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neo/renderer/BinaryImageData.h
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68
neo/renderer/BinaryImageData.h
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __BINARYIMAGEDATA_H__
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#define __BINARYIMAGEDATA_H__
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/*
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================================================================================================
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This is where the Binary image headers go that are also included by external tools such as the cloud.
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================================================================================================
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*/
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// These structures are used for memory mapping bimage files, but
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// not for the normal loading, so be careful making changes.
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// Values are big endien to reduce effort on consoles.
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#define BIMAGE_VERSION 10
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#define BIMAGE_MAGIC (unsigned int)( ('B'<<0)|('I'<<8)|('M'<<16)|(BIMAGE_VERSION<<24) )
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struct bimageImage_t {
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int level;
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int destZ;
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int width;
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int height;
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int dataSize;
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// dataSize bytes follow
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};
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#pragma pack( push, 1 )
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struct bimageFile_t {
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ID_TIME_T sourceFileTime;
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int headerMagic;
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int textureType;
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int format;
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int colorFormat;
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int width;
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int height;
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int numLevels;
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// one or more bimageImage_t structures follow
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};
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#pragma pack( pop )
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#endif // __BINARYIMAGEDATA_H__
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