dhewm3/neo/tools/compilers/roqvq/quaddefs.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

129 lines
3.5 KiB
C

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __quaddefs_h__
#define __quaddefs_h__
#define DEP 0
#define FCC 1
#define CCC 2
#define SLD 3
#define PAT 4
#define MOT 5
#define DEAD 6
#define COLA 0
#define COLB 1
#define COLC 2
#define COLS 3
#define COLPATA 4
#define COLPATB 5
#define COLPATS 6
#define GENERATION 7
#define CCCBITMAP 0
#define FCCDOMAIN 1
#define PATNUMBER 2
#define PATNUMBE2 3
#define PATNUMBE3 4
#define PATNUMBE4 5
#define PATNUMBE5 6
#define MAXSIZE 16
#define MINSIZE 4
#define RoQ_ID 0x1084
#define RoQ_QUAD 0x1000
#define RoQ_PUZZLE_QUAD 0x1003
#define RoQ_QUAD_HANG 0x1013
#define RoQ_QUAD_SMALL 0x1010
#define RoQ_QUAD_INFO 0x1001
#define RoQ_QUAD_VQ 0x1011
#define RoQ_QUAD_JPEG 0x1012
#define RoQ_QUAD_CODEBOOK 0x1002
typedef struct {
byte size; // 32, 16, 8, or 4
word xat; // where is it at on the screen
word yat; //
} shortQuadCel;
typedef struct {
byte size; // 32, 16, 8, or 4
word xat; // where is it at on the screen
word yat; //
float cccsnr; // ccc bitmap snr to actual image
float fccsnr; // fcc bitmap snr to actual image
float motsnr; // delta snr to previous image
float sldsnr; // solid color snr
float patsnr;
float dctsnr;
float rsnr; // what's the current snr
unsigned int cola; // color a for ccc
unsigned int colb; // color b for ccc
unsigned int colc; // color b for ccc
unsigned int sldcol; // sold color
unsigned int colpata;
unsigned int colpatb;
unsigned int colpats;
unsigned int bitmap; // ccc bitmap
word domain; // where to copy from for fcc
word patten[5]; // which pattern
int status;
bool mark;
float snr[DEAD+1]; // snrssss
} quadcel;
typedef struct {
float snr[DEAD+1]; // snrssss
unsigned int cols[8];
unsigned int bitmaps[7]; // ccc bitmap
} dataQuadCel;
typedef struct {
float normal;
unsigned short int index;
} norm;
typedef struct {
unsigned char dtlMap[256];
int r[4];
int g[4];
int b[4];
int a[4];
float ymean;
} dtlCel;
typedef struct {
byte r,g,b,a;
} pPixel;
#endif // quaddef