rallyunlimited-engine/code/qcommon/qfiles.h

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#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
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#define SHADER_MAX_VERTEXES 1000*16
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#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
#define VM_MAGIC_VER2 0x12721445
typedef struct {
int32_t vmMagic;
int32_t instructionCount;
int32_t codeOffset;
int32_t codeLength;
int32_t dataOffset;
int32_t dataLength;
int32_t litLength; // ( dataLength - litLength ) should be byteswapped on load
int32_t bssLength; // zero filled memory appended to datalength
//!!! below here is VM_MAGIC_VER2 !!!
int32_t jtrgLength; // number of jump table targets
} vmHeader_t;
/*
========================================================================
.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 65535 // per surface
#define MD3_MAX_VERTS 32768 // per surface
#define MD3_MAX_SHADERS 256 // per surface
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#define MD3_MAX_FRAMES 1024 // per model
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#define MD3_MAX_SURFACES 128 // per model
#define MD3_MAX_TAGS 64 // 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 {
int32_t ident; //
char name[MAX_QPATH]; // polyset name
int32_t flags;
int32_t numFrames; // all surfaces in a model should have the same
int32_t numShaders; // all surfaces in a model should have the same
int32_t numVerts;
int32_t numTriangles;
uint32_t ofsTriangles;
uint32_t ofsShaders; // offset from start of md3Surface_t
uint32_t ofsSt; // texture coords are common for all frames
uint32_t ofsXyzNormals; // numVerts * numFrames
uint32_t 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 {
int32_t ident;
int32_t version;
char name[MAX_QPATH]; // model name
uint32_t flags;
int32_t numFrames;
int32_t numTags;
int32_t numSurfaces;
int32_t numSkins;
uint32_t ofsFrames; // offset for first frame
uint32_t ofsTags; // numFrames * numTags
uint32_t ofsSurfaces; // first surface, others follow
uint32_t ofsEnd; // end of file
} md3Header_t;
/*
==============================================================================
MDR file format
==============================================================================
*/
/*
* Here are the definitions for Ravensoft's model format of md4. Raven stores their
* playermodels in .mdr files, in some games, which are pretty much like the md4
* format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
* MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
* So this comes in handy for anyone who wants to make it possible to load player
* models from these games.
* This format has bone tags, which is similar to the thing you have in md3 I suppose.
* Raven has released their version of md3view under GPL enabling me to add support
* to this codebase. Thanks to Steven Howes aka Skinner for helping with example
* source code.
*
* - Thilo Schulz (arny@ats.s.bawue.de)
*/
#define MDR_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R')
#define MDR_VERSION 2
#define MDR_MAX_BONES 128
typedef struct {
int boneIndex; // these are indexes into the boneReferences,
float boneWeight; // not the global per-frame bone list
vec3_t offset;
} mdrWeight_t;
typedef struct {
vec3_t normal;
vec2_t texCoords;
int numWeights;
mdrWeight_t weights[1]; // variable sized
} mdrVertex_t;
typedef struct {
int indexes[3];
} mdrTriangle_t;
typedef struct {
int ident;
char name[MAX_QPATH]; // polyset name
char shader[MAX_QPATH];
int shaderIndex; // for in-game use
int ofsHeader; // this will be a negative number
int numVerts;
int ofsVerts;
int numTriangles;
int ofsTriangles;
// Bone references are a set of ints representing all the bones
// present in any vertex weights for this surface. This is
// needed because a model may have surfaces that need to be
// drawn at different sort times, and we don't want to have
// to re-interpolate all the bones for each surface.
int numBoneReferences;
int ofsBoneReferences;
int ofsEnd; // next surface follows
} mdrSurface_t;
typedef struct {
float matrix[3][4];
} mdrBone_t;
typedef struct {
vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
vec3_t localOrigin; // midpoint of bounds, used for sphere cull
float radius; // dist from localOrigin to corner
char name[16];
mdrBone_t bones[1]; // [numBones]
} mdrFrame_t;
typedef struct {
unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
} mdrCompBone_t;
typedef struct {
vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
vec3_t localOrigin; // midpoint of bounds, used for sphere cull
float radius; // dist from localOrigin to corner
mdrCompBone_t bones[1]; // [numBones]
} mdrCompFrame_t;
typedef struct {
int numSurfaces;
int ofsSurfaces; // first surface, others follow
int ofsEnd; // next lod follows
} mdrLOD_t;
typedef struct {
int boneIndex;
char name[32];
} mdrTag_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
// frames and bones are shared by all levels of detail
int numFrames;
int numBones;
int ofsFrames; // mdrFrame_t[numFrames]
// each level of detail has completely separate sets of surfaces
int numLODs;
int ofsLODs;
int numTags;
int ofsTags;
int ofsEnd; // end of file
} mdrHeader_t;
/*
==============================================================================
.BSP file format
==============================================================================
*/
#define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'I')
// little-endian "IBSP"
#define BSP_VERSION 46
// there shouldn't be any problem with increasing these values at the
// expense of more memory allocation in the utilities
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#define MAX_MAP_MODELS 0x1000*2
#define MAX_MAP_BRUSHES 0x8000*2
#define MAX_MAP_ENTITIES 0x1000*2
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#define MAX_MAP_ENTSTRING 0x40000*10
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#define MAX_MAP_SHADERS 0x1000*2
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#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
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#define MAX_MAP_FOGS 0x100*8
#define MAX_MAP_PLANES 0x20000*8
#define MAX_MAP_NODES 0x20000*8
#define MAX_MAP_BRUSHSIDES 0x20000*8
#define MAX_MAP_LEAFS 0x20000*8
#define MAX_MAP_LEAFFACES 0x20000*8
#define MAX_MAP_LEAFBRUSHES 0x40000*8
#define MAX_MAP_PORTALS 0x20000*8
#define MAX_MAP_LIGHTING 0x800000*8
#define MAX_MAP_LIGHTGRID 0x800000*8
#define MAX_MAP_VISIBILITY 0x200000*8
#define MAX_MAP_DRAW_SURFS 0x20000*8
#define MAX_MAP_DRAW_VERTS 0x80000*8
#define MAX_MAP_DRAW_INDEXES 0x80000*8
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// 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
#define MAX_WORLD_COORD ( 128*1024 )
#define MIN_WORLD_COORD ( -128*1024 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
//=============================================================================
typedef struct {
int32_t fileofs;
int32_t 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 HEADER_LUMPS 17
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 always 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;
} 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;
typedef struct {
vec3_t xyz;
float st[2];
float lightmap[2];
vec3_t normal;
color4ub_t color;
} drawVert_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;
int lightmapNum;
int lightmapX, lightmapY;
int lightmapWidth, lightmapHeight;
vec3_t lightmapOrigin;
vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
int patchWidth;
int patchHeight;
} dsurface_t;
#endif