ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/bspc/sinfiles.h/
/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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 2 of the License, or (at your option) any later version. Quake III Arena source code 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. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /* ============================================================================== .BSP file format ============================================================================== */ #define SIN #define SINBSPVERSION 41 // upper design bounds // leaffaces, leafbrushes, planes, and verts are still bounded by // 16 bit short limits #define SIN_MAX_MAP_MODELS 1024 #define SIN_MAX_MAP_BRUSHES 8192 #define SIN_MAX_MAP_ENTITIES 2048 #define SIN_MAX_MAP_ENTSTRING 0x40000 #define SIN_MAX_MAP_TEXINFO 8192 #define SIN_MAX_MAP_AREAS 256 #define SIN_MAX_MAP_AREAPORTALS 1024 #define SIN_MAX_MAP_PLANES 65536 #define SIN_MAX_MAP_NODES 65536 #define SIN_MAX_MAP_BRUSHSIDES 65536 #define SIN_MAX_MAP_LEAFS 65536 #define SIN_MAX_MAP_VERTS 65536 #define SIN_MAX_MAP_FACES 65536 #define SIN_MAX_MAP_LEAFFACES 65536 #define SIN_MAX_MAP_LEAFBRUSHES 65536 #define SIN_MAX_MAP_PORTALS 65536 #define SIN_MAX_MAP_EDGES 128000 #define SIN_MAX_MAP_SURFEDGES 256000 #define SIN_MAX_MAP_LIGHTING 0x320000 #define SIN_MAX_MAP_VISIBILITY 0x280000 #ifdef SIN #define SIN_MAX_MAP_LIGHTINFO 8192 #endif #ifdef SIN #undef SIN_MAX_MAP_LIGHTING //undef the Quake2 bsp version #define SIN_MAX_MAP_LIGHTING 0x300000 #endif #ifdef SIN #undef SIN_MAX_MAP_VISIBILITY //undef the Quake2 bsp version #define SIN_MAX_MAP_VISIBILITY 0x280000 #endif //============================================================================= typedef struct { int fileofs, filelen; } sin_lump_t; #define SIN_LUMP_ENTITIES 0 #define SIN_LUMP_PLANES 1 #define SIN_LUMP_VERTEXES 2 #define SIN_LUMP_VISIBILITY 3 #define SIN_LUMP_NODES 4 #define SIN_LUMP_TEXINFO 5 #define SIN_LUMP_FACES 6 #define SIN_LUMP_LIGHTING 7 #define SIN_LUMP_LEAFS 8 #define SIN_LUMP_LEAFFACES 9 #define SIN_LUMP_LEAFBRUSHES 10 #define SIN_LUMP_EDGES 11 #define SIN_LUMP_SURFEDGES 12 #define SIN_LUMP_MODELS 13 #define SIN_LUMP_BRUSHES 14 #define SIN_LUMP_BRUSHSIDES 15 #define SIN_LUMP_POP 16 #define SIN_LUMP_AREAS 17 #define SIN_LUMP_AREAPORTALS 18 #ifdef SIN #define SIN_LUMP_LIGHTINFO 19 #define SINHEADER_LUMPS 20 #endif typedef struct { int ident; int version; sin_lump_t lumps[SINHEADER_LUMPS]; } sin_dheader_t; typedef struct { float mins[3], maxs[3]; float origin[3]; // for sounds or lights int headnode; int firstface, numfaces; // submodels just draw faces // without walking the bsp tree } sin_dmodel_t; typedef struct { float point[3]; } sin_dvertex_t; // 0-2 are axial planes #define PLANE_X 0 #define PLANE_Y 1 #define PLANE_Z 2 // 3-5 are non-axial planes snapped to the nearest #define PLANE_ANYX 3 #define PLANE_ANYY 4 #define PLANE_ANYZ 5 // planes (x&~1) and (x&~1)+1 are allways opposites typedef struct { float normal[3]; float dist; int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate } sin_dplane_t; // contents flags are seperate bits // a given brush can contribute multiple content bits // multiple brushes can be in a single leaf // these definitions also need to be in q_shared.h! // lower bits are stronger, and will eat weaker brushes completely #ifdef SIN #define CONTENTS_FENCE 4 #endif // remaining contents are non-visible, and don't eat brushes #ifdef SIN #define CONTENTS_DUMMYFENCE 0x1000 #endif #ifdef SIN #define SURF_MASKED 0x2 // surface texture is masked #endif #define SURF_SKY 0x4 // don't draw, but add to skybox #define SURF_WARP 0x8 // turbulent water warp #ifdef SIN #define SURF_NONLIT 0x10 // surface is not lit #define SURF_NOFILTER 0x20 // surface is not bi-linear filtered #endif #define SURF_FLOWING 0x40 // scroll towards angle #define SURF_NODRAW 0x80 // don't bother referencing the texture #define SURF_HINT 0x100 // make a primary bsp splitter #define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes #ifdef SIN #define SURF_CONVEYOR 0x40 // surface is not lit #endif #ifdef SIN #define SURF_WAVY 0x400 // surface has waves #define SURF_RICOCHET 0x800 // projectiles bounce literally bounce off this surface #define SURF_PRELIT 0x1000 // surface has intensity information for pre-lighting #define SURF_MIRROR 0x2000 // surface is a mirror #define SURF_CONSOLE 0x4000 // surface is a console #define SURF_USECOLOR 0x8000 // surface is lit with non-lit * color #define SURF_HARDWAREONLY 0x10000 // surface has been damaged #define SURF_DAMAGE 0x20000 // surface can be damaged #define SURF_WEAK 0x40000 // surface has weak hit points #define SURF_NORMAL 0x80000 // surface has normal hit points #define SURF_ADD 0x100000 // surface will be additive #define SURF_ENVMAPPED 0x200000 // surface is envmapped #define SURF_RANDOMANIMATE 0x400000 // surface start animating on a random frame #define SURF_ANIMATE 0x800000 // surface animates #define SURF_RNDTIME 0x1000000 // time between animations is random #define SURF_TRANSLATE 0x2000000 // surface translates #define SURF_NOMERGE 0x4000000 // surface is not merged in csg phase #define SURF_TYPE_BIT0 0x8000000 // 0 bit of surface type #define SURF_TYPE_BIT1 0x10000000 // 1 bit of surface type #define SURF_TYPE_BIT2 0x20000000 // 2 bit of surface type #define SURF_TYPE_BIT3 0x40000000 // 3 bit of surface type #define SURF_START_BIT 27 #define SURFACETYPE_FROM_FLAGS( x ) ( ( x >> (SURF_START_BIT) ) & 0xf ) #define SURF_TYPE_SHIFT(x) ( (x) << (SURF_START_BIT) ) // macro for getting proper bit mask #define SURF_TYPE_NONE SURF_TYPE_SHIFT(0) #define SURF_TYPE_WOOD SURF_TYPE_SHIFT(1) #define SURF_TYPE_METAL SURF_TYPE_SHIFT(2) #define SURF_TYPE_STONE SURF_TYPE_SHIFT(3) #define SURF_TYPE_CONCRETE SURF_TYPE_SHIFT(4) #define SURF_TYPE_DIRT SURF_TYPE_SHIFT(5) #define SURF_TYPE_FLESH SURF_TYPE_SHIFT(6) #define SURF_TYPE_GRILL SURF_TYPE_SHIFT(7) #define SURF_TYPE_GLASS SURF_TYPE_SHIFT(8) #define SURF_TYPE_FABRIC SURF_TYPE_SHIFT(9) #define SURF_TYPE_MONITOR SURF_TYPE_SHIFT(10) #define SURF_TYPE_GRAVEL SURF_TYPE_SHIFT(11) #define SURF_TYPE_VEGETATION SURF_TYPE_SHIFT(12) #define SURF_TYPE_PAPER SURF_TYPE_SHIFT(13) #define SURF_TYPE_DUCT SURF_TYPE_SHIFT(14) #define SURF_TYPE_WATER SURF_TYPE_SHIFT(15) #endif typedef struct { int planenum; int children[2]; // negative numbers are -(leafs+1), not nodes short mins[3]; // for frustom culling short maxs[3]; unsigned short firstface; unsigned short numfaces; // counting both sides } sin_dnode_t; #ifdef SIN typedef struct sin_lightvalue_s { int value; // light emission, etc vec3_t color; float direct; float directangle; float directstyle; char directstylename[32]; } sin_lightvalue_t; typedef struct sin_texinfo_s { float vecs[2][4]; // [s/t][xyz offset] int flags; // miptex flags + overrides char texture[64]; // texture name (textures/*.wal) int nexttexinfo; // for animations, -1 = end of chain float trans_mag; int trans_angle; int base_angle; float animtime; float nonlit; float translucence; float friction; float restitution; vec3_t color; char groupname[32]; } sin_texinfo_t; #endif //SIN // note that edge 0 is never used, because negative edge nums are used for // counterclockwise use of the edge in a face typedef struct { unsigned short v[2]; // vertex numbers } sin_dedge_t; #ifdef MAXLIGHTMAPS #undef MAXLIGHTMAPS #endif #define MAXLIGHTMAPS 16 typedef struct { unsigned short planenum; short side; int firstedge; // we must support > 64k edges short numedges; short texinfo; // lighting info byte styles[MAXLIGHTMAPS]; int lightofs; // start of [numstyles*surfsize] samples #ifdef SIN int lightinfo; #endif } sin_dface_t; typedef struct { int contents; // OR of all brushes (not needed?) short cluster; short area; short mins[3]; // for frustum culling short maxs[3]; unsigned short firstleafface; unsigned short numleaffaces; unsigned short firstleafbrush; unsigned short numleafbrushes; } sin_dleaf_t; typedef struct { unsigned short planenum; // facing out of the leaf short texinfo; #ifdef SIN int lightinfo; #endif } sin_dbrushside_t; typedef struct { int firstside; int numsides; int contents; } sin_dbrush_t; #define ANGLE_UP -1 #define ANGLE_DOWN -2 // the visibility lump consists of a header with a count, then // byte offsets for the PVS and PHS of each cluster, then the raw // compressed bit vectors #define DVIS_PVS 0 #define DVIS_PHS 1 typedef struct { int numclusters; int bitofs[8][2]; // bitofs[numclusters][2] } sin_dvis_t; // each area has a list of portals that lead into other areas // when portals are closed, other areas may not be visible or // hearable even if the vis info says that it should be typedef struct { int portalnum; int otherarea; } sin_dareaportal_t; typedef struct { int numareaportals; int firstareaportal; } sin_darea_t;