jedi-academy/codemp/qcommon/qfiles.h

607 lines
13 KiB
C

#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