#ifndef __QFILES_H__ #define __QFILES_H__ // // qfiles.h: quake file formats // This file must be identical in the quake and utils directories // // surface geometry should not exceed these limits #define SHADER_MAX_VERTEXES 1000 #define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES) // the maximum size of game relative pathnames #define MAX_QPATH 64 /* ======================================================================== QVM files ======================================================================== */ #define VM_MAGIC 0x12721444 typedef struct { int vmMagic; int instructionCount; int codeOffset; int codeLength; int dataOffset; int dataLength; int litLength; // ( dataLength - litLength ) should be byteswapped on load int bssLength; // zero filled memory appended to datalength } vmHeader_t; /* ======================================================================== PCX files are used for 8 bit images ======================================================================== */ typedef struct { char manufacturer; char version; char encoding; char bits_per_pixel; unsigned short xmin,ymin,xmax,ymax; unsigned short hres,vres; unsigned char palette[48]; char reserved; char color_planes; unsigned short bytes_per_line; unsigned short palette_type; char filler[58]; unsigned char data; // unbounded } pcx_t; /* ======================================================================== TGA files are used for 24/32 bit images ======================================================================== */ typedef struct _TargaHeader { unsigned char id_length, colormap_type, image_type; unsigned short colormap_index, colormap_length; unsigned char colormap_size; unsigned short x_origin, y_origin, width, height; unsigned char pixel_size, attributes; } TargaHeader; /* ======================================================================== .MD3 triangle model file format ======================================================================== */ #define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I') #define MD3_VERSION 15 // limits #define MD3_MAX_LODS 3 #define MD3_MAX_TRIANGLES 8192 // per surface #define MD3_MAX_VERTS 4096 // per surface #define MD3_MAX_SHADERS 256 // per surface #define MD3_MAX_FRAMES 1024 // per model #define MD3_MAX_SURFACES 32 + 32 // per model #define MD3_MAX_TAGS 16 // per frame // vertex scales #define MD3_XYZ_SCALE (1.0/64) typedef struct md3Frame_s { vec3_t bounds[2]; vec3_t localOrigin; float radius; char name[16]; } md3Frame_t; typedef struct md3Tag_s { char name[MAX_QPATH]; // tag name vec3_t origin; vec3_t axis[3]; } md3Tag_t; /* ** md3Surface_t ** ** CHUNK SIZE ** header sizeof( md3Surface_t ) ** shaders sizeof( md3Shader_t ) * numShaders ** triangles[0] sizeof( md3Triangle_t ) * numTriangles ** st sizeof( md3St_t ) * numVerts ** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames */ typedef struct { int ident; // char name[MAX_QPATH]; // polyset name int flags; int numFrames; // all surfaces in a model should have the same int numShaders; // all surfaces in a model should have the same int numVerts; int numTriangles; int ofsTriangles; int ofsShaders; // offset from start of md3Surface_t int ofsSt; // texture coords are common for all frames int ofsXyzNormals; // numVerts * numFrames int ofsEnd; // next surface follows } md3Surface_t; typedef struct { char name[MAX_QPATH]; int shaderIndex; // for in-game use } md3Shader_t; typedef struct { int indexes[3]; } md3Triangle_t; typedef struct { float st[2]; } md3St_t; typedef struct { short xyz[3]; short normal; } md3XyzNormal_t; typedef struct { int ident; int version; char name[MAX_QPATH]; // model name int flags; int numFrames; int numTags; int numSurfaces; int numSkins; int ofsFrames; // offset for first frame int ofsTags; // numFrames * numTags int ofsSurfaces; // first surface, others follow int ofsEnd; // end of file } md3Header_t; /* ============================================================================== .BSP file format ============================================================================== */ // little-endian "RBSP" #define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'R') #define BSP_VERSION 1 // there shouldn't be any problem with increasing these values at the // expense of more memory allocation in the utilities #define MAX_MAP_MODELS 0x400 #define MAX_MAP_BRUSHES 0x8000 #define MAX_MAP_ENTITIES 0x800 #define MAX_MAP_ENTSTRING 0x40000 #define MAX_MAP_SHADERS 0x400 #define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match! #define MAX_MAP_FOGS 0x100 #define MAX_MAP_PLANES 0x20000 #define MAX_MAP_NODES 0x20000 #define MAX_MAP_BRUSHSIDES 0x20000 #define MAX_MAP_LEAFS 0x20000 #define MAX_MAP_LEAFFACES 0x20000 #define MAX_MAP_LEAFBRUSHES 0x40000 #define MAX_MAP_PORTALS 0x20000 #define MAX_MAP_LIGHTING 0x800000 #define MAX_MAP_LIGHTGRID 65535 #define MAX_MAP_LIGHTGRID_ARRAY 0x100000 #define MAX_MAP_VISIBILITY 0x600000 #define MAX_MAP_DRAW_SURFS 0x20000 #define MAX_MAP_DRAW_VERTS 0x80000 #define MAX_MAP_DRAW_INDEXES 0x80000 // key / value pair sizes in the entities lump #define MAX_KEY 32 #define MAX_VALUE 1024 // the editor uses these predefined yaw angles to orient entities up or down #define ANGLE_UP -1 #define ANGLE_DOWN -2 #define LIGHTMAP_WIDTH 128 #define LIGHTMAP_HEIGHT 128 //============================================================================= #ifdef _XBOX #pragma pack(push, 1) typedef struct { float mins[3], maxs[3]; int firstSurface; unsigned short numSurfaces; int firstBrush; unsigned short numBrushes; } dmodel_t; typedef struct { char shader[MAX_QPATH]; int surfaceFlags; int contentFlags; } dshader_t; // planes x^1 is allways the opposite of plane x typedef struct { float normal[3]; float dist; } dplane_t; typedef struct { int planeNum; short children[2]; // negative numbers are -(leafs+1), not nodes short mins[3]; // for frustom culling short maxs[3]; } dnode_t; typedef struct { short cluster; // -1 = opaque cluster (do I still store these?) signed char area; short mins[3]; // for frustum culling short maxs[3]; unsigned short firstLeafSurface; unsigned short numLeafSurfaces; unsigned short firstLeafBrush; unsigned short numLeafBrushes; } dleaf_t; typedef struct { int planeNum; // positive plane side faces out of the leaf byte shaderNum; } dbrushside_t; typedef struct { int firstSide; byte numSides; unsigned short shaderNum; // the shader that determines the contents flags } dbrush_t; typedef struct { char shader[MAX_QPATH]; int brushNum; int visibleSide; // the brush side that ray tests need to clip against (-1 == none) } dfog_t; // Light Style Constants #define MAXLIGHTMAPS 4 #define LS_NORMAL 0x00 #define LS_UNUSED 0xfe #define LS_LSNONE 0xff #define MAX_LIGHT_STYLES 64 typedef struct { float lightmap[MAXLIGHTMAPS][2]; float st[2]; short xyz[3]; short normal[3]; byte color[MAXLIGHTMAPS][4]; } mapVert_t; #define DRAWVERT_LIGHTMAP_SCALE 32768.0f // Change texture coordinates for TriSurfs to be even more fine grain. // See below for note about keeping MIN_ST and MAX_ST up to date with // ST_SCALE. These are in 4.12. OK, how about 5.11? //#define DRAWVERT_ST_SCALE 4096.0f #define DRAWVERT_ST_SCALE 2048.0f // We use a slightly different format for the fixed point texture // coords in Grid/Mesh drawverts: 10.6 rather than 12.4 // To be sure that this is ok, keep the max and min values equal to // the largest and smallest whole numbers that can be stored using the // format. (ie: Don't change GRID_DRAWVERT_ST_SCALE without changing // the other two!) (And don't forget that we're using a bit for sign.) #define GRID_DRAWVERT_ST_SCALE 64.0f typedef struct { vec3_t xyz; short dvst[2]; short dvlightmap[MAXLIGHTMAPS][2]; vec3_t normal; #ifdef _XBOX vec3_t tangent; #endif byte dvcolor[MAXLIGHTMAPS][2]; } drawVert_t; typedef struct { byte flags; byte latLong[2]; } dgrid_t; typedef struct { int code; byte shaderNum; signed char fogNum; unsigned int verts; // high 20 bits are first vert, low 12 are num verts unsigned int indexes; // high 20 bits are first index, low 12 are num indices byte lightmapStyles[MAXLIGHTMAPS]; byte lightmapNum[MAXLIGHTMAPS]; short lightmapVecs[3]; } dface_t; typedef struct { int code; byte shaderNum; signed char fogNum; unsigned int verts; // high 20 bits are first vert, low 12 are num verts byte lightmapStyles[MAXLIGHTMAPS]; byte lightmapNum[MAXLIGHTMAPS]; short lightmapVecs[2][3]; // for patches, [0] and [1] are lodbounds byte patchWidth; byte patchHeight; } dpatch_t; typedef struct { int code; byte shaderNum; signed char fogNum; unsigned int verts; // high 20 bits are first vert, low 12 are num verts unsigned int indexes; // high 20 bits are first index, low 12 are num indices byte lightmapStyles[MAXLIGHTMAPS]; } dtrisurf_t; typedef struct { int code; byte shaderNum; signed char fogNum; short origin[3]; short normal[3]; byte color[3]; } dflare_t; #pragma pack(pop) #else // _XBOX typedef struct { int fileofs, filelen; } lump_t; #define LUMP_ENTITIES 0 #define LUMP_SHADERS 1 #define LUMP_PLANES 2 #define LUMP_NODES 3 #define LUMP_LEAFS 4 #define LUMP_LEAFSURFACES 5 #define LUMP_LEAFBRUSHES 6 #define LUMP_MODELS 7 #define LUMP_BRUSHES 8 #define LUMP_BRUSHSIDES 9 #define LUMP_DRAWVERTS 10 #define LUMP_DRAWINDEXES 11 #define LUMP_FOGS 12 #define LUMP_SURFACES 13 #define LUMP_LIGHTMAPS 14 #define LUMP_LIGHTGRID 15 #define LUMP_VISIBILITY 16 #define LUMP_LIGHTARRAY 17 #define HEADER_LUMPS 18 typedef struct { int ident; int version; lump_t lumps[HEADER_LUMPS]; } dheader_t; typedef struct { float mins[3], maxs[3]; int firstSurface, numSurfaces; int firstBrush, numBrushes; } dmodel_t; typedef struct { char shader[MAX_QPATH]; int surfaceFlags; int contentFlags; } dshader_t; // planes x^1 is allways the opposite of plane x typedef struct { float normal[3]; float dist; } dplane_t; typedef struct { int planeNum; int children[2]; // negative numbers are -(leafs+1), not nodes int mins[3]; // for frustom culling int maxs[3]; } dnode_t; typedef struct { int cluster; // -1 = opaque cluster (do I still store these?) int area; int mins[3]; // for frustum culling int maxs[3]; int firstLeafSurface; int numLeafSurfaces; int firstLeafBrush; int numLeafBrushes; } dleaf_t; typedef struct { int planeNum; // positive plane side faces out of the leaf int shaderNum; int drawSurfNum; } dbrushside_t; typedef struct { int firstSide; int numSides; int shaderNum; // the shader that determines the contents flags } dbrush_t; typedef struct { char shader[MAX_QPATH]; int brushNum; int visibleSide; // the brush side that ray tests need to clip against (-1 == none) } dfog_t; // Light Style Constants #define MAXLIGHTMAPS 4 #define LS_NORMAL 0x00 #define LS_UNUSED 0xfe #define LS_LSNONE 0xff //rww - changed name because it unhappily conflicts with a lightsaber state name and changing this is just easier #define MAX_LIGHT_STYLES 64 typedef struct { vec3_t xyz; float st[2]; float lightmap[MAXLIGHTMAPS][2]; vec3_t normal; byte color[MAXLIGHTMAPS][4]; } mapVert_t; typedef struct { vec3_t xyz; float st[2]; float lightmap[MAXLIGHTMAPS][2]; vec3_t normal; byte color[MAXLIGHTMAPS][4]; } drawVert_t; typedef struct { byte ambientLight[MAXLIGHTMAPS][3]; byte directLight[MAXLIGHTMAPS][3]; byte styles[MAXLIGHTMAPS]; byte latLong[2]; } dgrid_t; typedef enum { MST_BAD, MST_PLANAR, MST_PATCH, MST_TRIANGLE_SOUP, MST_FLARE } mapSurfaceType_t; typedef struct { int shaderNum; int fogNum; int surfaceType; int firstVert; int numVerts; int firstIndex; int numIndexes; byte lightmapStyles[MAXLIGHTMAPS], vertexStyles[MAXLIGHTMAPS]; int lightmapNum[MAXLIGHTMAPS]; int lightmapX[MAXLIGHTMAPS], lightmapY[MAXLIGHTMAPS]; int lightmapWidth, lightmapHeight; vec3_t lightmapOrigin; vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds int patchWidth; int patchHeight; } dsurface_t; #endif // _XBOX ///////////////////////////////////////////////////////////// // // Defines and structures required for fonts #define GLYPH_COUNT 256 // Must match define in stmparse.h #define STYLE_DROPSHADOW 0x80000000 #define STYLE_BLINK 0x40000000 #define SET_MASK 0x00ffffff typedef struct { short width; // number of pixels wide short height; // number of scan lines short horizAdvance; // number of pixels to advance to the next char short horizOffset; // x offset into space to render glyph int baseline; // y offset float s; // x start tex coord float t; // y start tex coord float s2; // x end tex coord float t2; // y end tex coord } glyphInfo_t; // this file corresponds 1:1 with the "*.fontdat" files, so don't change it unless you're going to // recompile the fontgen util and regenerate all the fonts! // typedef struct dfontdat_s { glyphInfo_t mGlyphs[GLYPH_COUNT]; short mPointSize; short mHeight; // max height of font short mAscender; short mDescender; short mKoreanHack; } dfontdat_t; /////////////////// fonts end //////////////////////////////////// #endif