doom3-bfg/neo/renderer/BinaryImageData.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 __BINARYIMAGEDATA_H__
#define __BINARYIMAGEDATA_H__
/*
================================================================================================
This is where the Binary image headers go that are also included by external tools such as the cloud.
================================================================================================
*/
// These structures are used for memory mapping bimage files, but
// not for the normal loading, so be careful making changes.
// Values are big endien to reduce effort on consoles.
#define BIMAGE_VERSION 10
#define BIMAGE_MAGIC (unsigned int)( ('B'<<0)|('I'<<8)|('M'<<16)|(BIMAGE_VERSION<<24) )
struct bimageImage_t {
int level;
int destZ;
int width;
int height;
int dataSize;
// dataSize bytes follow
};
#pragma pack( push, 1 )
struct bimageFile_t {
ID_TIME_T sourceFileTime;
int headerMagic;
int textureType;
int format;
int colorFormat;
int width;
int height;
int numLevels;
// one or more bimageImage_t structures follow
};
#pragma pack( pop )
#endif // __BINARYIMAGEDATA_H__