#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 reletive 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; /* ============================================================================== MD4 file format ============================================================================== */ #define MD4_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R') #define MD4_VERSION 2 #define MD4_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; } md4Weight_t; typedef struct { vec3_t normal; vec2_t texCoords; int numWeights; md4Weight_t weights[1]; // variable sized } md4Vertex_t; typedef struct { int indexes[3]; } md4Triangle_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 } md4Surface_t; typedef struct { float matrix[3][4]; } md4Bone_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]; md4Bone_t bones[1]; // [numBones] } md4Frame_t; typedef struct { unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple } md4CompBone_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 md4CompBone_t bones[1]; // [numBones] } md4CompFrame_t; typedef struct { int numSurfaces; int ofsSurfaces; // first surface, others follow int ofsEnd; // next lod follows } md4LOD_t; typedef struct { int boneIndex; char name[32]; } md4Tag_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; // ofsFrames is negative for compressed frames...Which is then a md4CompFrame_t[numFrames] int ofsFrames; // md4Frame_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 } md4Header_t; /* ============================================================================== .BSP file format ============================================================================== */ #define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'R') // little-endian "IBSP" #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 0x400000 #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 //============================================================================= 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_NONE 0xff #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; typedef enum //# hunkAllocType_e { HA_MISC, HA_MAP, HA_SHADERS, HA_LIGHTING, HA_FOG, HA_PATCHES, HA_VIS, HA_SUBMODELS, HA_MODELS, MAX_HA_TYPES } hunkAllocType_t; ///////////////////////////////////////////////////////////// // // 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