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📁 用opengl实现的bsp管理3D场景的算法
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  <p align="center"><br><b><span style="FONT-SIZE: 20pt; mso-bidi-font-size: 10.0pt">Unofficial</span></b><span style="FONT-SIZE: 20pt; mso-bidi-font-size: 10.0pt"><b>
  Quake
  3 BSP Format<br>
  </b>
  </span><span style="mso-bidi-font-size: 10.0pt"><font size="3"><b>Author:&nbsp;&nbsp;&nbsp;&nbsp;
  Ben "Digiben" Humphrey</b></font></span><b><span style="FONT-SIZE: 20pt; mso-bidi-font-size: 10.0pt"><O:P>
  </O:P>
  </span></b></p> 
  <p class="MsoBodyText">
  </p>
  <table width="571">
    <tr bgColor="#2165ae">
      <td height="17" width="563"><b><font size="5">Introduction</font></b></td>
    </tr>
  </table>
  <p class="MsoNormal">This document was created as an aid to the <b>Quake3 BSP</b>
  tutorial series featured on <a href="http://www.GameTutorials.com"><b>www.GameTutorials.com</b></a>.&nbsp;
  &nbsp;<O:P>
  &nbsp;The information is what I have found, and it's possibly that it's
  incorrect or just blatently wrong.&nbsp; I suggest you use this as a reference
  and a guide, not the end all file format doc for the Quake3 .bsp file
  format.&nbsp; With that out of the way, let's load some sweet levels!
  </p>
  <p class="MsoNormal">The Quake3 level format, .bsp, stores most of the
  information about the level.&nbsp; There are other files such as .shader,
  .arena and .aas, which store bot and texture shader information.&nbsp; The .bsp
  file is stored in what is called a IBSP format.&nbsp; That means that the
  length and offsets of different sections in the file are stored in what's know
  as <b>lumps</b>.&nbsp; The older version of Quake use this same lump format,
  but different information is stored in each version of Quake.&nbsp; If you can
  read in Quake 3 levels, it's not a lot of changes to write a Quake 2 level
  loader.
  </p>
  <p class="MsoNormal">If you don't know what <b>BSP</b> stands for yet, it
  means <b>Binary Space Partition(ing)</b>.&nbsp; You would create a BSP
  tree.&nbsp; That means that there is a parent node, and at most, 2 children attached
  to each parent.&nbsp; These children are called the <b>front </b>and <b>back </b>children.&nbsp;
  I won't attempt to teach you how to create or manage a BSP tree here, but
  there is a BSP FAQ that SGI put out floating around the internet somewhere
  that has a ton of information.&nbsp; Better yet, I suggest you take the BSP
  class at <a href="http://www.GameInstitute.com"><b>www.GameInstitute.com</b></a>.&nbsp;
  I personally took this class and was quite satisfied.&nbsp; It teaches all you
  need to know about BSP trees.
  </p>
  <p class="MsoBodyText">
  </p>
  <table width="572">
    <tr bgColor="#2165ae">
      <td height="17" width="564"><b><font size="5">Lumps</font></b></td>
    </tr>
  </table>
  <p class="MsoBodyText">
  Like we mentioned before, lumps hold the length in bytes and offset into the
  file for a given section.&nbsp; Below is an enum <b>eLumps</b> that holds all
  the lumps and their order in the file:
  </p>
  <p class="MsoBodyText"><code>
  enum <b> eLumps</b><br>
  {<br>&nbsp;&nbsp;&nbsp; kEntities =
     0,&nbsp;&nbsp;&nbsp;&nbsp; // Stores
  player/object positions, etc...<br>
  &nbsp;&nbsp;&nbsp; kTextures,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores texture information<br>
  &nbsp;&nbsp;&nbsp; kPlanes,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores the splitting planes<br>
  &nbsp;&nbsp;&nbsp; kNodes,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores the BSP nodes<br>
  &nbsp;&nbsp;&nbsp; kLeafs,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores the leafs of the nodes<br>
  &nbsp;&nbsp;&nbsp; kLeafFaces,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //
  Stores the leaf's indices into the faces<br>
  &nbsp;&nbsp;&nbsp; kLeafBrushes,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // Stores the
  leaf's indices into the brushes<br>
  &nbsp;&nbsp;&nbsp; kModels,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores the info of world models<br>
  &nbsp;&nbsp;&nbsp; kBrushes,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores the brushes info (for collision)<br>
  &nbsp;&nbsp;&nbsp; kBrushSides,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // Stores
  the brush surfaces info<br>
  &nbsp;&nbsp;&nbsp; kVertices,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores the level vertices<br>
    &nbsp;&nbsp;&nbsp;
  kIndices,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // Stores the level&nbsp;indices<br>
  &nbsp;&nbsp;&nbsp; kShaders,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores the shader files (blending, anims..)<br>
  &nbsp;&nbsp;&nbsp; kFaces,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores the faces for the level<br>
  &nbsp;&nbsp;&nbsp; kLightmaps,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //
  Stores the lightmaps for the level<br>
  &nbsp;&nbsp;&nbsp; kLightVolumes,&nbsp;&nbsp;&nbsp;&nbsp; // Stores extra
  world lighting information<br>
  &nbsp;&nbsp;&nbsp; kVisData,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // Stores PVS and cluster info (visibility)<br>
  &nbsp;&nbsp;&nbsp; kMaxLumps&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // A constant to store the number of lumps<br>
  };<br>
  <br>
  <font face="Times New Roman" size="3">Each on of these sections has a offset
  and a size in bytes that need to be read in.&nbsp; In the next sections we
  will examine the structures needed to read in each lump.</font></code>
  </p>
  <p class="MsoBodyText"><code><font face="Times New Roman" size="3">Here is a
  lump structure.&nbsp; The <b>offset</b> is the position into the file that is
  the starting point of the current section.&nbsp; The <b>length</b> is the
  number of bytes that this lump stores.</font></code>
  </p>
  <p class="MsoBodyText">
  <code><br>
  struct <b>tBSPLump</b><br>
  {<br>
  &nbsp;&nbsp;&nbsp; int offset;<br>
  &nbsp;&nbsp;&nbsp; int length;<br>
  };</code>
  </p>
  <p class="MsoBodyText">
  <br>
  Let's give an example of reading in the vertices (<b>kVertices</b>) for the
  level.&nbsp; Once the lumps are read in, to find the number of vertices in the
  level we do this:
  </p>
  <p class="MsoBodyText">
  numOfVerts = lumps[kVertices].length / sizeof(tBSPVertex);
  </p>
  <p class="MsoBodyText">We index the <b>lumps[]</b> array with the <b>kVertices</b>
  constant, then divide that lumps <b>length</b> by the size of the <b>tBSPVertex</b>
  structure in bytes, which we will define later on.&nbsp; It just so happens
  it's 44 bytes.&nbsp; If the length is 3388, then 3388 / 44 = 77.&nbsp; We now
  know there is 77 vertices in the .bsp file.&nbsp; We then need to position the
  file pointer to the lump's <b>offset</b>, and start reading in 77 <b>tBSPVertex
  </b>structures into our dynamically allocated vertex array.&nbsp; I use <b>fread()</b>
  and <b>fseek()</b> for the file manipulation.&nbsp; This is of course, ONLY if
  you are not reading from the .zip file.&nbsp; I am strictly speaking of
  loading the .bsp file unzipped.
  </p>
  <p class="MsoBodyText">Now that we understand the basics of lumps, let's move
  on to the header structure, along with the rest of the structures for each
  lump read in.<br>
  </p>
  <p class="MsoBodyText">
  </p>
  <table width="570">
    <tr bgColor="#2165ae">
      <td height="17" width="562"><b><font size="5">BSP Header</font></b></td>
    </tr>
  </table>
  <p class="MsoBodyText">The very first thing that needs to be read in for the .bsp
  file is the header.&nbsp; The header contains a 4 character ID, then an
  integer that holds the version.
  </p>
  <p class="MsoBodyText">
  <code>
  <br>
  struct <b> tBSPHeader</b><br>
  {<br>
  &nbsp;&nbsp;&nbsp; char strID[4];&nbsp;&nbsp;&nbsp;&nbsp; // This should
  always be 'IBSP'<br>
  &nbsp;&nbsp;&nbsp; int version;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // This
  should be 0x2e for Quake 3 files<br>
  };
  </code>
  </p>
  <p class="MsoBodyText">
  </p>
  <table width="570">
    <tr bgColor="#2165ae">
      <td height="17" width="562"><b><font size="5">Vertices</font></b></td>
    </tr>
  </table>
  <p class="MsoBodyText">
  This structure stores the vertex information.&nbsp; There is a position,
  texture and lightmap coordinates, the vertex normal and color.&nbsp; To
  calculate the number of vertices in the lump you divide the length of the lump
  by the sizeof(<b>tBSPVertex</b>).
  </p>
  <p class="MsoBodyText">
  <code>
  <br>
  struct <b> tBSPVertex</b><br>
  {<br>
  &nbsp;&nbsp;&nbsp; float vPosition[3];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // (x, y,
  z) position.&nbsp;<br>
  &nbsp;&nbsp;&nbsp; float vTextureCoord[2];&nbsp; // (u, v) texture coordinate<br>
  &nbsp;&nbsp;&nbsp; float vLightmapCoord[2]; // (u, v) lightmap coordinate<br>
  &nbsp;&nbsp;&nbsp; float vNormal[3];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // (x, y, z) normal vector<br>
  &nbsp;&nbsp;&nbsp; byte color[4];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // RGBA color for the vertex&nbsp;<br>
  };<br>
  </code>
  </p>
  <p class="MsoBodyText">
  </p>
  <table width="571">
    <tr bgColor="#2165ae">
      <td height="17" width="563"><b><font size="5">Faces</font></b></td>
    </tr>
  </table>
  <p class="MsoBodyText">
  This structure holds the face information for each polygon of the level.&nbsp;
  It mostly holds indices into all the vertex and texture arrays.&nbsp; To
  calculate the number of faces in the lump you divide the length of the lump by
  the sizeof(<b>tBSPFace</b>).
  </p>
  <p class="MsoBodyText"><code>
  <br>
  struct <b>tBSPFace</b><br>
  {<br>
  &nbsp;&nbsp;&nbsp; int textureID;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //
  The index into the texture array&nbsp;<br>
  &nbsp;&nbsp;&nbsp; int effect;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // The index for the effects (or -1 = n/a)&nbsp;<br>
  &nbsp;&nbsp;&nbsp; int type;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  // 1=polygon, 2=patch, 3=mesh, 4=billboard&nbsp;<br>
  &nbsp;&nbsp;&nbsp; int startVertIndex;&nbsp;&nbsp; // The index
  into this face's first vertex&nbsp;<br>
  &nbsp;&nbsp;&nbsp; int numOfVerts;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // The
  number of vertices for this face&nbsp;<br>&nbsp;&nbsp;&nbsp; int startIndex;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// The index into
  the&nbsp;indices array<br>

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