//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef BSPLIB_H
#define BSPLIB_H
#ifdef _WIN32
#pragma once
#endif
#include "bspfile.h"
#include "utlvector.h"
class ISpatialQuery;
struct Ray_t;
class Vector2D;
struct portal_t;
class CUtlBuffer;
// this is only true in vrad
extern bool g_bHDR;
// default width/height of luxels in world units.
#define DEFAULT_LUXEL_SIZE ( 16.0f )
#define SINGLE_BRUSH_MAP (MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER*MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER)
#define SINGLEMAP (MAX_LIGHTMAP_DIM_INCLUDING_BORDER*MAX_LIGHTMAP_DIM_INCLUDING_BORDER)
struct entity_t
{
Vector origin;
int firstbrush;
int numbrushes;
epair_t *epairs;
// only valid for func_areaportals
int areaportalnum;
int portalareas[2];
portal_t *m_pPortalsLeadingIntoAreas[2]; // portals leading into portalareas
};
extern int nummodels;
extern dmodel_t dmodels[MAX_MAP_MODELS];
extern int visdatasize;
extern byte dvisdata[MAX_MAP_VISIBILITY];
extern dvis_t *dvis;
extern CUtlVector<byte> dlightdataHDR;
extern CUtlVector<byte> dlightdataLDR;
extern CUtlVector<byte> *pdlightdata;
extern CUtlVector<char> dentdata;
extern int numleafs;
extern dleaf_t dleafs[MAX_MAP_LEAFS];
extern CUtlVector<CompressedLightCube> *g_pLeafAmbientLighting;
extern unsigned short g_LeafMinDistToWater[MAX_MAP_LEAFS];
extern int numplanes;
extern dplane_t dplanes[MAX_MAP_PLANES];
extern int numvertexes;
extern dvertex_t dvertexes[MAX_MAP_VERTS];
extern int g_numvertnormalindices; // dfaces reference these. These index g_vertnormals.
extern unsigned short g_vertnormalindices[MAX_MAP_VERTNORMALS];
extern int g_numvertnormals;
extern Vector g_vertnormals[MAX_MAP_VERTNORMALS];
extern int numnodes;
extern dnode_t dnodes[MAX_MAP_NODES];
extern CUtlVector<texinfo_t> texinfo;
extern int numtexdata;
extern dtexdata_t dtexdata[MAX_MAP_TEXDATA];
// displacement map .bsp file info
extern CUtlVector<ddispinfo_t> g_dispinfo;
extern CUtlVector<CDispVert> g_DispVerts;
extern CUtlVector<CDispTri> g_DispTris;
extern CUtlVector<unsigned char> g_DispLightmapSamplePositions; // LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS
extern int numorigfaces;
extern dface_t dorigfaces[MAX_MAP_FACES];
extern int g_numprimitives;
extern dprimitive_t g_primitives[MAX_MAP_PRIMITIVES];
extern int g_numprimverts;
extern dprimvert_t g_primverts[MAX_MAP_PRIMVERTS];
extern int g_numprimindices;
extern unsigned short g_primindices[MAX_MAP_PRIMINDICES];
extern int numfaces;
extern dface_t dfaces[MAX_MAP_FACES];
extern int numfaces_hdr;
extern dface_t dfaces_hdr[MAX_MAP_FACES];
extern int numedges;
extern dedge_t dedges[MAX_MAP_EDGES];
extern int numleaffaces;
extern unsigned short dleaffaces[MAX_MAP_LEAFFACES];
extern int numleafbrushes;
extern unsigned short dleafbrushes[MAX_MAP_LEAFBRUSHES];
extern int numsurfedges;
extern int dsurfedges[MAX_MAP_SURFEDGES];
extern int numareas;
extern darea_t dareas[MAX_MAP_AREAS];
extern int numareaportals;
extern dareaportal_t dareaportals[MAX_MAP_AREAPORTALS];
extern int numbrushes;
extern dbrush_t dbrushes[MAX_MAP_BRUSHES];
extern int numbrushsides;
extern dbrushside_t dbrushsides[MAX_MAP_BRUSHSIDES];
extern int *pNumworldlights;
extern dworldlight_t *dworldlights;
extern Vector g_ClipPortalVerts[MAX_MAP_PORTALVERTS];
extern int g_nClipPortalVerts;
extern dcubemapsample_t g_CubemapSamples[MAX_MAP_CUBEMAPSAMPLES];
extern int g_nCubemapSamples;
extern int g_nOverlayCount;
extern doverlay_t g_Overlays[MAX_MAP_OVERLAYS];
extern int g_nWaterOverlayCount;
extern dwateroverlay_t g_WaterOverlays[MAX_MAP_WATEROVERLAYS];
extern CUtlVector<char> g_TexDataStringData;
extern CUtlVector<int> g_TexDataStringTable;
// JAY: portals in the BSP file
// These are the portal data structures (points to verts, leafs, planes)
extern int numportals;
extern dportal_t dportals[MAX_MAP_PORTALS];
// These are the per-cluster data (currently only the portal list)
extern int numclusters;
extern dcluster_t dclusters[MAX_MAP_CLUSTERS];
extern int numleafwaterdata;
extern dleafwaterdata_t dleafwaterdata[MAX_MAP_LEAFWATERDATA];
// This is a list of polygons. Each set of portal verts define a portal polygon
// These numbers are indices into the map's vertex list
extern int numportalverts;
extern unsigned short dportalverts[MAX_MAP_PORTALVERTS];
// This is a list of portal indices. Each portal is referenced twice (once by each cluster it separates)
extern int numclusterportals;
extern unsigned short dclusterportals[MAX_MAP_PORTALS*2];
extern CUtlVector<CFaceMacroTextureInfo> g_FaceMacroTextureInfos;
extern CUtlVector<doccluderdata_t> g_OccluderData;
extern CUtlVector<doccluderpolydata_t> g_OccluderPolyData;
extern CUtlVector<int> g_OccluderVertexIndices;
extern CUtlVector<dlightmappage_t> g_dLightmapPages;
extern CUtlVector<dlightmappageinfo_t> g_dLightmapPageInfos;
// level flags
extern uint32 g_LevelFlags; // see LVLFLAGS_xxx in bspfile.h
// --------------------------------------------------------------- portals
// physics collision data
extern byte *g_pPhysCollide;
extern int g_PhysCollideSize;
// Embedded pack/pak file
void ClearPackFile( void );
void AddFileToPack( const char *pRelativeName, const char *fullpath );
void AddBufferToPack( const char *pRelativeName, void *data, int length, bool bTextMode );
bool FileExistsInPack( const char *pRelativeName );
bool ReadFileFromPack( const char *pRelativeName, bool bTextMode, CUtlBuffer &buf );
void RemoveFileFromPack( const char *pRelativeName );
int GetNextFilename( int id, char *pBuffer, int bufferSize, int &fileSize );
void ForceAlignment( bool bAlign, unsigned int sectorSize );
//-----------------------------------------------------------------------------
// Handle to a game lump
//-----------------------------------------------------------------------------
typedef unsigned short GameLumpHandle_t;
//-----------------------------------------------------------------------------
// Convert four-CC code to a handle + back
//-----------------------------------------------------------------------------
GameLumpHandle_t GetGameLumpHandle( GameLumpId_t id );
GameLumpId_t GetGameLumpId( GameLumpHandle_t handle );
int GetGameLumpFlags( GameLumpHandle_t handle );
int GetGameLumpVersion( GameLumpHandle_t handle );
//-----------------------------------------------------------------------------
// Game lump accessor methods
//-----------------------------------------------------------------------------
void* GetGameLump( GameLumpHandle_t handle );
int GameLumpSize( GameLumpHandle_t handle );
//-----------------------------------------------------------------------------
// Game lump iteration methods
//-----------------------------------------------------------------------------
GameLumpHandle_t FirstGameLump();
GameLumpHandle_t NextGameLump( GameLumpHandle_t handle );
GameLumpHandle_t InvalidGameLump();
//-----------------------------------------------------------------------------
// Game lump creation/destruction method
//-----------------------------------------------------------------------------
GameLumpHandle_t CreateGameLump( GameLumpId_t id, int size, int flags, int version );
void DestroyGameLump( GameLumpHandle_t handle );
void DestroyAllGameLumps();
//-----------------------------------------------------------------------------
// Helper for the bspzip tool
//-----------------------------------------------------------------------------
void ExtractZipFileFromBSP( char *pBSPFileName, char *pZipFileName );
//-----------------------------------------------------------------------------
// String table methods
//-----------------------------------------------------------------------------
const char * TexDataStringTable_GetString( int stringID );
int TexDataStringTable_AddOrFindString( const char *pString );
void DecompressVis (byte *in, byte *decompressed);
int CompressVis (byte *vis, byte *dest);
void OpenBSPFile (char *filename);
void CloseBSPFile (void);
void LoadBSPFile (char *filename);
void LoadBSPFile_FileSystemOnly (char *filename);
void LoadBSPFileTexinfo (char *filename); // just for qdata
void WriteBSPFile (char *filename, char* xzpLumpFilename = NULL);
void PrintBSPFileSizes (void);
void PrintBSPPackDirectory(void);
void WriteLumpToFile( char *filename, int lump );
//===============
extern int num_entities;
extern entity_t entities[MAX_MAP_ENTITIES];
void ParseEntities (void);
void UnparseEntities (void);
void SetKeyValue (entity_t *ent, const char *key, const char *value);
char *ValueForKey (entity_t *ent, char *key);
// will return "" if not present
int IntForKey (entity_t *ent, char *key);
vec_t FloatForKey (entity_t *ent, char *key);
void GetVectorForKey (entity_t *ent, char *key, Vector& vec);
void GetVector2DForKey (entity_t *ent, char *key, Vector2D& vec);
void GetAnglesForKey (entity_t *ent, char *key, QAngle& vec);
epair_t *ParseEpair (void);
void PrintEntity (entity_t *ent);
// Build a list of the face's vertices (index into dvertexes).
// points must be able to hold pFace->numedges indices.
void BuildFaceCalcWindingData( dface_t *pFace, int *points );
// Convert a tristrip to a trilist.
// Removes degenerates.
// Fills in pTriListIndices and pnTriListIndices.
// You must free pTriListIndices with delete[].
void TriStripToTriList(
unsigned short const *pTriStripIndices,
int nTriStripIndices,
unsigned short **pTriListIndices,
int *pnTriListIndices );
// Calculates the lightmap coordinates at a given set of positions given the
// lightmap basis information.
void CalcTextureCoordsAtPoints(
float const texelsPerWorldUnits[2][4],
int const subtractOffset[2],
Vector const *pPoints,
int const nPoints,
Vector2D *pCoords );
// Figure out lightmap extents on all (lit) faces.
void UpdateAllFaceLightmapExtents();
//-----------------------------------------------------------------------------
// Gets at an interface for the tree for enumeration of leaves in volumes.
//-----------------------------------------------------------------------------
ISpatialQuery* ToolBSPTree();
class IBSPNodeEnumerator
{
public:
// call back with a node and a context
virtual bool EnumerateNode( int node, Ray_t const& ray, float f, int context ) = 0;
// call back with a leaf and a context
virtual bool EnumerateLeaf( int leaf, Ray_t const& ray, float start, float end, int context ) = 0;
};
//-----------------------------------------------------------------------------
// Enumerates nodes + leafs in front to back order...
//-----------------------------------------------------------------------------
bool EnumerateNodesAlongRay( Ray_t const& ray, IBSPNodeEnumerator* pEnum, int context );
//-----------------------------------------------------------------------------
// Helps us find all leaves associated with a particular cluster
//-----------------------------------------------------------------------------
struct clusterlist_t
{
int leafCount;
CUtlVector<int> leafs;
};
extern CUtlVector<clusterlist_t> g_ClusterLeaves;
// Call this to build the mapping from cluster to leaves
void BuildClusterTable( );
void GetPlatformMapPath( const char *pMapPath, char *pPlatformMapPath, int dxlevel, int maxLength );
void SetHDRMode( bool bHDR );
// ----------------------------------------------------------------------------- //
// Helper accessors for the various structures.
// ----------------------------------------------------------------------------- //
inline ColorRGBExp32* dface_AvgLightColor( dface_t *pFace, int nLightStyleIndex )
{
return (ColorRGBExp32*)&(*pdlightdata)[pFace->lightofs - (nLightStyleIndex+1) * 4];
}
inline const char* TexInfo_TexName( int iTexInto )
{
return TexDataStringTable_GetString( dtexdata[texinfo[iTexInto].texdata].nameStringTableID );
}
#endif // BSPLIB_H