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+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
140 lines
4.1 KiB
C++
140 lines
4.1 KiB
C++
/**
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@file BinaryFormat.h
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@author 2005-06-03
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@edited 2005-06-03
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Copyright 2000-2005, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef G3D_BINARYFORMAT_H
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#define G3D_BINARYFORMAT_H
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#include "G3D/platform.h"
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#include "G3D/g3dmath.h"
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namespace G3D {
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class Vector2;
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class Vector2int16;
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class Vector3;
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class Vector3int16;
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class Vector4;
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class Vector4int16;
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class Color3;
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class Color3uint8;
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class Color4;
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class Color4uint8;
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/**
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Some values like float16 and int128 have no current CPU data structure that implements them but are useful
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for file formats and for GPUs.
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CHUNK_BINFMT data follows the protocol.
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*/
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// Must be packed int 16 bits for the chunk reader
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// We can't name these just "INT8" etc. because some libraries #define names like that
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enum BinaryFormat {
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FIRST_BINFMT = 1000,
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BOOL8_BINFMT,
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UINT8_BINFMT, INT8_BINFMT, UINT16_BINFMT, INT16_BINFMT, UINT32_BINFMT, INT32_BINFMT, UINT64_BINFMT, INT64_BINFMT, UINT128_BINFMT, INT128_BINFMT,
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FLOAT16_BINFMT, FLOAT32_BINFMT, FLOAT64_BINFMT,
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VECTOR2_BINFMT, VECTOR2INT16_BINFMT,
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VECTOR3_BINFMT, VECTOR3INT16_BINFMT,
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VECTOR4_BINFMT, VECTOR4INT16_BINFMT,
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COLOR3_BINFMT, COLOR3UINT8_BINFMT, COLOR3INT16_BINFMT,
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COLOR4_BINFMT, COLOR4UINT8_BINFMT, COLOR4INT16_BINFMT,
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STRING_BINFMT, STRINGEVEN_BINFMT, STRING8_BINFMT, STRING16_BINFMT, STRING32_BINFMT,
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CHUNK_BINFMT,
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CUSTOM_BINFMT,
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LAST_BINFMT
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};
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}
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/** A macro that maps G3D types to format constants.
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(e.g. binaryFormatOf(Vector3) == VECTOR3_BINFMT).
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*/
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// This implementation is designed to meet the following constraints:
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// 1. Work around the many MSVC++ partial template bugs
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// 2. Work for primitive types (e.g. int)
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#define binaryFormatOf(T) (G3D::_internal::_BinaryFormat<T>::x())
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namespace G3D {
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namespace _internal {
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template<class T> class _BinaryFormat {
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public:
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static BinaryFormat x() {
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return CUSTOM_BINFMT;
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}
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};
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}}
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/**
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Macro to declare the underlying format (as will be returned by glFormatOf)
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of a type. For example,
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<PRE>
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DECLARE_BINARYFORMATOF(Vector4, VECTOR4_BINFMT)
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</PRE>
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Use this so you can make vertex arrays of your own classes and not just
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the standard ones.
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*/
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#define DECLARE_BINARYFORMATOF(CType, EnumType) \
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namespace G3D { \
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namespace _internal { \
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template<> class _BinaryFormat<CType> { \
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public: \
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static BinaryFormat x() { \
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return EnumType; \
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} \
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}; \
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} \
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}
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DECLARE_BINARYFORMATOF( bool, BOOL8_BINFMT )
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DECLARE_BINARYFORMATOF( uint8, UINT8_BINFMT )
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DECLARE_BINARYFORMATOF( int8, INT8_BINFMT )
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DECLARE_BINARYFORMATOF( uint16, UINT16_BINFMT )
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DECLARE_BINARYFORMATOF( int16, INT16_BINFMT )
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DECLARE_BINARYFORMATOF( uint32, UINT32_BINFMT )
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DECLARE_BINARYFORMATOF( int32, INT32_BINFMT )
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DECLARE_BINARYFORMATOF( uint64, UINT64_BINFMT )
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DECLARE_BINARYFORMATOF( int64, INT64_BINFMT )
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DECLARE_BINARYFORMATOF( float32, FLOAT32_BINFMT )
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DECLARE_BINARYFORMATOF( float64, FLOAT64_BINFMT )
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DECLARE_BINARYFORMATOF( Vector2, VECTOR2_BINFMT )
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DECLARE_BINARYFORMATOF( Vector2int16, VECTOR2INT16_BINFMT )
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DECLARE_BINARYFORMATOF( Vector3, VECTOR3_BINFMT )
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DECLARE_BINARYFORMATOF( Vector3int16, VECTOR3INT16_BINFMT )
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DECLARE_BINARYFORMATOF( Vector4, VECTOR4_BINFMT )
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DECLARE_BINARYFORMATOF( Vector4int16, VECTOR4INT16_BINFMT )
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DECLARE_BINARYFORMATOF( Color3, COLOR3_BINFMT )
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DECLARE_BINARYFORMATOF( Color3uint8, COLOR3UINT8_BINFMT )
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DECLARE_BINARYFORMATOF( Color4, COLOR4_BINFMT )
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DECLARE_BINARYFORMATOF( Color4uint8, COLOR4UINT8_BINFMT )
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namespace G3D {
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/** Returns -1 if the format is custom, otherwise the byte size
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of a single element in this format.*/
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int32 byteSize(BinaryFormat f);
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} //G3D
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#endif
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