csgo-2018-source/public/gamebspfile.h

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//========= Copyright <20> 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