goat3d

annotate src/chunk.h @ 41:da3f335e0069

revamped the visual studio project files
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 01 Dec 2013 01:31:53 +0200
parents 188c697b3b49
children 498ca7ac7047
rev   line source
nuclear@1 1 #ifndef CHUNK_H_
nuclear@1 2 #define CHUNK_H_
nuclear@1 3
nuclear@41 4 #ifndef _MSC_VER
nuclear@9 5 #include <stdint.h>
nuclear@41 6 #else
nuclear@41 7 typedef unsigned __int32 uint32_t;
nuclear@41 8 #endif
nuclear@9 9
nuclear@1 10 enum {
nuclear@1 11 CNK_INVALID, // this shouldn't appear in files
nuclear@1 12 CNK_SCENE, // the root chunk
nuclear@1 13
nuclear@1 14 // general purpose chunks
nuclear@1 15 CNK_INT,
nuclear@2 16 CNK_INT4,
nuclear@1 17 CNK_FLOAT,
nuclear@2 18 CNK_FLOAT3,
nuclear@2 19 CNK_FLOAT4,
nuclear@1 20 CNK_STRING,
nuclear@1 21
nuclear@1 22 // --- first level chunks ---
nuclear@1 23 // children of CNK_SCENE
nuclear@1 24 CNK_ENV, // environmental parameters
nuclear@14 25 CNK_MTL, // material
nuclear@14 26 CNK_MESH,
nuclear@14 27 CNK_LIGHT,
nuclear@14 28 CNK_CAMERA,
nuclear@14 29 CNK_NODE,
nuclear@1 30
nuclear@1 31 // --- second level chunks ---
nuclear@1 32 // children of CNK_ENV
nuclear@2 33 CNK_ENV_AMBIENT, // ambient color, contains a single CNK_FLOAT3
nuclear@1 34 CNK_ENV_FOG,
nuclear@1 35
nuclear@1 36 // --- third level chunks ---
nuclear@1 37 // children of CNK_FOG
nuclear@2 38 CNK_FOG_COLOR, // fog color, contains a single CNK_FLOAT3
nuclear@14 39 CNK_FOG_EXP, // fog exponent, contains a single CNK_FLOAT
nuclear@1 40
nuclear@1 41 // children of CNK_MTL
nuclear@14 42 CNK_MTL_NAME, // has a single CNK_STRING
nuclear@1 43 CNK_MTL_ATTR, // material attribute, has a CNK_STRING for its name,
nuclear@1 44 // a CNK_MTL_ATTR_VAL, and optionally a CNK_MTL_ATTR_MAP
nuclear@1 45 // children of CNK_MTL_ATTR
nuclear@14 46 CNK_MTL_ATTR_NAME, // has a single CNK_STRING
nuclear@2 47 CNK_MTL_ATTR_VAL, // can have a single CNK_FLOAT, CNK_FLOAT3, or CNK_FLOAT4
nuclear@1 48 CNK_MTL_ATTR_MAP, // has a single CNK_STRING
nuclear@1 49
nuclear@1 50 // children of CNK_MESH
nuclear@2 51 CNK_MESH_NAME, // has a single CNK_STRING
nuclear@2 52 CNK_MESH_MATERIAL, // has one of CNK_STRING or CNK_INT to identify the material
nuclear@2 53 CNK_MESH_VERTEX_LIST, // has a series of CNK_FLOAT3 chunks
nuclear@2 54 CNK_MESH_NORMAL_LIST, // has a series of CNK_FLOAT3 chunks
nuclear@2 55 CNK_MESH_TANGENT_LIST, // has a series of CNK_FLOAT3 chunks
nuclear@2 56 CNK_MESH_TEXCOORD_LIST, // has a series of CNK_FLOAT3 chunks
nuclear@2 57 CNK_MESH_SKINWEIGHT_LIST, // has a series of CNK_FLOAT4 chunks (4 skin weights)
nuclear@2 58 CNK_MESH_SKINMATRIX_LIST, // has a series of CNK_INT4 chunks (4 matrix indices)
nuclear@2 59 CNK_MESH_COLOR_LIST, // has a series of CNK_FLOAT4 chunks
nuclear@2 60 CNK_MESH_BONES_LIST, // has a series of CNK_INT or CNK_STRING chunks identifying the bone nodes
nuclear@8 61 CNK_MESH_FACE_LIST, // has a series of CNK_FACE chunks
nuclear@14 62 CNK_MESH_FILE, // optionally mesh data may be in another file, has a CNK_STRING filename
nuclear@8 63
nuclear@8 64 // child of CNK_MESH_FACE_LIST
nuclear@8 65 CNK_MESH_FACE, // has three CNK_INT chunks
nuclear@2 66
nuclear@2 67 // children of CNK_LIGHT
nuclear@2 68 CNK_LIGHT_NAME, // has a single CNK_STRING
nuclear@2 69 CNK_LIGHT_POS, // has a single CNK_FLOAT3
nuclear@2 70 CNK_LIGHT_COLOR, // has a single CNK_FLOAT3
nuclear@2 71 CNK_LIGHT_ATTEN, // has a single CNK_FLOAT3 (constant, linear, squared attenuation)
nuclear@2 72 CNK_LIGHT_DISTANCE, // has a single CNK_FLOAT
nuclear@2 73 CNK_LIGHT_DIR, // a single CNK_FLOAT3 (for spotlights and dir-lights)
nuclear@2 74 CNK_LIGHT_CONE_INNER, // single CNK_FLOAT, inner cone angle (for spotlights)
nuclear@2 75 CNK_LIGHT_CONE_OUTER, // single CNK_FLOAT, outer cone angle (for spotlights)
nuclear@2 76
nuclear@2 77 // children of CNK_CAMERA
nuclear@2 78 CNK_CAMERA_NAME, // has a single CNK_STRING
nuclear@2 79 CNK_CAMERA_POS, // single CNK_FLOAT3
nuclear@2 80 CNK_CAMERA_TARGET, // single CNK_FLOAT3
nuclear@2 81 CNK_CAMERA_FOV, // single CNK_FLOAT (field of view in radians)
nuclear@2 82 CNK_CAMERA_NEARCLIP, // single CNK_FLOAT (near clipping plane distance)
nuclear@2 83 CNK_CAMERA_FARCLIP, // signle CNK_FLOAT (far clipping plane distance)
nuclear@2 84
nuclear@2 85 // children of CNK_NODE
nuclear@2 86 CNK_NODE_NAME, // node name, a single CNK_STRING
nuclear@2 87 CNK_NODE_PARENT, // it can have a CNK_INT or a CNK_STRING to identify the parent node
nuclear@2 88
nuclear@2 89 CNK_NODE_MESH, // it can have a CNK_INT or a CNK_STRING to identify this node's mesh
nuclear@2 90 CNK_NODE_LIGHT, // same as CNK_NODE_MESH
nuclear@2 91 CNK_NODE_CAMERA, // same as CNK_NODE_MESH
nuclear@2 92
nuclear@14 93 CNK_NODE_POS, // has a CNK_FLOAT3, position vector
nuclear@14 94 CNK_NODE_ROT, // has a CNK_FLOAT4, rotation quaternion (x, y, z imaginary, w real)
nuclear@14 95 CNK_NODE_SCALE, // has a CNK_FLOAT3, scaling
nuclear@14 96 CNK_NODE_PIVOT, // has a CNK_FLOAT3, pivot point
nuclear@2 97
nuclear@14 98 CNK_NODE_MATRIX0, // has a CNK_FLOAT4, first matrix row (4x3)
nuclear@14 99 CNK_NODE_MATRXI1, // has a CNK_FLOAT4, second matrix row (4x3)
nuclear@14 100 CNK_NODE_MATRIX2, // has a CNK_FLOAT4, third matrix row (4x3)
nuclear@2 101
nuclear@2 102 MAX_NUM_CHUNKS
nuclear@1 103 };
nuclear@1 104
nuclear@9 105 #define UNKNOWN_SIZE ((uint32_t)0xbaadf00d)
nuclear@9 106
nuclear@1 107 struct ChunkHeader {
nuclear@1 108 uint32_t id;
nuclear@1 109 uint32_t size;
nuclear@1 110 };
nuclear@1 111
nuclear@1 112 struct Chunk {
nuclear@1 113 ChunkHeader hdr;
nuclear@1 114 char data[1];
nuclear@1 115 };
nuclear@1 116
nuclear@9 117
nuclear@13 118 ChunkHeader chunk_header(int id);
nuclear@13 119 bool write_chunk_header(const ChunkHeader *hdr, goat3d_io *io);
nuclear@13 120 bool read_chunk_header(ChunkHeader *hdr, goat3d_io *io);
nuclear@13 121 void skip_chunk(const ChunkHeader *hdr, goat3d_io *io);
nuclear@13 122
nuclear@9 123
nuclear@1 124 #endif // CHUNK_H_