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