ef2-sdk/Shared/qcommon/qfiles.h
2003-11-05 00:00:00 +00:00

1264 lines
32 KiB
C

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/Shared/qcommon/qfiles.h $
// $Revision:: 58 $
// $Author:: Steven $
// $Date:: 10/13/03 9:42a $
//
// Copyright (C) 1999 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
//
#ifndef __QFILES_H__
#define __QFILES_H__
#pragma warning( disable : 4201 )
#include <game/q_shared.h>
//
// qfiles.h: quake file formats
// This file must be identical in the game and utils directories
//
// added for BOTLIB
#define LAST_VISIBLE_CONTENTS 64
// 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
// end BOTLIB additions
// surface geometry should not exceed these limits
#define SHADER_MAX_VERTEXES 3000
#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
// the maximum size of game reletive pathnames
#define MAX_QPATH 64
/// Common macros used throughout engine and utils (no place else to put this stuff!)
#define BIT(x) (1<<(x)) // Squirrel
//---------------------------------------------------------------------------
// Integral constants for lighting system (used by both tools and game)
//---------------------------------------------------------------------------
enum
{
DYNAMIC_GROUP_NONE = -1,
MAX_LIGHT_EXCLUSIVE_NAMES = 4,
};
enum
{
SUBINFO_BUFFER_ID_BSP = 2,
SUBINFO_BUFFER_ID_VIS = 3,
SUBINFO_BUFFER_ID_LIGHT = 4,
MAX_SUBINFO_BUFFERS = 10, // Maximum number of subinfo buffer types
MAX_SUBINFO_BUFFER_SIZE = 2084, // Maximum number of bytes per subinfo buffer
};
/*
========================================================================
QVM files
========================================================================
*/
#define VM_MAGIC 0x12721444
typedef struct {
int vmMagic;
int instructionCount;
int codeOffset;
int codeLength;
int dataOffset;
int dataLength;
int litLength; // ( dataLength - litLength ) should be byteswapped on load
int bssLength; // zero filled memory appended to datalength
} vmHeader_t;
/*
========================================================================
PCX files are used for 8 bit images
========================================================================
*/
typedef struct {
char manufacturer;
char version;
char encoding;
char bits_per_pixel;
unsigned short xmin,ymin,xmax,ymax;
unsigned short hres,vres;
unsigned char palette[48];
char reserved;
char color_planes;
unsigned short bytes_per_line;
unsigned short palette_type;
char filler[58];
unsigned char data; // unbounded
} pcx_t;
/*
========================================================================
TGA files are used for 24/32 bit images
========================================================================
*/
typedef struct _TargaHeader {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
/*
========================================================================
FTX files are pre mipmapped files
========================================================================
*/
#define FTX_EXTENSION ".ftx"
typedef struct ftx_s {
int width;
int height;
int has_alpha;
// data follows
} ftx_t;
/*
========================================================================
.MD3 triangle model file format
========================================================================
*/
#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD3_VERSION 15
// limits
#define MD3_MAX_LODS 3
#define MD3_MAX_TRIANGLES 8192 // per surface
#define MD3_MAX_VERTS 4096 // per surface
#define MD3_MAX_SHADERS 256 // per surface
#define MD3_MAX_FRAMES 1024 // per model
#define MD3_MAX_SURFACES 32 // per model
#define MD3_MAX_TAGS 16 // per frame
// vertex scales
#define MD3_XYZ_SCALE (1.0/64)
typedef struct md3Frame_s {
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
char name[16];
} md3Frame_t;
typedef struct md3Tag_s {
char name[MAX_QPATH]; // tag name
vec3_t origin;
vec3_t axis[3];
} md3Tag_t;
/*
** md3Surface_t
**
** CHUNK SIZE
** header sizeof( md3Surface_t )
** shaders sizeof( md3Shader_t ) * numShaders
** triangles[0] sizeof( md3Triangle_t ) * numTriangles
** st sizeof( md3St_t ) * numVerts
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
*/
typedef struct {
int ident; //
char name[MAX_QPATH]; // polyset name
int flags;
int numFrames; // all surfaces in a model should have the same
int numShaders; // all surfaces in a model should have the same
int numVerts;
int numTriangles;
int ofsTriangles;
int ofsShaders; // offset from start of md3Surface_t
int ofsSt; // texture coords are common for all frames
int ofsXyzNormals; // numVerts * numFrames
int ofsEnd; // next surface follows
} md3Surface_t;
typedef struct {
char name[MAX_QPATH];
int shaderIndex; // for in-game use
} md3Shader_t;
typedef struct {
int indexes[3];
} md3Triangle_t;
typedef struct {
float st[2];
} md3St_t;
typedef struct {
short xyz[3];
short normal;
} md3XyzNormal_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
int flags;
int numFrames;
int numTags;
int numSurfaces;
int numSkins;
int ofsFrames; // offset for first frame
int ofsTags; // numFrames * numTags
int ofsSurfaces; // first surface, others follow
int ofsEnd; // end of file
} md3Header_t;
/*
==============================================================================
MD4 file format
==============================================================================
*/
#define MD4_IDENT (('4'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD4_VERSION 1
#define MD4_MAX_BONES 128
typedef struct {
int boneIndex; // these are indexes into the boneReferences,
float boneWeight; // not the global per-frame bone list
vec3_t offset;
} md4Weight_t;
typedef struct {
vec3_t vertex;
vec3_t normal;
vec2_t texCoords;
int numWeights;
md4Weight_t weights[1]; // variable sized
} md4Vertex_t;
typedef struct {
int indexes[3];
} md4Triangle_t;
typedef struct {
int ident;
char name[MAX_QPATH]; // polyset name
char shader[MAX_QPATH];
int shaderIndex; // for in-game use
int ofsHeader; // this will be a negative number
int numVerts;
int ofsVerts;
int numTriangles;
int ofsTriangles;
// Bone references are a set of ints representing all the bones
// present in any vertex weights for this surface. This is
// needed because a model may have surfaces that need to be
// drawn at different sort times, and we don't want to have
// to re-interpolate all the bones for each surface.
int numBoneReferences;
int ofsBoneReferences;
int ofsEnd; // next surface follows
} md4Surface_t;
typedef struct {
float matrix[3][4];
} md4Bone_t;
typedef struct {
vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
vec3_t localOrigin; // midpoint of bounds, used for sphere cull
float radius; // dist from localOrigin to corner
char name[16];
md4Bone_t bones[1]; // [numBones]
} md4Frame_t;
typedef struct {
int numSurfaces;
int ofsSurfaces; // first surface, others follow
int ofsEnd; // next lod follows
} md4LOD_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
// frames and bones are shared by all levels of detail
int numFrames;
int numBones;
int ofsFrames; // md4Frame_t[numFrames]
// each level of detail has completely separate sets of surfaces
int numLODs;
int ofsLODs;
int ofsEnd; // end of file
} md4Header_t;
/*
==============================================================================
TIKI model file format
==============================================================================
*/
#define TIKI_IDENT (('I'<<24)+('K'<<16)+('I'<<8)+'T')
#define TIKI_ANIM_IDENT ((' '<<24)+('N'<<16)+('A'<<8)+'T')
#define TIKI_ANIM_VERSION 2
// limits
#define TIKI_MAX_LODS 4
#define TIKI_MAX_TRIANGLES 4096 // per surface
#define TIKI_MAX_VERTS 4000
#define TIKI_MAX_SURFACE_VERTS 1200 // per surface
#define TIKI_MAX_SHADERS 256 // per surface
#define TIKI_MAX_FRAMES 1024 // per model (vertex models)
#define TIKI_MAX_SKEL_FRAMES 8192 // per model (skel models)
#define TIKI_MAX_SURFACES 32 // per model
#define TIKI_MAX_TAGS 16 // per frame
#define MAX_SHADERNAME 64
typedef struct
{
unsigned short xyz[3];
short normal;
} tikiXyzNormal_t;
typedef struct tikiFrame_s
{
vec3_t bounds[2];
vec3_t scale; // multiply by this
vec3_t offset; // and add by this
vec3_t delta;
float radius;
float frametime;
} tikiFrame_t;
/*
** tikiSurface_t
**
** CHUNK SIZE
** header sizeof( md3Surface_t )
** triangles[0] sizeof( md3Triangle_t ) * numTriangles
** st sizeof( md3St_t ) * numVerts
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
*/
typedef struct
{
int ident; //
char name[MAX_QPATH]; // polyset name
int numFrames; // all surfaces in a model should have the same
int numVerts;
int numModelVerts;
int numTriangles;
int ofsTriangles;
int ofsCollapseMap; // numVerts * int
int ofsSt; // texture coords are common for all frames
int ofsXyzNormals; // numVerts * numFrames
int ofsEnd; // next surface follows
} tikiSurface_t;
typedef struct
{
vec3_t origin;
vec3_t axis[3];
} tikiTagData_t;
typedef struct
{
char name[MAX_QPATH]; // tag name
} tikiTag_t;
typedef struct
{
int ident;
int version;
char name[MAX_QPATH]; // model name
int numFrames;
int numTags;
int numSurfaces;
float totaltime;
vec3_t totaldelta;
int ofsFrames; // offset for first frame
int ofsSurfaces; // first surface, others follow
int ofsTags[ TIKI_MAX_TAGS ]; // tikiTag_t + numFrames * tikiTagData_t
int ofsEnd; // end of file
} tikiHeader_t;
/*
==============================================================================
TIKI Skeleton model file format
==============================================================================
*/
#define TIKI_SKEL_IDENT ((' '<<24)+('L'<<16)+('K'<<8)+'S')
#define TIKI_SKEL_ANIM_IDENT (('N'<<24)+('A'<<16)+('K'<<8)+'S')
#define TIKI_SKEL_VERSION 4
#define TIKI_SKEL_MAXBONES 100
#define MAX_SKEL_MODELS 80
#define TIKI_BONE_CACHE ( TIKI_SKEL_MAXBONES * MAX_SKEL_MODELS )
#define TIKI_MORPH_IDENT (('H'<<24)+('P'<<16)+('R'<<8)+'M')
#define TIKI_MORPH_VERSION 2
#define TIKI_SKEL_PARENTBONE -1
#define TIKI_BONEFLAG_LEG 1
#define TIKI_ANIM_NORMAL 0
#define TIKI_ANIM_NO_OFFSETS 1
#define TIKI_BONE_OFFSET_MANTISSA_BITS ( 9 )
#define TIKI_BONE_OFFSET_MAX_SIGNED_VALUE ( ( 1 << TIKI_BONE_OFFSET_MANTISSA_BITS ) - 1 )
#define TIKI_BONE_OFFSET_SIGNED_SHIFT ( 15 - ( TIKI_BONE_OFFSET_MANTISSA_BITS ) )
#define TIKI_BONE_OFFSET_MULTIPLIER ( ( 1 << ( TIKI_BONE_OFFSET_SIGNED_SHIFT ) ) - 1 )
#define TIKI_BONE_OFFSET_MULTIPLIER_RECIPROCAL ( ( 1.0f ) / ( TIKI_BONE_OFFSET_MULTIPLIER ) )
#define TIKI_BONE_QUAT_FRACTIONAL_BITS ( 15 )
#define TIKI_BONE_QUAT_MULTIPLIER ( ( 1 << ( TIKI_BONE_QUAT_FRACTIONAL_BITS ) ) - 1 )
#define TIKI_BONE_QUAT_MULTIPLIER_RECIPROCAL ( ( 1.0f ) / ( TIKI_BONE_QUAT_MULTIPLIER ) )
typedef struct
{
int boneIndex;
float boneWeight;
vec3_t offset;
} skelWeight_t;
typedef struct
{
vec3_t normal;
vec2_t texCoords;
int numWeights;
skelWeight_t weights[ 1 ]; // variable sized
} skelVertex_t;
typedef struct
{
short shortQuat[ 4 ];
short shortOffset[ 3 ];
short padding_do_not_use;
} skelBone_t;
typedef struct
{
float quat[ 4 ];
float offset[ 3 ];
float matrix[ 3 ][ 3 ];
} skelBoneCache_t;
typedef struct
{
vec3_t bounds[ 2 ];
float radius; // dist to corner
vec3_t delta;
skelBone_t bones[ 1 ]; // variable sized
} skelFrame_t;
typedef struct
{
int indexes[ 3 ];
} skelTriangle_t;
typedef struct
{
int vertex_index;
vec3_t delta;
} skelMorphVertex_t;
typedef struct
{
char name[ MAX_QPATH ];
int numverts;
int ofsMorphVerts;
} skelMorph_t;
typedef struct {
int ident;
char name[ MAX_QPATH ]; // polyset name
int numTriangles;
int numVerts;
int numModelVerts;
int ofsTriangles;
int ofsVerts;
int ofsCollapse;
int ofsEnd; // next surface follows
} skelSurface_t;
typedef struct
{
int parent;
int flags;
char name[ MAX_QPATH ]; // bone name
} skelBoneName_t;
#define MAX_BONE_REFERENCE_NAME_LENGTH 32
typedef struct
{
float length;
char name[ MAX_BONE_REFERENCE_NAME_LENGTH ];
} skelBoneReference_t;
typedef struct
{
int ident;
int version;
char name[ MAX_QPATH ]; // model name
int numsurfaces;
int numbones;
int ofsBones;
int ofsSurfaces;
int ofsBoneBaseFrame;
int ofsEnd;
} skelHeader_t;
typedef struct
{
int ident;
int version;
char name[ MAX_QPATH ]; // anim name
int type;
int numFrames;
int numbones;
float totaltime;
float frametime;
vec3_t totaldelta;
int ofsBoneRefs;
int ofsFrames;
} skelAnimHeader_t;
typedef struct
{
int ident;
int version;
char name[ MAX_QPATH ]; // model name
int numverts;
int nummorphs;
int ofsVertexId;
int ofsMorphTargets;
} skelMorphHeader_t;
//====================================
// TIKI DEF STUFF
//====================================
//
// frame cmd flags
//
#define TIKI_FRAME_CMD_EVERY_FRAME -1
#define TIKI_FRAME_CMD_EXIT -2
#define TIKI_FRAME_CMD_ENTRY -3
#define TIKI_FRAME_CMD_LAST_SPECIAL -4
#define TIKI_FRAME_CMD_END -5
#define TIKI_FRAME_CMD_MAXFRAMERATE ( 1000 / 50 )
#define MAX_ANIMDEFNAME 48
#define MAX_ARGS_PER_CMD 32
#define MAX_ANIMFULLNAME 128
#define MAX_DEFNAME 128
#define MAX_SKELNAME 128
typedef struct
{
int frame_num;
int num_args;
int ofs_args[MAX_ARGS_PER_CMD];
} dtikicmd_t;
#define MAX_EXPRESSION_NAME_LENGTH 32
typedef struct
{
int morph_index;
float percent;
} dtikimorphtarget_t;
typedef struct
{
char alias[ MAX_EXPRESSION_NAME_LENGTH ];
int num_morph_targets;
int ofs_morph_targets;
} dtikiexpression_t;
#define MAX_TIKI_SKINS 4
typedef struct
{
char name[MAX_QPATH]; // polyset name
char shader[MAX_TIKI_SKINS][MAX_SHADERNAME];// shader name
#ifdef UTILS
int shaderIndex[MAX_TIKI_SKINS]; // for in-game use
#else
qhandle_t hShader[MAX_TIKI_SKINS]; // for in-game use
#endif
int numskins; // number of skins for this surface
int flags;
float damage_multiplier;
} dtikisurface_t;
typedef struct
{
int skelIndex;
int surfaceIndex;
int boneMappingIndex;
int morphMappingIndex;
char skelName[ MAX_SKELNAME ];
char morphName[ MAX_SKELNAME ];
} dtikiReplacedSurface_t;
typedef struct
{
int bone;
int surface;
float radius;
float extra_length;
} dtikibonemapping_t;
//
// Animation flags
//
#define MDL_ANIM_DELTA_DRIVEN ( 1 << 0 )
#define MDL_ANIM_DEFAULT_ANGLES ( 1 << 3 )
typedef struct
{
char alias[MAX_ANIMDEFNAME]; // anim name from grabbing
char fullname[MAX_ANIMFULLNAME]; // the full path name of the animation
float weight;
int blendtime;
int handle;
int flags;
qboolean _needsSetup;
int num_client_cmds;
int ofs_client_cmds;
int num_server_cmds;
int ofs_server_cmds;
} dtikianimdef_t;
//
// surface flags for models
//
//
//
// Surface flags sent over the net when changed
//
#define MDL_SURFACE_SKINOFFSET_BIT0 ( 1 << 0 )
#define MDL_SURFACE_SKINOFFSET_BIT1 ( 1 << 1 )
#define MDL_SURFACE_NODRAW ( 1 << 2 )
#define MDL_SURFACE_SURFACETYPE_BIT0 ( 1 << 3 )
#define MDL_SURFACE_SURFACETYPE_BIT1 ( 1 << 4 )
#define MDL_SURFACE_SURFACETYPE_BIT2 ( 1 << 5 )
#define MDL_SURFACE_CROSSFADE_SKINS ( 1 << 6 )
#define MDL_SURFACE_SKIN_NO_DAMAGE ( 1 << 7 )
//
// Surface flags which are static (not sent over net)
//
#define MDL_SURFACE_NOMIPMAPS ( 1 << 8 )
#define MDL_SURFACE_NOPICMIP ( 1 << 9 )
#define MDL_SURFACE_NOCUSTOMSHADER ( 1 << 10 )
typedef struct dtiki_s
{
char name[MAX_DEFNAME];
int num_surfaces;
int num_tags;
int num_anims;
int num_bone_mappings;
int ofs_bone_mappings;
int ofsAnimBoneMappings;
int num_expressions;
int ofs_expressions;
void *alias_list;
int num_client_initcmds;
int ofs_client_initcmds;
int num_server_initcmds;
int ofs_server_initcmds;
int ofs_surfaces;
int ofs_replacedSurfaces;
float load_scale;
float lod_scale;
float lod_bias;
float lod_start_distance;
float lod_start_percent_verts;
float lod_stop_distance;
float lod_stop_percent_verts;
float fade_dist_mod;
vec3_t boundingVolumeMin;
vec3_t boundingVolumeMax;
vec3_t light_offset;
vec3_t head_offset;
qboolean _loadAllAnims;
vec3_t load_origin;
vec3_t mins;
vec3_t maxs;
float radius;
int skelIndex;
char skelName[ MAX_SKELNAME ];
char morphName[ MAX_SKELNAME ];
unsigned int exclusive_light_name_hash;
int ofs_animdefs[ 1 ];
} dtiki_t;
/*
==============================================================================
.BSP file format
==============================================================================
*/
#define BSP_HEADER (('!'<<24)+('2'<<16)+('F'<<8)+'E')
// little-endian "EF2!"
#define BSP_VERSION 20
// there shouldn't be any problem with increasing these values at the
// expense of more memory allocation in the utilities
#define MAX_MAP_MODELS 0x400
#define MAX_MAP_BRUSHES 0x8000
#define MAX_MAP_ENTITIES 0x1000
#define MAX_MAP_ENTSTRING 0x400000 // 0x80000
#define MAX_MAP_SHADERS 0x400
#define MAX_MAP_SHADERSTRING 0x4000
#define MAX_MAP_NUM_SHADERS 4096
#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
#define MAX_MAP_FOGS 0x100
#define MAX_MAP_PLANES 0x20000
#define MAX_MAP_NODES 0x20000
#define MAX_MAP_BRUSHSIDES 0x40000
#define MAX_MAP_LEAFS 0x20000
#define MAX_MAP_LEAFFACES 0x20000
#define MAX_MAP_LEAFBRUSHES 0x40000
#define MAX_MAP_PORTALS 0x20000
#define MAX_MAP_LIGHTING 0x1000000
#define MAX_MAP_LIGHTGRID 0x800000
#define MAX_MAP_VISIBILITY 0x200000
#define MAX_MAP_SPHERE_LIGHTS 0x400
#define MAX_MAP_DRAW_SURFS 0x20000
#define MAX_MAP_DRAW_VERTS 0x80000
#define MAX_MAP_DRAW_INDEXES 0x80000
#define MAX_MAP_LIGHTING_VERTS 0x80000
#define MAX_MAP_LIGHTING_SURFS 0x20000
#define MAX_MAP_LIGHTING_VERTSURFS 0x20000
#define MAX_MAP_LIGHTDEFS MAX_MAP_DRAW_SURFS
#define MAX_LIGHTING_GROUPS 32 // NOTE: do NOT change this... it is apparently used as "the max number of bitfields stored in an int" (grumble grumble).
#define MAX_STATIC_LOD_MODELS 0x1000
//#define MAX_MAP_BOUNDS 8192
//#define MIN_MAP_BOUNDS ( -MAX_MAP_BOUNDS )
//#define MAP_SIZE ( MAX_MAP_BOUNDS - MIN_MAP_BOUNDS )
// key / value pair sizes in the entities lump
#define MAX_KEY 32
#define MAX_VALUE 1024
// the editor uses these predefined yaw angles to orient entities up or down
#define ANGLE_UP -1
#define ANGLE_DOWN -2
#define DEFAULT_CURVE_SUBDIVISIONS 4
//#define DEFAULT_LIGHTMAP_RESOLUTION 32
#define DEFAULT_LIGHTMAP_RESOLUTION 16
#define DEFAULT_TERRAIN_LIGHTMAP_RESOLUTION 32
#define MIN_LIGHTMAP_RESOLUTION 4
#define MAX_LIGHTMAP_RESOLUTION 128
#define LIGHTMAP_WIDTH 128
#define LIGHTMAP_HEIGHT 128
#define LIGHTMAP_SIZE ( LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT * 3 )
#define MIN_WORLD_COORD ( -65536 )
#define MAX_WORLD_COORD ( 65536 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
//=============================================================================
// in game version of lump
typedef struct {
void *buffer;
int length;
} gamelump_t;
typedef struct {
int fileofs, filelen;
} lump_t;
#define LUMP_SHADERS 0
#define LUMP_PLANES 1
#define LUMP_LIGHTMAPS 2
#define LUMP_BASELIGHTMAPS 3
#define LUMP_CONTLIGHTMAPS 4
#define LUMP_SURFACES 5
#define LUMP_DRAWVERTS 6
#define LUMP_DRAWINDEXES 7
#define LUMP_LEAFBRUSHES 8
#define LUMP_LEAFSURFACES 9
#define LUMP_LEAFS 10
#define LUMP_NODES 11
#define LUMP_BRUSHSIDES 12
#define LUMP_BRUSHES 13
#define LUMP_FOGS 14
#define LUMP_MODELS 15
#define LUMP_ENTITIES 16
#define LUMP_VISIBILITY 17
#define LUMP_LIGHTGRID 18
#define LUMP_ENTLIGHTS 19
#define LUMP_ENTLIGHTSVIS 20
#define LUMP_LIGHTDEFS 21
#define LUMP_BASELIGHTINGVERTS 22
#define LUMP_CONTLIGHTINGVERTS 23
#define LUMP_BASELIGHTINGSURFS 24
#define LUMP_LIGHTINGSURFS 25
#define LUMP_LIGHTINGVERTSURFS 26
#define LUMP_LIGHTINGGROUPS 27
#define LUMP_STATIC_LOD_MODELS 28
#define LUMP_BSPINFO 29
#define HEADER_LUMPS 30
typedef struct {
int ident;
int version;
int checksum;
lump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct {
float mins[3], maxs[3];
int firstSurface, numSurfaces;
int firstBrush, numBrushes;
} dmodel_t;
typedef struct {
char shader[MAX_QPATH];
int surfaceFlags;
int contentFlags;
int subdivisions;
} dshader_t;
// planes x^1 is allways the opposite of plane x
typedef struct {
float normal[3];
float dist;
} dplane_t;
typedef struct {
int planeNum;
int children[2]; // negative numbers are -(leafs+1), not nodes
int mins[3]; // for frustom culling
int maxs[3];
} dnode_t;
typedef struct {
int cluster; // -1 = opaque cluster (brushes but no surfaces)
int area;
int mins[3]; // for frustum culling
int maxs[3];
int numLeafSurfaces;
int firstLeafSurface;
int firstLeafBrush;
int numLeafBrushes;
} dleaf_t;
typedef struct {
int shaderNum;
int planeNum; // positive plane side faces out of the leaf
} dbrushside_t;
typedef struct {
int numSides;
int firstSide;
int shaderNum; // the shader that determines the contents flags
} dbrush_t;
typedef struct {
char shader[MAX_QPATH];
int brushNum;
int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
} dfog_t;
#ifndef QERADIANT
typedef struct {
vec3_t xyz;
float st[2];
vec3_t normal;
byte color[4];
float lodExtra;
union
{
float lightmap[2];
int collapseMap;
};
} drawVert_t;
typedef struct {
byte color[3];
} lightingVert_t;
typedef struct {
int baseLightmapNum;
int baseLightmapX, baseLightmapY;
int baseLightmapWidth, baseLightmapHeight;
int lastUpdatedFrame;
int firstLightingSurface;
int numLightingSurfaces;
int baseLightingVerts;
int firstLightingVertSurface;
int numLightingVertSurfaces;
} baseLightingSurf_t;
typedef struct {
int lightmapNum;
int lightmapX, lightmapY;
int lightGroupNum;
byte color[3];
} lightingSurf_t;
typedef struct {
int lightGroupNum;
int firstLightingVert;
byte color[3];
} lightingVertSurf_t;
#define DYNAMIC_LIGHTMAP_BIT ( 1 << 30 )
#define MAX_LIGHT_GROUP_NAME_LENGTH 64
typedef struct {
char name[ MAX_LIGHT_GROUP_NAME_LENGTH ];
} lightingGroup_t;
typedef struct {
int totalNumberOfVerts;
float origin[3];
float startDistance;
float startPerCentVerts;
float stopDistance;
float stopPerCentVerts;
float alphaFadeDistance;
int lodNumberOfVerts;
int frameCount;
} staticLodModel_t;
#endif
typedef enum {
MST_BAD,
MST_PLANAR,
MST_PATCH,
MST_TRIANGLE_SOUP,
MST_FLARE,
MST_TERRAIN
} mapSurfaceType_t;
#define LIGHTMAP_NONE -1
#define LIGHTMAP_NEEDED -2
#define NUMBER_TERRAIN_VERTS 9
typedef struct {
int shaderNum;
int fogNum;
int surfaceType;
int firstVert;
int numVerts;
int firstIndex;
int numIndexes;
int lightmapNum;
int lightmapX, lightmapY;
int lightmapWidth, lightmapHeight;
vec3_t lightmapOrigin;
vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
int patchWidth;
int patchHeight;
float subdivisions;
int baseLightingSurface;
// Terrain fields
int inverted;
int faceFlags[4];
} dsurface_t;
// the light grid may not contain the entire bounds of the world, to
// allow q3test2 like levels that float in the middle of a giant sky box
// to not waste huge amounts of time and space
typedef struct {
vec3_t origin;
vec3_t axis;
int bounds[3];
} dlightGrid_t;
typedef struct {
int lightIntensity;
int lightAngle;
int lightmapResolution;
qboolean twoSided;
qboolean lightLinear;
vec3_t lightColor;
float lightFalloff;
float backsplashFraction;
float backsplashDistance;
float lightSubdivide;
qboolean autosprite;
} dlightdef_t;
//---------------------------------------------------------------------------
// mapspherelext_s (Squirrel)
//
// An extension of the <mapspherel_s> struct which adds new lighting
// system characteristics to LUMP_ENTLIGHTS.
//---------------------------------------------------------------------------
typedef struct mapspherelext_ mapspherelext_s;
struct mapspherelext_
{
vec3_t targetNormal;
float dotProduct_hotspot;
float dotProduct_penumbra;
float falloff_start_dist;
float falloff_end_dist;
float curveOffset;
float spherical_ambient;
float brightness;
int exclusiveLightNameCount;
unsigned int exclusiveLightNameHashList[ MAX_LIGHT_EXCLUSIVE_NAMES ];
};
//---------------------------------------------------------------------------
// mapspherel_t (legacy)
//---------------------------------------------------------------------------
typedef struct mapspherel_s mapspherel_t;
struct mapspherel_s
{
vec3_t origin;
vec3_t color;
// float intensity;
// float min_intensity;
int leaf;
qboolean needs_trace;
qboolean lensflare;
int type;
// vec3_t spot_dir;
// float spot_radiusbydistance;
int group_num;
mapspherelext_s extras; // additional set of fields added to support entity lights in the new system (semi-hack)
};
//---------------------------------------------------------------------------
// bspSubInfoStruct_t
//---------------------------------------------------------------------------
typedef struct bspSubInfoStruct_s bspSubInfoStruct_t;
struct bspSubInfoStruct_s
{
int subInfoBufferID;
char subInfoBuffer[ MAX_SUBINFO_BUFFER_SIZE ];
};
//
// Q3RADIANT defines
//
#define MAX_BRUSH_SIZE WORLD_SIZE
/*
==============================================================================
.WAL texture file format
==============================================================================
*/
#define MIPLEVELS 4
typedef struct miptex_s
{
char name[32];
unsigned width, height;
unsigned offsets[MIPLEVELS]; // four mip maps stored
char animname[32]; // next frame in animation chain
int flags;
int contents;
int value;
} miptex_t;
/*
==============================================================================
LIGHTING DEFINITIONS
==============================================================================
*/
#define LIGHTING_GRIDSIZE_X 192
#define LIGHTING_GRIDSIZE_Y 192
#define LIGHTING_GRIDSIZE_Z 320
#define LIGHTING_GRIDSIZE { LIGHTING_GRIDSIZE_X, LIGHTING_GRIDSIZE_Y, LIGHTING_GRIDSIZE_Z }
#define LIGHTING_POINTSCALE 7500
#define LIGHTING_LINEARSCALE ( 1.0f / 8000.0f )
#define LIGHTING_SUNDIRECTION { 0.45, 0.3, 0.9 }
#define LIGHTING_SUNCOLOR { 100, 100, 92 }
#define LIGHTING_DEFAULT_INTENSITY 300.0f
#define LIGHTING_AREASCALE 0.25
#define LIGHTING_FORMFACTORSCALE 3
#define LIGHTING_SPOTRADIUS 64
#define LIGHTING_SPOTDISTANCE 64
#define LIGHTING_RADIUSBYDISTANCE( rad, dist ) ( ( ( ( rad ) + 16 ) / ( dist ) ) )
#define LIGHTING_SUNLIGHT( dot, sunColor, dest ) \
{ \
float sunlight_scale = 2 * ( dot ); \
if ( sunlight_scale > 1 ) sunlight_scale = 1; \
VectorMA( ( dest ), (sunlight_scale + (1-sunlight_scale)/4), ( sunColor ), ( dest ) ); \
}
#define LIGHTING_LINEARPOINTLIGHT( dot, photons, linearscale, distance, falloff ) \
( ( dot ) * ( photons ) * ( linearscale ) - ( ( distance ) / ( falloff ) ) )
#define LIGHTING_POINTLIGHT( dot, photons, distance ) \
( ( dot ) * ( photons ) / ( ( distance ) * ( distance ) ) )
#define LIGHTING_DISTANCE_AT_POWER( lightintensity, power ) sqrt( LIGHTING_POINTSCALE * ( lightintensity ) / ( power ) )
//---------------------------------------------------------------------------
// lightFlags_e
//---------------------------------------------------------------------------
enum lightFlags_
{
/// Spawnflags for light entities (Squirrel)
SF_LIGHT_LINEAR = BIT( 0 ), // 1
SF_LIGHT_NO_ENTITIES = BIT( 1 ), // 2
SF_LIGHT_NEEDS_TRACE = BIT( 2 ), // 4
SF_LIGHT_SUN = BIT( 3 ), // 8
SF_LIGHT_DYNAMIC = BIT( 4 ), // 16
SF_LIGHT_LENSFLARE = BIT( 5 ), // 32
SF_LIGHT_NO_WORLD = BIT( 6 ), // 64
};
typedef enum lightFlags_ lightFlags_e;
typedef enum
{
emit_point,
emit_area,
emit_spotlight,
emit_sun
} emittype_t;
unsigned int SurfaceNameToType( const char *surfaceName );
const char *SurfaceTypeToName( unsigned int surfaceType );
#endif