTS];
} dleaf32_t;
typedef struct
{
int32_t planenum;
int16_t children[2]; // negative numbers are contents
} dclipnode_t;
typedef struct
{
int32_t planenum;
int32_t children[2]; // negative numbers are contents
} dclipnode32_t;
typedef struct
{
float vecs[2][4]; // texmatrix [s/t][xyz offset]
int32_t miptex;
int16_t flags;
int16_t faceinfo; // -1 no face info otherwise dfaceinfo_t
} dtexinfo_t;
typedef struct
{
char landname[16]; // name of decsription in mapname_land.txt
uint16_t texture_step; // default is 16, pixels\luxels ratio
uint16_t max_extent; // default is 16, subdivision step ((texture_step * max_extent) - texture_step)
int16_t groupid; // to determine equal landscapes from various groups, -1 - no group
} dfaceinfo_t;
typedef uint16_t dmarkface_t; // leaf marksurfaces indexes
typedef int32_t dmarkface32_t; // leaf marksurfaces indexes
typedef int32_t dsurfedge_t; // map surfedges
// NOTE: that edge 0 is never used, because negative edge nums
// are used for counterclockwise use of the edge in a face
typedef struct
{
uint16_t v[2]; // vertex numbers
} dedge_t;
typedef struct
{
int32_t v[2]; // vertex numbers
} dedge32_t;
typedef struct
{
uint16_t planenum;
int16_t side;
int32_t firstedge; // we must support > 64k edges
int16_t numedges;
int16_t texinfo;
// lighting info
uint8_t styles[LM_STYLES];
int32_t lightofs; // start of [numstyles*surfsize] samples
} dface_t;
typedef struct
{
int32_t planenum;
int32_t side;
int32_t firstedge; // we must support > 64k edges
int32_t numedges;
int32_t texinfo;
// lighting info
uint8_t styles[LM_STYLES];
int32_t lightofs; // start of [numstyles*surfsize] samples
} dface32_t;
#endif // BSPFILE_H