/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #pragma once #include #include #include #include /* ========================================================================= */ struct bspx_header_t { std::array id = {'B', 'S', 'P', 'X'}; //'BSPX' uint32_t numlumps; bspx_header_t() = default; constexpr bspx_header_t(uint32_t numlumps) : numlumps(numlumps) { } auto stream_data() { return std::tie(id, numlumps); } }; struct bspx_lump_t { std::array lumpname{}; uint32_t fileofs; uint32_t filelen; auto stream_data() { return std::tie(lumpname, fileofs, filelen); } }; // BRUSHLIST BSPX lump struct bspxbrushes_permodel { int32_t ver; int32_t modelnum; int32_t numbrushes; int32_t numfaces; auto stream_data() { return std::tie(ver, modelnum, numbrushes, numfaces); } }; struct bspxbrushes_perbrush { aabb3f bounds; int16_t contents; uint16_t numfaces; auto stream_data() { return std::tie(bounds, contents, numfaces); } }; using bspxbrushes_perface = qplane3f; // FACENORMALS BSPX lump // struct isn't actually used, but provides technical // specs of the lump struct bspxfacenormals_header { // num unique normals uint32_t num_normals; qvec3f *normals; // [num_normals] // the vertex data is stored per face, because vertex data // in the BSP is shared between faces; this won't allow for mixed // smoothing groups to work properly since they can't share normals. // if the BSP has 4 faces with 4 vertices each, then what follows is // 4 * 4 * (3 uint32_t); normal/tangent/bitangent per vertex per face. // for each bsp face: // for each face vertex: uint32_t normal; uint32_t tangent; uint32_t bitangent; }; // BSPX data