Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines and structures for the BSP file format.
//
// $NoKeywords: $
//=============================================================================//
#ifndef BSPFILE_H
#define BSPFILE_H
#pragma once
#ifndef MATHLIB_H
#include "mathlib/mathlib.h"
#endif
#include "datamap.h"
#include "mathlib/bumpvects.h"
#include "mathlib/compressed_light_cube.h"
// little-endian "VBSP"
#define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'V')
// MINBSPVERSION is the minimum acceptable version. The engine will load MINBSPVERSION through BSPVERSION
#define MINBSPVERSION 19
#define BSPVERSION 20
// This needs to match the value in gl_lightmap.h
// Need to dynamically allocate the weights and light values in radial_t to make this variable.
#define MAX_BRUSH_LIGHTMAP_DIM_WITHOUT_BORDER 32
// This is one more than what vbsp cuts for to allow for rounding errors
#define MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 35
// We can have larger lightmaps on displacements
#define MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER 125
#define MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128
// This is the actual max.. (change if you change the brush lightmap dim or disp lightmap dim
#define MAX_LIGHTMAP_DIM_WITHOUT_BORDER MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER
#define MAX_LIGHTMAP_DIM_INCLUDING_BORDER MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER
#define MAX_LIGHTSTYLES 64
// upper design bounds
#define MIN_MAP_DISP_POWER 2 // Minimum and maximum power a displacement can be.
#define MAX_MAP_DISP_POWER 4
// Max # of neighboring displacement touching a displacement's corner.
#define MAX_DISP_CORNER_NEIGHBORS 4
#define NUM_DISP_POWER_VERTS(power) ( ((1 << (power)) + 1) * ((1 << (power)) + 1) )
#define NUM_DISP_POWER_TRIS(power) ( (1 << (power)) * (1 << (power)) * 2 )
#if !defined( BSP_USE_LESS_MEMORY )
// Common limits
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define MAX_MAP_MODELS 1024
#define MAX_MAP_BRUSHES 8192
#define MAX_MAP_ENTITIES 8192
#define MAX_MAP_TEXINFO 12288
#define MAX_MAP_TEXDATA 2048
#define MAX_MAP_DISPINFO 2048
#define MAX_MAP_DISP_VERTS ( MAX_MAP_DISPINFO * ((1<<MAX_MAP_DISP_POWER)+1) * ((1<<MAX_MAP_DISP_POWER)+1) )
#define MAX_MAP_DISP_TRIS ( (1 << MAX_MAP_DISP_POWER) * (1 << MAX_MAP_DISP_POWER) * 2 )
#define MAX_DISPVERTS NUM_DISP_POWER_VERTS( MAX_MAP_DISP_POWER )
#define MAX_DISPTRIS NUM_DISP_POWER_TRIS( MAX_MAP_DISP_POWER )
#define MAX_MAP_AREAS 256
#define MAX_MAP_AREA_BYTES (MAX_MAP_AREAS/8)
#define MAX_MAP_AREAPORTALS 1024
// Planes come in pairs, thus an even number.
#define MAX_MAP_PLANES 65536
#define MAX_MAP_NODES 65536
#define MAX_MAP_BRUSHSIDES 65536
#define MAX_MAP_LEAFS 65536
#define MAX_MAP_VERTS 65536
#define MAX_MAP_VERTNORMALS 256000
#define MAX_MAP_VERTNORMALINDICES 256000
#define MAX_MAP_FACES 65536
#define MAX_MAP_LEAFFACES 65536
#define MAX_MAP_LEAFBRUSHES 65536
#define MAX_MAP_PORTALS 65536
#define MAX_MAP_CLUSTERS 65536
#define MAX_MAP_LEAFWATERDATA 32768
#define MAX_MAP_PORTALVERTS 128000
#define MAX_MAP_EDGES 256000
#define MAX_MAP_SURFEDGES 512000
#define MAX_MAP_LIGHTING 0x1000000
#define MAX_MAP_VISIBILITY 0x1000000 // increased BSPVERSION 7
#define MAX_MAP_TEXTURES 1024
#define MAX_MAP_WORLDLIGHTS 8192
#define MAX_MAP_CUBEMAPSAMPLES 1024
#define MAX_MAP_OVERLAYS 512
#define MAX_MAP_WATEROVERLAYS 16384
#define MAX_MAP_TEXDATA_STRING_DATA 256000
#define MAX_MAP_TEXDATA_STRING_TABLE 65536
// this is stuff for trilist/tristrips, etc.
#define MAX_MAP_PRIMITIVES 32768
#define MAX_MAP_PRIMVERTS 65536
#define MAX_MAP_PRIMINDICES 65536
#else
// Xbox 360 - Force static arrays to be very small
#define MAX_MAP_MODELS 2
#define MAX_MAP_BRUSHES 2
#define MAX_MAP_ENTITIES 2
#define MAX_MAP_TEXINFO 2
#define MAX_MAP_TEXDATA 2
#define MAX_MAP_DISPINFO 2
#define MAX_MAP_DISP_VERTS ( MAX_MAP_DISPINFO * ((1<<MAX_MAP_DISP_POWER)+1) * ((1<<MAX_MAP_DISP_POWER)+1) )
#define MAX_MAP_DISP_TRIS ( (1 << MAX_MAP_DISP_POWER) * (1 << MAX_MAP_DISP_POWER) * 2 )
#define MAX_DISPVERTS NUM_DISP_POWER_VERTS( MAX_MAP_DISP_POWER )
#define MAX_DISPTRIS NUM_DISP_POWER_TRIS( MAX_MAP_DISP_POWER )
#define MAX_MAP_AREAS 2
#define MAX_MAP_AREA_BYTES 2
#define MAX_MAP_AREAPORTALS 2
#define MAX_MAP_PLANES 2
#define MAX_MAP_NODES 2
#define MAX_MAP_BRUSHSIDES 2
#define MAX_MAP_LEAFS 2
#define MAX_MAP_VERTS 2
#define MAX_MAP_VERTNORMALS 2
#define MAX_MAP_VERTNORMALINDICES 2
#define MAX_MAP_FACES 2
#define MAX_MAP_LEAFFACES 2
#define MAX_MAP_LEAFBRUSHES 2
#define MAX_MAP_PORTALS 2
#define MAX_MAP_CLUSTERS 2
#define MAX_MAP_LEAFWATERDATA 2
#define MAX_MAP_PORTALVERTS 2
#define MAX_MAP_EDGES 2
#define MAX_MAP_SURFEDGES 2
#define MAX_MAP_LIGHTING 2
#define MAX_MAP_VISIBILITY 2
#define MAX_MAP_TEXTURES 2
#define MAX_MAP_WORLDLIGHTS 2
#define MAX_MAP_CUBEMAPSAMPLES 2
#define MAX_MAP_OVERLAYS 2
#define MAX_MAP_WATEROVERLAYS 2
#define MAX_MAP_TEXDATA_STRING_DATA 2
#define MAX_MAP_TEXDATA_STRING_TABLE 2
#define MAX_MAP_PRIMITIVES 2
#define MAX_MAP_PRIMVERTS 2
#define MAX_MAP_PRIMINDICES 2
#endif // BSP_USE_LESS_MEMORY
// key / value pair sizes
#define MAX_KEY 32
#define MAX_VALUE 1024
// ------------------------------------------------------------------------------------------------ //
// Displacement neighbor rules
// ------------------------------------------------------------------------------------------------ //
//
// Each displacement is considered to be in its own space:
//
// NEIGHBOREDGE_TOP
//
// 1 --- 2
// | |
// NEIGHBOREDGE_LEFT | | NEIGHBOREDGE_RIGHT
// | |
// 0 --- 3
//
// NEIGHBOREDGE_BOTTOM
//
//
// Edge edge of a displacement can have up to two neighbors. If it only has one neighbor
// and the neighbor fills the edge, then SubNeighbor 0 uses CORNER_TO_CORNER (and SubNeighbor 1
// is undefined).
//
// CORNER_TO_MIDPOINT means that it spans [bottom edge,midpoint] or [left edge,midpoint] depending
// on which edge you're on.
//
// MIDPOINT_TO_CORNER means that it spans [midpoint,top edge] or [midpoint,right edge] depending
// on which edge you're on.
//
// Here's an illustration (where C2M=CORNER_TO_MIDPOINT and M2C=MIDPOINT_TO_CORNER
//
//
// C2M M2C
//
// 1 --------------> x --------------> 2
//
// ^ ^
// | |
// | |
// M2C | | M2C
// | |
// | |
//
// x x x
//
// ^ ^
// | |
// | |
// C2M | | C2M
// | |
// | |
//
// 0 --------------> x --------------> 3
//
// C2M M2C
//
//
// The CHILDNODE_ defines can be used to refer to a node's child nodes (this is for when you're
// recursing into the node tree inside a displacement):
//
// ---------
// | | |
// | 1 | 0 |
// | | |
// |---x---|
// | | |
// | 2 | 3 |
// | | |
// ---------
//
// ------------------------------------------------------------------------------------------------ //
// These can be used to index g_ChildNodeIndexMul.
enum
{
CHILDNODE_UPPER_RIGHT=0,
CHILDNODE_UPPER_LEFT=1,
CHILDNODE_LOWER_LEFT=2,
CHILDNODE_LOWER_RIGHT=3
};
// Corner indices. Used to index m_CornerNeighbors.
enum
{
CORNER_LOWER_LEFT=0,
CORNER_UPPER_LEFT=1,
CORNER_UPPER_RIGHT=2,
CORNER_LOWER_RIGHT=3
};
// These edge indices must match the edge indices of the CCoreDispSurface.
enum
{
NEIGHBOREDGE_LEFT=0,
NEIGHBOREDGE_TOP=1,
NEIGHBOREDGE_RIGHT=2,
NEIGHBOREDGE_BOTTOM=3
};
// These denote where one dispinfo fits on another.
// Note: tables are generated based on these indices so make sure to update
// them if these indices are changed.
typedef enum
{
CORNER_TO_CORNER=0,
CORNER_TO_MIDPOINT=1,
MIDPOINT_TO_CORNER=2
} NeighborSpan;
// These define relative orientations of displacement neighbors.
typedef enum
{
ORIENTATION_CCW_0=0,
ORIENTATION_CCW_90=1,
ORIENTATION_CCW_180=2,
ORIENTATION_CCW_270=3
} NeighborOrientation;
//=============================================================================
enum
{
LUMP_ENTITIES = 0, // *
LUMP_PLANES = 1, // *
LUMP_TEXDATA = 2, // *
LUMP_VERTEXES = 3, // *
LUMP_VISIBILITY = 4, // *
LUMP_NODES = 5, // *
LUMP_TEXINFO = 6, // *
LUMP_FACES = 7, // *
LUMP_LIGHTING = 8, // *
LUMP_OCCLUSION = 9,
LUMP_LEAFS = 10, // *
LUMP_FACEIDS = 11,
LUMP_EDGES = 12, // *
LUMP_SURFEDGES = 13, // *
LUMP_MODELS = 14, // *
LUMP_WORLDLIGHTS = 15, //
LUMP_LEAFFACES = 16, // *
LUMP_LEAFBRUSHES = 17, // *
LUMP_BRUSHES = 18, // *
LUMP_BRUSHSIDES = 19, // *
LUMP_AREAS = 20, // *
LUMP_AREAPORTALS = 21, // *
LUMP_UNUSED0 = 22,
LUMP_UNUSED1 = 23,
LUMP_UNUSED2 = 24,
LUMP_UNUSED3 = 25,
LUMP_DISPINFO = 26,
LUMP_ORIGINALFACES = 27,
LUMP_PHYSDISP = 28,
LUMP_PHYSCOLLIDE = 29,
LUMP_VERTNORMALS = 30,
LUMP_VERTNORMALINDICES = 31,
LUMP_DISP_LIGHTMAP_ALPHAS = 32,
LUMP_DISP_VERTS = 33, // CDispVerts
LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS = 34, // For each displacement
// For each lightmap sample
// byte for index
// if 255, then index = next byte + 255
// 3 bytes for barycentric coordinates
// The game lump is a method of adding game-specific lumps
// FIXME: Eventually, all lumps could use the game lump system
LUMP_GAME_LUMP = 35,
LUMP_LEAFWATERDATA = 36,
LUMP_PRIMITIVES = 37,
LUMP_PRIMVERTS = 38,
LUMP_PRIMINDICES = 39,
// A pak file can be embedded in a .bsp now, and the file system will search the pak
// file first for any referenced names, before deferring to the game directory
// file system/pak files and finally the base directory file system/pak files.
LUMP_PAKFILE = 40,
LUMP_CLIPPORTALVERTS = 41,
// A map can have a number of cubemap entities in it which cause cubemap renders
// to be taken after running vrad.
LUMP_CUBEMAPS = 42,
LUMP_TEXDATA_STRING_DATA = 43,
LUMP_TEXDATA_STRING_TABLE = 44,
LUMP_OVERLAYS = 45,
LUMP_LEAFMINDISTTOWATER = 46,
LUMP_FACE_MACRO_TEXTURE_INFO = 47,
LUMP_DISP_TRIS = 48,
LUMP_PHYSCOLLIDESURFACE = 49, // deprecated. We no longer use win32-specific havok compression on terrain
LUMP_WATEROVERLAYS = 50,
LUMP_LEAF_AMBIENT_INDEX_HDR = 51, // index of LUMP_LEAF_AMBIENT_LIGHTING_HDR
LUMP_LEAF_AMBIENT_INDEX = 52, // index of LUMP_LEAF_AMBIENT_LIGHTING
// optional lumps for HDR
LUMP_LIGHTING_HDR = 53,
LUMP_WORLDLIGHTS_HDR = 54,
LUMP_LEAF_AMBIENT_LIGHTING_HDR = 55, // NOTE: this data overrides part of the data stored in LUMP_LEAFS.
LUMP_LEAF_AMBIENT_LIGHTING = 56, // NOTE: this data overrides part of the data stored in LUMP_LEAFS.
LUMP_XZIPPAKFILE = 57, // deprecated. xbox 1: xzip version of pak file
LUMP_FACES_HDR = 58, // HDR maps may have different face data.
LUMP_MAP_FLAGS = 59, // extended level-wide flags. not present in all levels
LUMP_OVERLAY_FADES = 60, // Fade distances for overlays
};
// Lumps that have versions are listed here
enum
{
LUMP_LIGHTING_VERSION = 1,
LUMP_FACES_VERSION = 1,
LUMP_OCCLUSION_VERSION = 2,
LUMP_LEAFS_VERSION = 1,
LUMP_LEAF_AMBIENT_LIGHTING_VERSION = 1,
};
#define HEADER_LUMPS 64
#include "zip_uncompressed.h"
struct lump_t
{
DECLARE_BYTESWAP_DATADESC();
int fileofs, filelen;
int version; // default to zero
// this field was char fourCC[4] previously, but was unused, favoring the LUMP IDs above instead. It has been
// repurposed for compression. 0 implies the lump is not compressed.
int uncompressedSize; // default to zero
};
struct dheader_t
{
DECLARE_BYTESWAP_DATADESC();
int ident;
int version;
lump_t lumps[HEADER_LUMPS];
int mapRevision; // the map's revision (iteration, version) number (added BSPVERSION 6)
};
// level feature flags
#define LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR 0x00000001 // was processed by vrad with -staticproplighting, no hdr data
#define LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR 0x00000002 // was processed by vrad with -staticproplighting, in hdr
struct dflagslump_t
{
DECLARE_BYTESWAP_DATADESC();
uint32 m_LevelFlags; // LVLFLAGS_xxx
};
struct lumpfileheader_t
{
int lumpOffset;
int lumpID;
int lumpVersion;
int lumpLength;
int mapRevision; // the map's revision (iteration, version) number (added BSPVERSION 6)
};
struct dgamelumpheader_t
{
DECLARE_BYTESWAP_DATADESC();
int lumpCount;
// dgamelump_t follow this
};
// This is expected to be a four-CC code ('lump')
typedef int GameLumpId_t;
// game lump is compressed, filelen reflects original size
// use next entry fileofs to determine actual disk lump compressed size
// compression stage ensures a terminal null dictionary entry
#define GAMELUMPFLAG_COMPRESSED 0x0001
struct dgamelump_t
{
DECLARE_BYTESWAP_DATADESC();
GameLumpId_t id;
unsigned short flags;
unsigned short version;
int fileofs;
int filelen;
};
extern int g_MapRevision;
struct dmodel_t
{
DECLARE_BYTESWAP_DATADESC();
Vector mins, maxs;
Vector origin; // for sounds or lights
int headnode;
int firstface, numfaces; // submodels just draw faces without walking the bsp tree
};
struct dphysmodel_t
{
DECLARE_BYTESWAP_DATADESC()
int modelIndex;
int dataSize;
int keydataSize;
int solidCount;
};
// contains the binary blob for each displacement surface's virtual hull
struct dphysdisp_t
{
DECLARE_BYTESWAP_DATADESC()
unsigned short numDisplacements;
//unsigned short dataSize[numDisplacements];
};
struct dvertex_t
{
DECLARE_BYTESWAP_DATADESC();
Vector point;
};
// planes (x&~1) and (x&~1)+1 are always opposites
struct dplane_t
{
DECLARE_BYTESWAP_DATADESC();
Vector normal;
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
};
#ifndef BSPFLAGS_H
#include "bspflags.h"
#endif
struct dnode_t
{
DECLARE_BYTESWAP_DATADESC();
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
short area; // If all leaves below this node are in the same area, then
// this is the area index. If not, this is -1.
};
typedef struct texinfo_s
{
DECLARE_BYTESWAP_DATADESC();
float textureVecsTexelsPerWorldUnits[2][4]; // [s/t][xyz offset]
float lightmapVecsLuxelsPerWorldUnits[2][4]; // [s/t][xyz offset] - length is in units of texels/area
int flags; // miptex flags + overrides
int texdata; // Pointer to texture name, size, etc.
} texinfo_t;
#define TEXTURE_NAME_LENGTH 128 // changed from 64 BSPVERSION 8
struct dtexdata_t
{
DECLARE_BYTESWAP_DATADESC();
Vector reflectivity;
int nameStringTableID; // index into g_StringTable for the texture name
int width, height; // source image
int view_width, view_height; //
};
//-----------------------------------------------------------------------------
// Occluders are simply polygons
//-----------------------------------------------------------------------------
// Flags field of doccluderdata_t
enum
{
OCCLUDER_FLAGS_INACTIVE = 0x1,
};
struct doccluderdata_t
{
DECLARE_BYTESWAP_DATADESC();
int flags;
int firstpoly; // index into doccluderpolys
int polycount;
Vector mins;
Vector maxs;
int area;
};
struct doccluderdataV1_t
{
int flags;
int firstpoly; // index into doccluderpolys
int polycount;
Vector mins;
Vector maxs;
};
struct doccluderpolydata_t
{
DECLARE_BYTESWAP_DATADESC();
int firstvertexindex; // index into doccludervertindices
int vertexcount;
int planenum;
};
// NOTE: see the section above titled "displacement neighbor rules".
struct CDispSubNeighbor
{
public:
DECLARE_BYTESWAP_DATADESC();
unsigned short GetNeighborIndex() const { return m_iNeighbor; }
NeighborSpan GetSpan() const { return (NeighborSpan)m_Span; }
NeighborSpan GetNeighborSpan() const { return (NeighborSpan)m_NeighborSpan; }
NeighborOrientation GetNeighborOrientation() const { return (NeighborOrientation)m_NeighborOrientation; }
bool IsValid() const { return m_iNeighbor != 0xFFFF; }
void SetInvalid() { m_iNeighbor = 0xFFFF; }
public:
unsigned short m_iNeighbor; // This indexes into ddispinfos.
// 0xFFFF if there is no neighbor here.
unsigned char m_NeighborOrientation; // (CCW) rotation of the neighbor wrt this displacement.
// These use the NeighborSpan type.
unsigned char m_Span; // Where the neighbor fits onto this side of our displacement.
unsigned char m_NeighborSpan; // Where we fit onto our neighbor.
};
// NOTE: see the section above titled "displacement neighbor rules".
class CDispNeighbor
{
public:
DECLARE_BYTESWAP_DATADESC();
void SetInvalid() { m_SubNeighbors[0].SetInvalid(); m_SubNeighbors[1].SetInvalid(); }
// Returns false if there isn't anything touching this edge.
bool IsValid() { return m_SubNeighbors[0].IsValid() || m_SubNeighbors[1].IsValid(); }
public:
// Note: if there is a neighbor that fills the whole side (CORNER_TO_CORNER),
// then it will always be in CDispNeighbor::m_Neighbors[0]
CDispSubNeighbor m_SubNeighbors[2];
};
class CDispCornerNeighbors
{
public:
DECLARE_BYTESWAP_DATADESC();
void SetInvalid() { m_nNeighbors = 0; }
public:
unsigned short m_Neighbors[MAX_DISP_CORNER_NEIGHBORS]; // indices of neighbors.
unsigned char m_nNeighbors;
};
class CDispVert
{
public:
DECLARE_BYTESWAP_DATADESC();
Vector m_vVector; // Vector field defining displacement volume.
float m_flDist; // Displacement distances.
float m_flAlpha; // "per vertex" alpha values.
};
#define DISPTRI_TAG_SURFACE (1<<0)
#define DISPTRI_TAG_WALKABLE (1<<1)
#define DISPTRI_TAG_BUILDABLE (1<<2)
#define DISPTRI_FLAG_SURFPROP1 (1<<3)
#define DISPTRI_FLAG_SURFPROP2 (1<<4)
#define DISPTRI_TAG_REMOVE (1<<5)
class CDispTri
{
public:
DECLARE_BYTESWAP_DATADESC();
unsigned short m_uiTags; // Displacement triangle tags.
};
class ddispinfo_t
{
public:
DECLARE_BYTESWAP_DATADESC();
int NumVerts() const { return NUM_DISP_POWER_VERTS(power); }
int NumTris() const { return NUM_DISP_POWER_TRIS(power); }
public:
Vector startPosition; // start position used for orientation -- (added BSPVERSION 6)
int m_iDispVertStart; // Index into LUMP_DISP_VERTS.
int m_iDispTriStart; // Index into LUMP_DISP_TRIS.
int power; // power - indicates size of map (2^power + 1)
int minTess; // minimum tesselation allowed
float smoothingAngle; // lighting smoothing angle
int contents; // surface contents
unsigned short m_iMapFace; // Which map face this displacement comes from.
int m_iLightmapAlphaStart; // Index into ddisplightmapalpha.
// The count is m_pParent->lightmapTextureSizeInLuxels[0]*m_pParent->lightmapTextureSizeInLuxels[1].
int m_iLightmapSamplePositionStart; // Index into LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS.
CDispNeighbor m_EdgeNeighbors[4]; // Indexed by NEIGHBOREDGE_ defines.
CDispCornerNeighbors m_CornerNeighbors[4]; // Indexed by CORNER_ defines.
enum unnamed { ALLOWEDVERTS_SIZE = PAD_NUMBER( MAX_DISPVERTS, 32 ) / 32 };
unsigned long m_AllowedVerts[ALLOWEDVERTS_SIZE]; // This is built based on the layout and sizes of our neighbors
// and tells us which vertices are allowed to be active.
};
// note that edge 0 is never used, because negative edge nums are used for
// counterclockwise use of the edge in a face
struct dedge_t
{
DECLARE_BYTESWAP_DATADESC();
unsigned short v[2]; // vertex numbers
};
#define MAXLIGHTMAPS 4
enum dprimitive_type
{
PRIM_TRILIST=0,
PRIM_TRISTRIP=1,
};
struct dprimitive_t
{
DECLARE_BYTESWAP_DATADESC();
unsigned char type;
unsigned short firstIndex;
unsigned short indexCount;
unsigned short firstVert;
unsigned short vertCount;
};
struct dprimvert_t
{
DECLARE_BYTESWAP_DATADESC();
Vector pos;
};
struct dface_t
{
DECLARE_BYTESWAP_DATADESC();
unsigned short planenum;
byte side; // faces opposite to the node's plane direction
byte onNode; // 1 of on node, 0 if in leaf
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// This is a union under the assumption that a fog volume boundary (ie. water surface)
// isn't a displacement map.
// FIXME: These should be made a union with a flags or type field for which one it is
// if we can add more to this.
// union
// {
short dispinfo;
// This is only for surfaces that are the boundaries of fog volumes
// (ie. water surfaces)
// All of the rest of the surfaces can look at their leaf to find out
// what fog volume they are in.
short surfaceFogVolumeID;
// };
// lighting info
byte styles[MAXLIGHTMAPS];
int lightofs; // start of [numstyles*surfsize] samples
float area;
// TODO: make these unsigned chars?
int m_LightmapTextureMinsInLuxels[2];
int m_LightmapTextureSizeInLuxels[2];
int origFace; // reference the original face this face was derived from
public:
unsigned short GetNumPrims() const;
void SetNumPrims( unsigned short nPrims );
bool AreDynamicShadowsEnabled();
void SetDynamicShadowsEnabled( bool bEnabled );
// non-polygon primitives (strips and lists)
private:
unsigned short m_NumPrims; // Top bit, if set, disables shadows on this surface (this is why there are accessors).
public:
unsigned short firstPrimID;
unsigned int smoothingGroups;
};
inline unsigned short dface_t::GetNumPrims() const
{
return m_NumPrims & 0x7FFF;
}
inline void dface_t::SetNumPrims( unsigned short nPrims )
{
Assert( (nPrims & 0x8000) == 0 );
m_NumPrims &= ~0x7FFF;
m_NumPrims |= (nPrims & 0x7FFF);
}
inline bool dface_t::AreDynamicShadowsEnabled()
{
return (m_NumPrims & 0x8000) == 0;
}
inline void dface_t::SetDynamicShadowsEnabled( bool bEnabled )
{
if ( bEnabled )
m_NumPrims &= ~0x8000;
else
m_NumPrims |= 0x8000;
}
struct dfaceid_t
{
DECLARE_BYTESWAP_DATADESC();
unsigned short hammerfaceid;
};
// NOTE: Only 7-bits stored!!!
#define LEAF_FLAGS_SKY 0x01 // This leaf has 3D sky in its PVS
#define LEAF_FLAGS_RADIAL 0x02 // This leaf culled away some portals due to radial vis
#define LEAF_FLAGS_SKY2D 0x04 // This leaf has 2D sky in its PVS
#if defined( _X360 )
#pragma bitfield_order( push, lsb_to_msb )
#endif
#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union
struct dleaf_version_0_t
{
DECLARE_BYTESWAP_DATADESC();
int contents; // OR of all brushes (not needed?)
short cluster;
BEGIN_BITFIELD( bf );
short area:9;
short flags:7; // Per leaf flags.
END_BITFIELD();
short mins[3]; // for frustum culling
short maxs[3];
unsigned short firstleafface;
unsigned short numleaffaces;
unsigned short firstleafbrush;
unsigned short numleafbrushes;
short leafWaterDataID; // -1 for not in water
// Precaculated light info for entities.
CompressedLightCube m_AmbientLighting;
};
// version 1
struct dleaf_t
{
DECLARE_BYTESWAP_DATADESC();
int contents; // OR of all brushes (not needed?)
short cluster;
BEGIN_BITFIELD( bf );
short area:9;
short flags:7; // Per leaf flags.
END_BITFIELD();
short mins[3]; // for frustum culling
short maxs[3];
unsigned short firstleafface;
unsigned short numleaffaces;
unsigned short firstleafbrush;
unsigned short numleafbrushes;
short leafWaterDataID; // -1 for not in water
// NOTE: removed this for version 1 and moved into separate lump "LUMP_LEAF_AMBIENT_LIGHTING" or "LUMP_LEAF_AMBIENT_LIGHTING_HDR"
// Precaculated light info for entities.
// CompressedLightCube m_AmbientLighting;
};
#pragma warning( default:4201 ) // C4201: nonstandard extension used: nameless struct/union
#if defined( _X360 )
#pragma bitfield_order( pop )
#endif
// each leaf contains N samples of the ambient lighting
// each sample contains a cube of ambient light projected on to each axis
// and a sampling position encoded as a 0.8 fraction (mins=0,maxs=255) of the leaf's bounding box
struct dleafambientlighting_t
{
DECLARE_BYTESWAP_DATADESC();
CompressedLightCube cube;
byte x; // fixed point fraction of leaf bounds
byte y; // fixed point fraction of leaf bounds
byte z; // fixed point fraction of leaf bounds
byte pad; // unused
};
struct dleafambientindex_t
{
DECLARE_BYTESWAP_DATADESC();
unsigned short ambientSampleCount;
unsigned short firstAmbientSample;
};
struct dbrushside_t
{
DECLARE_BYTESWAP_DATADESC();
unsigned short planenum; // facing out of the leaf
short texinfo;
short dispinfo; // displacement info (BSPVERSION 7)
short bevel; // is the side a bevel plane? (BSPVERSION 7)
};
struct dbrush_t
{
DECLARE_BYTESWAP_DATADESC();
int firstside;
int numsides;
int contents;
};
#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_PAS 1
struct dvis_t
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
};
// 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
struct dareaportal_t
{
DECLARE_BYTESWAP_DATADESC();
unsigned short m_PortalKey; // Entities have a key called portalnumber (and in vbsp a variable
// called areaportalnum) which is used
// to bind them to the area portals by comparing with this value.
unsigned short otherarea; // The area this portal looks into.
unsigned short m_FirstClipPortalVert; // Portal geometry.
unsigned short m_nClipPortalVerts;
int planenum;
};
struct darea_t
{
DECLARE_BYTESWAP_DATADESC();
int numareaportals;
int firstareaportal;
};
struct dleafwaterdata_t
{
DECLARE_BYTESWAP_DATADESC();
float surfaceZ;
float minZ;
short surfaceTexInfoID;
};
class CFaceMacroTextureInfo
{
public:
DECLARE_BYTESWAP_DATADESC();
// This looks up into g_TexDataStringTable, which looks up into g_TexDataStringData.
// 0xFFFF if the face has no macro texture.
unsigned short m_MacroTextureNameID;
};
// lights that were used to illuminate the world
enum emittype_t
{
emit_surface, // 90 degree spotlight
emit_point, // simple point light source
emit_spotlight, // spotlight with penumbra
emit_skylight, // directional light with no falloff (surface must trace to SKY texture)
emit_quakelight, // linear falloff, non-lambertian
emit_skyambient, // spherical light source with no falloff (surface must trace to SKY texture)
};
// Flags for dworldlight_t::flags
#define DWL_FLAGS_INAMBIENTCUBE 0x0001 // This says that the light was put into the per-leaf ambient cubes.
struct dworldlight_t
{
DECLARE_BYTESWAP_DATADESC();
Vector origin;
Vector intensity;
Vector normal; // for surfaces and spotlights
int cluster;
emittype_t type;
int style;
float stopdot; // start of penumbra for emit_spotlight
float stopdot2; // end of penumbra for emit_spotlight
float exponent; //
float radius; // cutoff distance
// falloff for emit_spotlight + emit_point:
// 1 / (constant_attn + linear_attn * dist + quadratic_attn * dist^2)
float constant_attn;
float linear_attn;
float quadratic_attn;
int flags; // Uses a combination of the DWL_FLAGS_ defines.
int texinfo; //
int owner; // entity that this light it relative to
};
struct dcubemapsample_t
{
DECLARE_BYTESWAP_DATADESC();
int origin[3]; // position of light snapped to the nearest integer
// the filename for the vtf file is derived from the position
unsigned char size; // 0 - default
// otherwise, 1<<(size-1)
};
#define OVERLAY_BSP_FACE_COUNT 64
#define OVERLAY_NUM_RENDER_ORDERS (1<<OVERLAY_RENDER_ORDER_NUM_BITS)
#define OVERLAY_RENDER_ORDER_NUM_BITS 2
#define OVERLAY_RENDER_ORDER_MASK 0xC000 // top 2 bits set
struct doverlay_t
{
DECLARE_BYTESWAP_DATADESC();
int nId;
short nTexInfo;
// Accessors..
void SetFaceCount( unsigned short count );
unsigned short GetFaceCount() const;
void SetRenderOrder( unsigned short order );
unsigned short GetRenderOrder() const;
private:
unsigned short m_nFaceCountAndRenderOrder;
public:
int aFaces[OVERLAY_BSP_FACE_COUNT];
float flU[2];
float flV[2];
Vector vecUVPoints[4];
Vector vecOrigin;
Vector vecBasisNormal;
};
inline void doverlay_t::SetFaceCount( unsigned short count )
{
m_nFaceCountAndRenderOrder &= OVERLAY_RENDER_ORDER_MASK;
m_nFaceCountAndRenderOrder |= (count & ~OVERLAY_RENDER_ORDER_MASK);
}
inline unsigned short doverlay_t::GetFaceCount() const
{
return m_nFaceCountAndRenderOrder & ~OVERLAY_RENDER_ORDER_MASK;
}
inline void doverlay_t::SetRenderOrder( unsigned short order )
{
m_nFaceCountAndRenderOrder &= ~OVERLAY_RENDER_ORDER_MASK;
m_nFaceCountAndRenderOrder |= (order << (16 - OVERLAY_RENDER_ORDER_NUM_BITS)); // leave 2 bits for render order.
}
inline unsigned short doverlay_t::GetRenderOrder() const
{
return (m_nFaceCountAndRenderOrder >> (16 - OVERLAY_RENDER_ORDER_NUM_BITS));
}
struct doverlayfade_t
{
DECLARE_BYTESWAP_DATADESC();
float flFadeDistMinSq;
float flFadeDistMaxSq;
};
#define WATEROVERLAY_BSP_FACE_COUNT 256
#define WATEROVERLAY_RENDER_ORDER_NUM_BITS 2
#define WATEROVERLAY_NUM_RENDER_ORDERS (1<<WATEROVERLAY_RENDER_ORDER_NUM_BITS)
#define WATEROVERLAY_RENDER_ORDER_MASK 0xC000 // top 2 bits set
struct dwateroverlay_t
{
DECLARE_BYTESWAP_DATADESC();
int nId;
short nTexInfo;
// Accessors..
void SetFaceCount( unsigned short count );
unsigned short GetFaceCount() const;
void SetRenderOrder( unsigned short order );
unsigned short GetRenderOrder() const;
private:
unsigned short m_nFaceCountAndRenderOrder;
public:
int aFaces[WATEROVERLAY_BSP_FACE_COUNT];
float flU[2];
float flV[2];
Vector vecUVPoints[4];
Vector vecOrigin;
Vector vecBasisNormal;
};
inline void dwateroverlay_t::SetFaceCount( unsigned short count )
{
m_nFaceCountAndRenderOrder &= WATEROVERLAY_RENDER_ORDER_MASK;
m_nFaceCountAndRenderOrder |= (count & ~WATEROVERLAY_RENDER_ORDER_MASK);
}
inline unsigned short dwateroverlay_t::GetFaceCount() const
{
return m_nFaceCountAndRenderOrder & ~WATEROVERLAY_RENDER_ORDER_MASK;
}
inline void dwateroverlay_t::SetRenderOrder( unsigned short order )
{
m_nFaceCountAndRenderOrder &= ~WATEROVERLAY_RENDER_ORDER_MASK;
m_nFaceCountAndRenderOrder |= ( order << ( 16 - WATEROVERLAY_RENDER_ORDER_NUM_BITS ) ); // leave 2 bits for render order.
}
inline unsigned short dwateroverlay_t::GetRenderOrder() const
{
return ( m_nFaceCountAndRenderOrder >> ( 16 - WATEROVERLAY_RENDER_ORDER_NUM_BITS ) );
}
#ifndef _DEF_BYTE_
#define _DEF_BYTE_
typedef unsigned char byte;
typedef unsigned short word;
#endif
#define ANGLE_UP -1
#define ANGLE_DOWN -2
//===============
struct epair_t
{
epair_t *next;
char *key;
char *value;
};
// finalized page of surface's lightmaps
#define MAX_LIGHTMAPPAGE_WIDTH 256
#define MAX_LIGHTMAPPAGE_HEIGHT 128
typedef struct nameForDatadesc_dlightmappage_t // unnamed structs collide in the datadesc macros
{
DECLARE_BYTESWAP_DATADESC();
byte data[MAX_LIGHTMAPPAGE_WIDTH*MAX_LIGHTMAPPAGE_HEIGHT];
byte palette[256*4];
} dlightmappage_t;
typedef struct nameForDatadesc_dlightmappageinfo_t // unnamed structs collide in the datadesc macros
{
DECLARE_BYTESWAP_DATADESC();
byte page; // lightmap page [0..?]
byte offset[2]; // offset into page (s,t)
byte pad; // unused
ColorRGBExp32 avgColor; // average used for runtime lighting calcs
} dlightmappageinfo_t;
#endif // BSPFILE_H