|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines game-specific data
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef GAMEBSPFILE_H
#define GAMEBSPFILE_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "basetypes.h"
//-----------------------------------------------------------------------------
// This enumerations defines all the four-CC codes for the client lump names
//-----------------------------------------------------------------------------
enum { GAMELUMP_DETAIL_PROPS = 'dprp', GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt', GAMELUMP_STATIC_PROPS = 'sprp', GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh', };
// Versions...
enum { GAMELUMP_DETAIL_PROPS_VERSION = 4, GAMELUMP_DETAIL_PROP_LIGHTING_VERSION = 0, GAMELUMP_STATIC_PROPS_MIN_VERSION = 4, GAMELUMP_STATIC_PROPS_VERSION = 10, GAMELUMP_STATIC_PROP_LIGHTING_VERSION = 0, GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION = 0, };
//-----------------------------------------------------------------------------
// This is the data associated with the GAMELUMP_DETAIL_PROPS lump
//-----------------------------------------------------------------------------
#define DETAIL_NAME_LENGTH 128
enum DetailPropOrientation_t { DETAIL_PROP_ORIENT_NORMAL = 0, DETAIL_PROP_ORIENT_SCREEN_ALIGNED, DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL, };
// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw
// in detailobjectsystem.cpp
enum DetailPropType_t { DETAIL_PROP_TYPE_MODEL = 0, DETAIL_PROP_TYPE_SPRITE, DETAIL_PROP_TYPE_SHAPE_CROSS, DETAIL_PROP_TYPE_SHAPE_TRI, };
//-----------------------------------------------------------------------------
// Model index when using studiomdls for detail props
//-----------------------------------------------------------------------------
struct DetailObjectDictLump_t { DECLARE_BYTESWAP_DATADESC(); char m_Name[DETAIL_NAME_LENGTH]; // model name
};
//-----------------------------------------------------------------------------
// Information about the sprite to render
//-----------------------------------------------------------------------------
struct DetailSpriteDictLump_t { DECLARE_BYTESWAP_DATADESC(); // NOTE: All detail prop sprites must lie in the material detail/detailsprites
Vector2D m_UL; // Coordinate of upper left
Vector2D m_LR; // Coordinate of lower right
Vector2D m_TexUL; // Texcoords of upper left
Vector2D m_TexLR; // Texcoords of lower left
};
struct DetailObjectLump_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_DetailModel; // either index into DetailObjectDictLump_t or DetailPropSpriteLump_t
unsigned short m_Leaf; ColorRGBExp32 m_Lighting; unsigned int m_LightStyles; unsigned char m_LightStyleCount; unsigned char m_SwayAmount; // how much do the details sway
unsigned char m_ShapeAngle; // angle param for shaped sprites
unsigned char m_ShapeSize; // size param for shaped sprites
unsigned char m_Orientation; // See DetailPropOrientation_t
unsigned char m_Padding2[3]; // FIXME: Remove when we rev the detail lump again..
unsigned char m_Type; // See DetailPropType_t
unsigned char m_Padding3[3]; // FIXME: Remove when we rev the detail lump again..
float m_flScale; // For sprites only currently
};
//-----------------------------------------------------------------------------
// This is the data associated with the GAMELUMP_DETAIL_PROP_LIGHTING lump
//-----------------------------------------------------------------------------
struct DetailPropLightstylesLump_t { DECLARE_BYTESWAP_DATADESC(); ColorRGBExp32 m_Lighting; unsigned char m_Style; };
//-----------------------------------------------------------------------------
// This is the data associated with the GAMELUMP_STATIC_PROPS lump
//-----------------------------------------------------------------------------
enum { STATIC_PROP_NAME_LENGTH = 128,
// Flags field
// These are automatically computed
STATIC_PROP_FLAG_FADES = 0x1, STATIC_PROP_USE_LIGHTING_ORIGIN = 0x2, // These are set in WC
STATIC_PROP_NO_FLASHLIGHT = 0x4, // computed at run time based on dx level
STATIC_PROP_IGNORE_NORMALS = 0x8, STATIC_PROP_NO_SHADOW = 0x10, STATIC_PROP_MARKED_FOR_FAST_REFLECTION = 0x20,
STATIC_PROP_NO_PER_VERTEX_LIGHTING = 0x40, // in vrad, compute smoother lighting by ignoring occlusion
STATIC_PROP_NO_SELF_SHADOWING = 0x80, // disable self shadowing in vrad
STATIC_PROP_WC_MASK = 0xdc, // all flags settable in hammer (?)
};
// Extended flags (new for version V10) - so we don't need to keep re-purposing the torturted old 8-bit m_Flags field in each branch/project.
enum { STATIC_PROP_FLAGS_EX_DISABLE_SHADOW_DEPTH = 0x1, // do not render this prop into the CSM or flashlight shadow depth buffers (but still cast shadows into lightmaps)
STATIC_PROP_FLAGS_EX_DISABLE_CSM = 0x2, // do not render this prop into the CSM depth buffers (but still cast shadows into lightmaps and potentially draw into flashlight shadow buffers) - currently only set at runtime
STATIC_PROP_FLAGS_EX_ENABLE_LIGHT_BOUNCE = 0x4, // Allow indirect light to bounce off this static prop in vrad
};
struct StaticPropDictLump_t { DECLARE_BYTESWAP_DATADESC(); char m_Name[STATIC_PROP_NAME_LENGTH]; // model name
};
struct StaticPropLumpV4_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
};
struct StaticPropLumpV5_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; float m_flForcedFadeScale; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
};
struct StaticPropLumpV6_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; float m_flForcedFadeScale; unsigned short m_nMinDXLevel; unsigned short m_nMaxDXLevel; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
};
struct StaticPropLumpV7_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; float m_flForcedFadeScale; unsigned short m_nMinDXLevel; unsigned short m_nMaxDXLevel; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
color32 m_DiffuseModulation; // per instance color and alpha modulation
};
struct StaticPropLumpV8_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; float m_flForcedFadeScale; unsigned char m_nMinCPULevel; unsigned char m_nMaxCPULevel; unsigned char m_nMinGPULevel; unsigned char m_nMaxGPULevel; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
color32 m_DiffuseModulation; // per instance color and alpha modulation
};
struct StaticPropLumpV9_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; float m_flForcedFadeScale; unsigned char m_nMinCPULevel; unsigned char m_nMaxCPULevel; unsigned char m_nMinGPULevel; unsigned char m_nMaxGPULevel; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
color32 m_DiffuseModulation; // per instance color and alpha modulation
bool m_bDisableX360; };
// version 10
struct StaticPropLump_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; float m_flForcedFadeScale; unsigned char m_nMinCPULevel; unsigned char m_nMaxCPULevel; unsigned char m_nMinGPULevel; unsigned char m_nMaxGPULevel; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
color32 m_DiffuseModulation; // per instance color and alpha modulation
bool m_bDisableX360; int m_FlagsEx; // more flags (introduced in v10)
};
struct StaticPropLeafLump_t { DECLARE_BYTESWAP_DATADESC(); unsigned short m_Leaf; };
//-----------------------------------------------------------------------------
// This is the data associated with the GAMELUMP_STATIC_PROP_LIGHTING lump
//-----------------------------------------------------------------------------
struct StaticPropLightstylesLump_t { ColorRGBExp32 m_Lighting; };
#endif // GAMEBSPFILE_H
|