1 | // Quake 3 data definitions
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2 | // Copyright (C) 1999-2000 Id Software, Inc.
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3 | //
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4 | // This file must be identical in the quake and utils directories
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5 |
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6 | // contents flags are seperate bits
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7 | // a given brush can contribute multiple content bits
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8 |
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9 | // these definitions also need to be in q_shared.h!
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10 | #ifndef __Quake3Types_H__
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11 | #define __Quake3Types_H__
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12 |
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13 |
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14 | #define BSP_HEADER_ID (*(int*)"IBSP")
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15 | #define BSP_HEADER_VER (46)
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16 |
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17 | #define BSP_ENTITIES_LUMP (0)
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18 | #define BSP_SHADERS_LUMP (1)
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19 | #define BSP_PLANES_LUMP (2)
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20 | #define BSP_NODES_LUMP (3)
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21 | #define BSP_LEAVES_LUMP (4)
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22 | #define BSP_LFACES_LUMP (5)
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23 | #define BSP_LBRUSHES_LUMP (6)
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24 | #define BSP_MODELS_LUMP (7)
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25 | #define BSP_BRUSH_LUMP (8)
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26 | #define BSP_BRUSHSIDES_LUMP (9)
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27 | #define BSP_VERTICES_LUMP (10)
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28 | #define BSP_ELEMENTS_LUMP (11)
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29 | #define BSP_FOG_LUMP (12)
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30 | #define BSP_FACES_LUMP (13)
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31 | #define BSP_LIGHTMAPS_LUMP (14)
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32 | #define BSP_LIGHTVOLS_LUMP (15)
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33 | #define BSP_VISIBILITY_LUMP (16)
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34 |
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35 | #define BSP_LIGHTMAP_BANKSIZE (128*128*3)
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36 |
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37 |
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38 | #define CONTENTS_SOLID 1 // an eye is never valid in a solid
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39 | #define CONTENTS_LAVA 8
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40 | #define CONTENTS_SLIME 16
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41 | #define CONTENTS_WATER 32
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42 | #define CONTENTS_FOG 64
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43 |
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44 | #define CONTENTS_AREAPORTAL 0x8000
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45 |
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46 | #define CONTENTS_PLAYERCLIP 0x10000
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47 | #define CONTENTS_MONSTERCLIP 0x20000
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48 | //bot specific contents types
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49 | #define CONTENTS_TELEPORTER 0x40000
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50 | #define CONTENTS_JUMPPAD 0x80000
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51 | #define CONTENTS_CLUSTERPORTAL 0x100000
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52 | #define CONTENTS_DONOTENTER 0x200000
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53 |
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54 | #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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55 |
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56 | #define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
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57 | #define CONTENTS_CORPSE 0x4000000
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58 | #define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
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59 | #define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
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60 | #define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
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61 | #define CONTENTS_TRIGGER 0x40000000
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62 | #define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
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63 |
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64 | #define SURF_NODAMAGE 0x1 // never give falling damage
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65 | #define SURF_SLICK 0x2 // effects game physics
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66 | #define SURF_SKY 0x4 // lighting from environment map
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67 | #define SURF_LADDER 0x8
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68 | #define SURF_NOIMPACT 0x10 // don't make missile explosions
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69 | #define SURF_NOMARKS 0x20 // don't leave missile marks
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70 | #define SURF_FLESH 0x40 // make flesh sounds and effects
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71 | #define SURF_NODRAW 0x80 // don't generate a drawsurface at all
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72 | #define SURF_HINT 0x100 // make a primary bsp splitter
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73 | #define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
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74 | #define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
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75 | #define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
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76 | #define SURF_METALSTEPS 0x1000 // clanking footsteps
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77 | #define SURF_NOSTEPS 0x2000 // no footstep sounds
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78 | #define SURF_NONSOLID 0x4000 // don't collide against curves with this set
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79 | #define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
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80 | #define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
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81 | #define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
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82 |
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83 | /* Shader flags */
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84 | enum
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85 | {
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86 | SHADER_NOCULL = 1 << 0,
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87 | SHADER_TRANSPARENT = 1 << 1,
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88 | SHADER_DEPTHWRITE = 1 << 2,
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89 | SHADER_SKY = 1 << 3,
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90 | SHADER_NOMIPMAPS = 1 << 4,
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91 | SHADER_NEEDCOLOURS = 1 << 5,
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92 | SHADER_DEFORMVERTS = 1 << 6
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93 | };
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94 |
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95 | /* Shaderpass flags */
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96 | enum
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97 | {
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98 | SHADER_LIGHTMAP = 1 << 0,
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99 | SHADER_BLEND = 1 << 1,
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100 | SHADER_ALPHAFUNC = 1 << 3,
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101 | SHADER_TCMOD = 1 << 4,
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102 | SHADER_ANIMMAP = 1 << 5,
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103 | SHADER_TCGEN_ENV = 1 << 6
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104 | };
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105 |
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106 | /* Transform functions */
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107 | enum WaveType
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108 | {
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109 | SHADER_FUNC_NONE = 0,
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110 | SHADER_FUNC_SIN = 1,
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111 | SHADER_FUNC_TRIANGLE = 2,
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112 | SHADER_FUNC_SQUARE = 3,
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113 | SHADER_FUNC_SAWTOOTH = 4,
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114 | SHADER_FUNC_INVERSESAWTOOTH = 5
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115 | };
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116 |
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117 | /* *Gen functions */
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118 | enum GenFunc
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119 | {
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120 | SHADER_GEN_IDENTITY = 0,
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121 | SHADER_GEN_WAVE = 1,
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122 | SHADER_GEN_VERTEX = 2
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123 | };
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124 |
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125 | enum TexGen
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126 | {
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127 | TEXGEN_BASE = 0, // Coord set 0
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128 | TEXGEN_LIGHTMAP = 1, // Coord set 1
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129 | TEXGEN_ENVIRONMENT = 2 // Neither, generated
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130 | };
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131 |
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132 | enum DeformFunc
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133 | {
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134 | DEFORM_FUNC_NONE = 0,
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135 | DEFORM_FUNC_BULGE = 1,
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136 | DEFORM_FUNC_WAVE = 2,
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137 | DEFORM_FUNC_NORMAL = 3,
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138 | DEFORM_FUNC_MOVE = 4,
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139 | DEFORM_FUNC_AUTOSPRITE = 5,
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140 | DEFORM_FUNC_AUTOSPRITE2 = 6
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141 |
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142 | };
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143 | /////////////////////////////////////////////////////////
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144 | //
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145 | // bsp contents
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146 | //
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147 |
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148 | struct bsp_plane_t {
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149 | float normal[3];
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150 | float dist;
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151 | };
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152 |
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153 | struct bsp_model_t {
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154 | float bbox[6];
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155 | int face_start;
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156 | int face_count;
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157 | int brush_start;
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158 | int brush_count;
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159 | };
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160 |
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161 | struct bsp_node_t {
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162 | int plane; // dividing plane
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163 | //int children[2]; // left and right nodes,
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164 | // negative are leaves
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165 | int front;
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166 | int back;
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167 | int bbox[6];
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168 | };
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169 |
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170 | struct bsp_leaf_t {
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171 | int cluster; // visibility cluster number
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172 | int area;
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173 | int bbox[6];
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174 | int face_start;
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175 | int face_count;
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176 | int brush_start;
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177 | int brush_count;
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178 | };
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179 |
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180 | #define BSP_FACETYPE_NORMAL (1)
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181 | #define BSP_FACETYPE_PATCH (2)
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182 | #define BSP_FACETYPE_MESH (3)
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183 | #define BSP_FACETYPE_FLARE (4)
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184 |
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185 | struct bsp_face_t {
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186 | int shader; // shader ref
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187 | int unknown;
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188 | int type; // face type
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189 | int vert_start;
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190 | int vert_count;
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191 | int elem_start;
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192 | int elem_count;
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193 | int lm_texture; // lightmap
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194 | int lm_offset[2];
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195 | int lm_size[2];
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196 | float org[3]; // facetype_normal only
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197 | float bbox[6]; // facetype_patch only
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198 | float normal[3]; // facetype_normal only
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199 | int mesh_cp[2]; // patch control point dims
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200 | };
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201 |
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202 | struct bsp_shader_t {
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203 | char name[64];
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204 | int surface_flags;
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205 | int content_flags;
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206 | };
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207 |
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208 | struct bsp_vertex_t {
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209 | float point[3];
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210 | float texture[2];
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211 | float lightmap[2];
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212 | float normal[3];
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213 | int color;
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214 | };
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215 |
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216 | struct bsp_vis_t {
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217 | int cluster_count;
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218 | int row_size;
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219 | unsigned char data[1];
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220 | };
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221 |
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222 | // OGRE additions
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223 | struct bsp_lump_entry_t {
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224 | int offset;
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225 | int size;
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226 | };
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227 | struct bsp_header_t {
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228 | char magic[4];
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229 | int version;
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230 | bsp_lump_entry_t lumps[17];
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231 | };
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232 |
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233 | //
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234 | // Brushes sides in BSP tree
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235 | //
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236 | struct bsp_brushside_t {
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237 | int planenum;
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238 | int content; // ¿?shader¿?
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239 | };
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240 |
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241 |
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242 | //
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243 | // Brushes in BSP tree
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244 | //
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245 | struct bsp_brush_t {
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246 | int firstside;
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247 | int numsides;
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248 | int shaderIndex;
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249 | };
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250 | #endif
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