Enforce end-of-line normalization via gitattributes

master
kko 2013-07-10 18:04:49 -04:00
parent 20424b22d4
commit 511b8b9493
97 changed files with 29553 additions and 29547 deletions

6
.gitattributes vendored Normal file
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* text=auto
*.dae -text
*.DAE -text
*.obj -text
*.OBJ -text

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Authors
=======
The Pioneer Developers are:
* Aaron Lewis
* Aaron Senese
* Abram Hindle
* Ae
* Alan Briggs
* Alessandro Giachi
* Andrew Cook
* Andrew Copland
* Asier Basagoiti
* Benamucki
* Benjamin Hodgetts
* Blaga Cosmin
* Brian Ronald
* C de Craen
* Chip Richards
* Chris Dennett
* Connor Findlay
* Craig Thomson
* Dan Bennett
* Darren Salt
* DerpyHooves
* Dionisis Kontominas
* Enric Morales
* Florian Schmidt
* Fran Morton
* Frank Klippenberg
* Gareth Allnutt
* Gaz Davidson
* Gernot
* HeadHunter
* Jan Olsina
* jmf
* John Bartholomew
* John Jordan
* Kimmo Kotajärvi
* Konrad Mruk
* Krzysztof Niedźwiecki
* Lars Westerhoff
* Lee Reilly
* Leonardo Manna
* Maksim Kulikov aka sapog662
* Marcel Tulloh
* Marcus de Roos
* Michele Botticelli
* Nic
* Oleg Ovcharenko
* Paul Mahol
* Paul Roberts
* Pedro Gimeno
* Peter Kurucz
* Phil Howlett
* Piotr Gredka
* Radek Valášek aka vaLin
* Robert Norris
* Robert Pallier
* Roland Mas
* Sean Bailey
* Simon Chopin
* SolCommand
* Stefan Kapusniak
* Steve Tyler
* Sukender (Benoit Neil)
* Szilárd Bálint
* Taiki Kim
* Thierry Dupré
* Tim Jones
* Tom Morton
* Ulf Pettersson
* Uncle Bob
* Vincent Teerling
Licensing
=========
Copyright © 2008-2013 Pioneer Developers
Pioneer's core code and extension modules are licensed under the terms of the
GNU General Public License version 3. See licenses/GPL-3.txt for details.
Pioneer's art, music and other assets are licensed under the terms of the
Creative Commons Attribution-ShareAlike 3.0 Unported License. See
licenses/CC-BY-SA-3.0.txt for details.
Pioneer includes the following third-party software:
Lua 5.2.1 by R. Ierusalimschy, L. H. de Figueiredo & W. Celes,
Copyright (C) 1994-2012 Lua.org, PUC-Rio
Licensed under the MIT licence (see contrib/lua/lua.h)
miniz by Rich Geldreich, April 2012
Public domain (see contrib/miniz/miniz.h)
lookup3.c, by Bob Jenkins, May 2006,
Public domain (see contrib/jenkins/lookup3.c)
vcacheopt.h
Copyright (C) 2009, Michael Georgoulpoulos
Licensed under the MIT licence (see contrib/vcacheopt/vcacheopt.h)
PicoDDS
Copyright (C) 2011 Andrew Copland
Includes portions of the Game Texture Library (GTL)
GTL is Copyright (C) 2005, 2006, 2007 Rob Jones
Copyright (C) 2006, 2007 Michael P. Jung
GTL and PicoDDS are licensed under the zlib License
(see contrib/PicoDDS/PicoDDS.h)
Titillium Text font
Copyright (C) 2007-2009 Academia di Belle Arte di Urbino - Campivisivi
Licensed under the SIL Open Font Licence v1.1 (see licenses/SIL-1.1.txt)
Inconsolata font
Copyright (C) 2006, Raph Levien
Licensed under the SIL Open Font Licence v1.1 (see licenses/SIL-1.1.txt)
Orbiteer font
Copyright (c) 2012, Pioneer Developers
Based on Orbitron
Copyright (c) 2009, Matt McInerney
Licensed under the SIL Open Font Licence v1.1 (see licenses/SIL-1.1.txt)
Deja Vu font
Copyright (c) 2003, Bitstream Inc.
parts Copyright (c) 2006, Tavmjong Bah
License: see licenses/DejaVu-license.txt
WPZOOM Developer Icon Set
http://www.wpzoom.com/wpzoom/new-freebie-wpzoom-developer-icon-set-154-free-icons/
Copyright (c) 2010 David Ferreira
Licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported
License (see licenses/CC-BY-SA-3.0.txt)
Acknowledgements
================
The Pioneer Developers would like to acknowledge the following fine products
and services, without which Pioneer would not be possible:
SDL http://www.libsdl.org/
FreeType http://freetype.org/
Ogg Vorbis http://vorbis.com/
libsigc++ http://libsigc.sourceforge.net/
assimp http://assimp.sourceforge.net/
MXE http://mxe.cc/
GitHub https://github.com/
SourceForge https://sourceforge.net/
Authors
=======
The Pioneer Developers are:
* Aaron Lewis
* Aaron Senese
* Abram Hindle
* Ae
* Alan Briggs
* Alessandro Giachi
* Andrew Cook
* Andrew Copland
* Asier Basagoiti
* Benamucki
* Benjamin Hodgetts
* Blaga Cosmin
* Brian Ronald
* C de Craen
* Chip Richards
* Chris Dennett
* Connor Findlay
* Craig Thomson
* Dan Bennett
* Darren Salt
* DerpyHooves
* Dionisis Kontominas
* Enric Morales
* Florian Schmidt
* Fran Morton
* Frank Klippenberg
* Gareth Allnutt
* Gaz Davidson
* Gernot
* HeadHunter
* Jan Olsina
* jmf
* John Bartholomew
* John Jordan
* Kimmo Kotajärvi
* Konrad Mruk
* Krzysztof Niedźwiecki
* Lars Westerhoff
* Lee Reilly
* Leonardo Manna
* Maksim Kulikov aka sapog662
* Marcel Tulloh
* Marcus de Roos
* Michele Botticelli
* Nic
* Oleg Ovcharenko
* Paul Mahol
* Paul Roberts
* Pedro Gimeno
* Peter Kurucz
* Phil Howlett
* Piotr Gredka
* Radek Valášek aka vaLin
* Robert Norris
* Robert Pallier
* Roland Mas
* Sean Bailey
* Simon Chopin
* SolCommand
* Stefan Kapusniak
* Steve Tyler
* Sukender (Benoit Neil)
* Szilárd Bálint
* Taiki Kim
* Thierry Dupré
* Tim Jones
* Tom Morton
* Ulf Pettersson
* Uncle Bob
* Vincent Teerling
Licensing
=========
Copyright © 2008-2013 Pioneer Developers
Pioneer's core code and extension modules are licensed under the terms of the
GNU General Public License version 3. See licenses/GPL-3.txt for details.
Pioneer's art, music and other assets are licensed under the terms of the
Creative Commons Attribution-ShareAlike 3.0 Unported License. See
licenses/CC-BY-SA-3.0.txt for details.
Pioneer includes the following third-party software:
Lua 5.2.1 by R. Ierusalimschy, L. H. de Figueiredo & W. Celes,
Copyright (C) 1994-2012 Lua.org, PUC-Rio
Licensed under the MIT licence (see contrib/lua/lua.h)
miniz by Rich Geldreich, April 2012
Public domain (see contrib/miniz/miniz.h)
lookup3.c, by Bob Jenkins, May 2006,
Public domain (see contrib/jenkins/lookup3.c)
vcacheopt.h
Copyright (C) 2009, Michael Georgoulpoulos
Licensed under the MIT licence (see contrib/vcacheopt/vcacheopt.h)
PicoDDS
Copyright (C) 2011 Andrew Copland
Includes portions of the Game Texture Library (GTL)
GTL is Copyright (C) 2005, 2006, 2007 Rob Jones
Copyright (C) 2006, 2007 Michael P. Jung
GTL and PicoDDS are licensed under the zlib License
(see contrib/PicoDDS/PicoDDS.h)
Titillium Text font
Copyright (C) 2007-2009 Academia di Belle Arte di Urbino - Campivisivi
Licensed under the SIL Open Font Licence v1.1 (see licenses/SIL-1.1.txt)
Inconsolata font
Copyright (C) 2006, Raph Levien
Licensed under the SIL Open Font Licence v1.1 (see licenses/SIL-1.1.txt)
Orbiteer font
Copyright (c) 2012, Pioneer Developers
Based on Orbitron
Copyright (c) 2009, Matt McInerney
Licensed under the SIL Open Font Licence v1.1 (see licenses/SIL-1.1.txt)
Deja Vu font
Copyright (c) 2003, Bitstream Inc.
parts Copyright (c) 2006, Tavmjong Bah
License: see licenses/DejaVu-license.txt
WPZOOM Developer Icon Set
http://www.wpzoom.com/wpzoom/new-freebie-wpzoom-developer-icon-set-154-free-icons/
Copyright (c) 2010 David Ferreira
Licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported
License (see licenses/CC-BY-SA-3.0.txt)
Acknowledgements
================
The Pioneer Developers would like to acknowledge the following fine products
and services, without which Pioneer would not be possible:
SDL http://www.libsdl.org/
FreeType http://freetype.org/
Ogg Vorbis http://vorbis.com/
libsigc++ http://libsigc.sourceforge.net/
assimp http://assimp.sourceforge.net/
MXE http://mxe.cc/
GitHub https://github.com/
SourceForge https://sourceforge.net/

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@ -1,53 +1,53 @@
Model Viewer
~~~~~~~~~~~~
This is a simple tool to view a game model using the game's rendering engine.
It's main purpose is to test and debug models, and generally isn't for
end-user use.
Usage:
~~~~~~
modelviewer <width> <height> <model>
<width> - screen width (default 800)
<height> - screen height (default 600)
<model> - name of the model defined in lua
Example:
./modelviewer 1024 768 interdictor
- will load the model interdictor with screen resolution 1024x768
./modelviewer
- will launch modelviewer, prompting for a model name.
Keyboard commands:
~~~~~~~~~~~~~~~~~~
<cursor> - Rotate the model
<shift> + <cursor> - Rotate the camera
<=> or <PgUp> - Zoom In
<-> or <PgDown> - Zoom Out
<c> - Toggle view between normal mesh and collision mesh
<r> - Reset thruster and anim sliders
<m> - Rebuild collision mesh
<p> - Toggle performance test - CAUTION: this WILL cause
slowness
<ESC> - Exit model viewer, prompt for new name or ESC to Quit.
Sliders:
~~~~~~~~
There are 3 groups of sliders
Linear thrust:
Left/Right
Up/Down
Forward/Backward
Angular thrust:
Pitch Up/Pitch Down
Yaw Left/Yaw Right
Roll Left/Roll Right
Animations:
0 - Landing gear animation
(remaining unused)
Model Viewer
~~~~~~~~~~~~
This is a simple tool to view a game model using the game's rendering engine.
It's main purpose is to test and debug models, and generally isn't for
end-user use.
Usage:
~~~~~~
modelviewer <width> <height> <model>
<width> - screen width (default 800)
<height> - screen height (default 600)
<model> - name of the model defined in lua
Example:
./modelviewer 1024 768 interdictor
- will load the model interdictor with screen resolution 1024x768
./modelviewer
- will launch modelviewer, prompting for a model name.
Keyboard commands:
~~~~~~~~~~~~~~~~~~
<cursor> - Rotate the model
<shift> + <cursor> - Rotate the camera
<=> or <PgUp> - Zoom In
<-> or <PgDown> - Zoom Out
<c> - Toggle view between normal mesh and collision mesh
<r> - Reset thruster and anim sliders
<m> - Rebuild collision mesh
<p> - Toggle performance test - CAUTION: this WILL cause
slowness
<ESC> - Exit model viewer, prompt for new name or ESC to Quit.
Sliders:
~~~~~~~~
There are 3 groups of sliders
Linear thrust:
Left/Right
Up/Down
Forward/Backward
Angular thrust:
Pitch Up/Pitch Down
Yaw Left/Yaw Right
Roll Left/Roll Right
Animations:
0 - Landing gear animation
(remaining unused)

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@ -1,87 +1,87 @@
Getting started with Pioneer
----------------------------
The principles of the game are largely the same as those of Frontier: Elite 2.
You can buy and sell on the commodities market, take missions on the bulletin
board, buy and upgrade ships in the shipyard, when docked. Do all of this with
the mouse.
The eight main console buttons are activated by the F1-F8 keys or the mouse.
F1: Change view mode (cockpit/external/sidereal)
F2: Use the map system.
F3: Look at your own information.
F4: Select targets, operate autopilot and communicate.
The view direction can be controlled, with keys:
KP 8: Front Camera / Rotate External/Sidereal Up
KP 2: Rear Camera / Rotate External/Sidereal Down
KP 4: Left Camera / Rotate External/Sidereal Left
KP 6: Right Camera / Rotate External/Sidereal Right
KP 9: Top Camera
KP 3: Bottom Camera / Roll External/Sidereal Right
KP 7: Cockpit view forward
KP 1: Cockpit view rearward / Roll External/Sidereal Left
+: Zoom in (external/sidereal view only)
-: Zoom out (external/sidereal view only)
Home: Reset zoom (sidereal view only)
(NOTE: If you do not have a numeric keypad, please rebind the view direction
controls from the View tab in the Settings screen)
The next four buttons change function depending on the first four. Hover the
mouse over them to see what they do.
F5 turns off the autopilot, and changes between manual flight and set speed
flight.
Flight controls are:
Q: Roll left
W: Pitch forward
E: Roll right
A: Yaw left
S: Pitch up
D: Yaw right
U: Ventral thruster (slide up)
I: Aft thruster (go forwards)
O: Dorsal thruster (slide down)
J: Starboard thruster (slide left)
K: Forward thruster (go backwards)
L: Port thruster (slide right)
In manual flight mode, the thrusters only fire when you tell them to.
In "set speed" mode, the autopilot tries to keep your velocity vector
in the direction that your vehicle is facing, with a constant speed.
Thruster controls still work in "set speed" mode, and override the
autopilot while you hold the thrust key down.
"Set speed" controls:
Enter: Set speed faster
RightShift: Set speed slower
You can also steer the ship with your mouse while holding the right mouse
button.
Use the cursor keys to move the camera in external and sidereal view. In
sidereal view, use ',' (comma) and '.' (period) to roll the camera in place.
To jump to another system, use the map (F2) and click on another system. Systems
with ports are labelled in blue. You need enough Hydrogen to get there, and it
must be close enough for your ship. F7 will start the hyperdrive.
To fly to a station, press F4, and select one from the right. You can turn on
the autopilot with the buttons on the left.
Trade is hard. Deliveries are fun, but can be hard. You can cheat extra money by
pressing Ctrl+M.
Press Escape while in-game (not the main menu) to open the settings screen.
Here you can change screen res/fullscreen mode, language, controls and other
things. Many options require you to restart Pioneer before they will take
effect.
Pioneer is alpha-quality software. Saved games are not guaranteed to load in
different versions of Pioneer. The universe might not be the same in the next
version of Pioneer. Anything can change. The game is not finished, and we would
like feedback. See README.txt to find out how to do that.
Getting started with Pioneer
----------------------------
The principles of the game are largely the same as those of Frontier: Elite 2.
You can buy and sell on the commodities market, take missions on the bulletin
board, buy and upgrade ships in the shipyard, when docked. Do all of this with
the mouse.
The eight main console buttons are activated by the F1-F8 keys or the mouse.
F1: Change view mode (cockpit/external/sidereal)
F2: Use the map system.
F3: Look at your own information.
F4: Select targets, operate autopilot and communicate.
The view direction can be controlled, with keys:
KP 8: Front Camera / Rotate External/Sidereal Up
KP 2: Rear Camera / Rotate External/Sidereal Down
KP 4: Left Camera / Rotate External/Sidereal Left
KP 6: Right Camera / Rotate External/Sidereal Right
KP 9: Top Camera
KP 3: Bottom Camera / Roll External/Sidereal Right
KP 7: Cockpit view forward
KP 1: Cockpit view rearward / Roll External/Sidereal Left
+: Zoom in (external/sidereal view only)
-: Zoom out (external/sidereal view only)
Home: Reset zoom (sidereal view only)
(NOTE: If you do not have a numeric keypad, please rebind the view direction
controls from the View tab in the Settings screen)
The next four buttons change function depending on the first four. Hover the
mouse over them to see what they do.
F5 turns off the autopilot, and changes between manual flight and set speed
flight.
Flight controls are:
Q: Roll left
W: Pitch forward
E: Roll right
A: Yaw left
S: Pitch up
D: Yaw right
U: Ventral thruster (slide up)
I: Aft thruster (go forwards)
O: Dorsal thruster (slide down)
J: Starboard thruster (slide left)
K: Forward thruster (go backwards)
L: Port thruster (slide right)
In manual flight mode, the thrusters only fire when you tell them to.
In "set speed" mode, the autopilot tries to keep your velocity vector
in the direction that your vehicle is facing, with a constant speed.
Thruster controls still work in "set speed" mode, and override the
autopilot while you hold the thrust key down.
"Set speed" controls:
Enter: Set speed faster
RightShift: Set speed slower
You can also steer the ship with your mouse while holding the right mouse
button.
Use the cursor keys to move the camera in external and sidereal view. In
sidereal view, use ',' (comma) and '.' (period) to roll the camera in place.
To jump to another system, use the map (F2) and click on another system. Systems
with ports are labelled in blue. You need enough Hydrogen to get there, and it
must be close enough for your ship. F7 will start the hyperdrive.
To fly to a station, press F4, and select one from the right. You can turn on
the autopilot with the buttons on the left.
Trade is hard. Deliveries are fun, but can be hard. You can cheat extra money by
pressing Ctrl+M.
Press Escape while in-game (not the main menu) to open the settings screen.
Here you can change screen res/fullscreen mode, language, controls and other
things. Many options require you to restart Pioneer before they will take
effect.
Pioneer is alpha-quality software. Saved games are not guaranteed to load in
different versions of Pioneer. The universe might not be the same in the next
version of Pioneer. Anything can change. The game is not finished, and we would
like feedback. See README.txt to find out how to do that.

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@ -1,27 +1,27 @@
Pioneer Space Simulator
~~~~~~~~~~~~~~~~~~~~~~~
Pioneer is a space adventure game set in the Milky Way galaxy at the turn of
the 31st century.
The game is open-ended, and you are free to explore the millions of star
systems in the game. You can land on planets, slingshot past gas giants, and
burn yourself to a crisp flying between binary star systems. You can try your
hand at piracy, make your fortune trading between systems, or do missions for
the various factions fighting for power, freedom or self-determination.
For more information, see:
http://pioneerspacesim.net/
Follow Pioneer on Google+:
http://pioneerspacesim.net/+
Join the community:
http://pioneerspacesim.net/forum
Bugs? Ideas? Log an issue:
http://pioneerspacesim.net/issues
Chat with the team:
http://pioneerspacesim.net/irc
Pioneer Space Simulator
~~~~~~~~~~~~~~~~~~~~~~~
Pioneer is a space adventure game set in the Milky Way galaxy at the turn of
the 31st century.
The game is open-ended, and you are free to explore the millions of star
systems in the game. You can land on planets, slingshot past gas giants, and
burn yourself to a crisp flying between binary star systems. You can try your
hand at piracy, make your fortune trading between systems, or do missions for
the various factions fighting for power, freedom or self-determination.
For more information, see:
http://pioneerspacesim.net/
Follow Pioneer on Google+:
http://pioneerspacesim.net/+
Join the community:
http://pioneerspacesim.net/forum
Bugs? Ideas? Log an issue:
http://pioneerspacesim.net/issues
Chat with the team:
http://pioneerspacesim.net/irc

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@ -1,435 +1,435 @@
// ========================================================================
// Licencing Infomation
// ========================================================================
//
// Re-author: Andrew Copland (2011)
//
// Description: After hunting around for a SIMPLE DirectDrawSurface file
// loader I finally got fed up with overly complicated libs with
// horrific dependencies and ripped this one mostly from the GTL.
// Therefore the license associated (very liberal as it is) is below.
//
// It is not a great implementation and it is largely unfinished but
// it handles DXT1 to 5 and is a single header which is about as
// complex as I feel these snippets should really be.
// Game Texture Library - licensing information below.
/*
========================================================================
Licencing Infomation
========================================================================
Copyright (c)2005,2006,2007 Rob Jones All rights reserved.
Some work carried out by Michael P. Jung, (c)2006,2007
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
========================================================================
Contact Infomation
========================================================================
Send any general questions, bug reports etc to me (Rob Jones):
rob [at] phantom-web.co.uk
*/
#include "PicoDDS.h"
#include <cstdio>
#include <cstring>
#include <cassert>
#include <algorithm>
namespace PicoDDS
{
DDSImage::DDSImage() : headerdone_(false)
{
memset(&surfacedata_,0,sizeof(surfacedata_));
}
DDSImage::DDSImage(DDSImage const &lhs) : imgdata_(lhs.imgdata_), headerdone_(lhs.headerdone_), surfacedata_(lhs.surfacedata_)
{
}
DDSImage::~DDSImage()
{
if( imgdata_.imgData ) {
delete [] imgdata_.imgData;
}
}
size_t DDSImage::Read(const char* pData, const size_t dataSize)
{
// Read in header and decode
if (!ReadHeader(pData, surfacedata_))
return -1;
if (surfacedata_.mipmapcount==0)
surfacedata_.mipmapcount=1;
imgdata_.height = surfacedata_.height;
imgdata_.width = surfacedata_.width;
if(surfacedata_.flags & DDS::DDSD_DEPTH)
imgdata_.depth = surfacedata_.depth;
else
imgdata_.depth = 0; // no depth to these images
imgdata_.colourdepth = surfacedata_.pixelformat.RGBBitCount;
imgdata_.numMipMaps = surfacedata_.mipmapcount;
imgdata_.format = GetTextureFormat();
imgdata_.numImages = GetNumImages();
imgdata_.size = CalculateStoreageSize();
if(0 >= imgdata_.size)
return -1;
if(-1 == imgdata_.format)
return -1;
const long headerSize=128;
const size_t DDSStructSize = sizeof(DDS::DDSStruct)+4;
// proceed with allocating memory and reading the file
imgdata_.imgData = new byte[imgdata_.size];
// Read in remaining data
memcpy(imgdata_.imgData, pData + headerSize, dataSize-headerSize);
return dataSize - headerSize;
}
int DDSImage::GetMinDXTSize() const
{
return GetMinSize(GetDXTFormat());
}
int DDSImage::CalculateStoreageSize() const
{
int size = 0;
for(int i = 0; i < imgdata_.numImages; ++i)
{
int width=imgdata_.width;
int height=imgdata_.height;
int depth=imgdata_.depth;
for (int m=0; m<imgdata_.numMipMaps; ++m)
{
size+=GetMipLevelSize(width, height, depth, imgdata_.format);
width = std::max(width>>1, 1);
height = std::max(height>>1, 1);
depth = std::max(depth>>1, 1);
}
}
return size;
}
ImgFormat DDSImage::GetTextureFormat() const
{
ImgFormat format = FORMAT_NONE;
if(surfacedata_.pixelformat.flags & DDS::DDPF_FOURCC)
{
format = GetDXTFormat();
}
else if(surfacedata_.pixelformat.flags & DDS::DDPF_RGB)
{
if(surfacedata_.pixelformat.flags & DDS::DDPF_ALPHAPIXELS)
{
if (0xff == surfacedata_.pixelformat.bBitMask &&
0xff00 == surfacedata_.pixelformat.gBitMask &&
0xff0000 == surfacedata_.pixelformat.rBitMask &&
0xff000000 == surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_BGRA;
} else if ( 0xff == surfacedata_.pixelformat.rBitMask &&
0xff00 == surfacedata_.pixelformat.gBitMask &&
0xff0000 == surfacedata_.pixelformat.bBitMask &&
0xff000000 == surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_RGBA;
} else if ( 0xff == surfacedata_.pixelformat.alpahbitmask &&
0xff00 == surfacedata_.pixelformat.bBitMask &&
0xff0000 == surfacedata_.pixelformat.gBitMask &&
0xff000000 == surfacedata_.pixelformat.rBitMask)
{
format = FORMAT_ABGR;
} else if ( 0x8000 == surfacedata_.pixelformat.alpahbitmask &&
0x1F == surfacedata_.pixelformat.bBitMask &&
0x3E0 == surfacedata_.pixelformat.gBitMask &&
0x7C00 == surfacedata_.pixelformat.rBitMask)
{
format = FORMAT_A1R5G5B5;
}
}
else
{
if (0xff == surfacedata_.pixelformat.bBitMask &&
0xff00 == surfacedata_.pixelformat.gBitMask &&
0xff0000 == surfacedata_.pixelformat.rBitMask )
{
format = FORMAT_BGRA;
} else if ( 0xff == surfacedata_.pixelformat.rBitMask &&
0xff00 == surfacedata_.pixelformat.gBitMask &&
0xff0000 == surfacedata_.pixelformat.bBitMask )
{
format = FORMAT_RGBA;
} else if ( 0xffFF == surfacedata_.pixelformat.rBitMask &&
0xffFF0000 == surfacedata_.pixelformat.gBitMask &&
0x00 == surfacedata_.pixelformat.bBitMask &&
0x00 == surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_G16R16;
} else if ( 0x1F == surfacedata_.pixelformat.bBitMask &&
0x3E0 == surfacedata_.pixelformat.gBitMask &&
0x7C00 == surfacedata_.pixelformat.rBitMask )
{
format = FORMAT_X1R5G5B5;
} else if ( 0x1F == surfacedata_.pixelformat.bBitMask &&
0x7E0 == surfacedata_.pixelformat.gBitMask &&
0xF800 == surfacedata_.pixelformat.rBitMask )
{
format = FORMAT_R5G6B5;
}
}
} else
{
if (0xFF==surfacedata_.pixelformat.rBitMask &&
0x0==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0x0==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_L8;
} else if ( 0xFFFF==surfacedata_.pixelformat.rBitMask &&
0x0==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0x0==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_L16;
} else if ( 0x0==surfacedata_.pixelformat.rBitMask &&
0x0==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0xFF==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_A8;
} else if ( 0xFF==surfacedata_.pixelformat.rBitMask &&
0x0==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0xFF00==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_A8L8;
} else if ( 0xFF==surfacedata_.pixelformat.rBitMask &&
0xFF00==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0x0==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_V8U8;
} else if ( 0xFF==surfacedata_.pixelformat.rBitMask &&
0xFF00==surfacedata_.pixelformat.gBitMask &&
0xFF0000==surfacedata_.pixelformat.bBitMask &&
0xFF000000==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_Q8W8V8U8;
} else if ( 0xFFFF==surfacedata_.pixelformat.rBitMask &&
0xFFFF0000==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0x0==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_V16U16;
}
}
return format;
}
int DDSImage::GetNumImages() const
{
if(!(surfacedata_.ddscaps.caps2 & DDS::DDSCAPS2_CUBEMAP))
return 1;
// We are a cube map, so work out how many sides we have
uint32_t mask = DDS::DDSCAPS2_CUBEMAP_POSITIVEX;
int count = 0;
for(int n = 0; n < 6; ++n)
{
if(surfacedata_.ddscaps.caps2 & mask)
++count;
mask *= 2; // move to next face
}
return count;
}
ImgFormat DDSImage::GetDXTFormat() const
{
ImgFormat format = FORMAT_NONE;
switch(surfacedata_.pixelformat.fourCC)
{
case FOURCC('D','X','T','1'):
format = FORMAT_DXT1;
break;
case FOURCC('D','X','T','2'):
format = FORMAT_DXT2;
break;
case FOURCC('D','X','T','3'):
format = FORMAT_DXT3;
break;
case FOURCC('D','X','T','4'):
format = FORMAT_DXT4;
break;
case FOURCC('D','X','T','5'):
format = FORMAT_DXT5;
break;
case FOURCC('A','T','I','2'):
format = FORMAT_3DC;
break;
case 0x74:
format=FORMAT_R32G32B32A32F;
break;
case 0x71:
format=FORMAT_R16G16B16A16F;
break;
case 0x70:
format=FORMAT_G16R16F;
break;
case 0x73:
format=FORMAT_G32R32F;
break;
case 0x6F:
format=FORMAT_R16F;
break;
case 0x72:
format=FORMAT_R32F;
break;
default:
break;
}
return format;
}
#ifdef PICODDS_OPENGL
int DDSImage::GetOpenGLFormat()
{
int format = -1;
switch(surfacedata_.pixelformat.fourCC)
{
case FOURCC('D','X','T','1'):
if( surfacedata_.pixelformat.flags & DDS::DDPF_ALPHAPIXELS ) {
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; // dxt1 with 1bit alpha
} else {
format = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
break;
case FOURCC('D','X','T','2'):
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case FOURCC('D','X','T','3'):
case FOURCC('D','X','T','4'):
format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case FOURCC('D','X','T','5'):
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
case FOURCC('A','T','I','2'):
//format = GL_COMPRESSED_RGB_3DC_ATI;
//break;
default:
assert(false && "Do not currently support un-compressed files or ATI2.");
break;
}
return format;
}
#endif // PICODDS_OPENGL
// function to read in a header
bool DDSImage::ReadHeader(const char* pDataIn, DDS::DDSStruct& header)
{
const int headerSize=128;
byte data[headerSize];
byte * pData=data;
memcpy(pData, pDataIn, sizeof(byte) * headerSize);
// verify DDS files
if (! (pData[0]=='D' && pData[1]=='D' && pData[2]=='S' && pData[3]==' ') )
{
return false;
}
pData+=4;
header.size=ReadDword(pData);
if (header.size!=124)
{
return false;
}
//convert the data
header.flags=ReadDword(pData);
header.height=ReadDword(pData);
header.width=ReadDword(pData);
header.sizeorpitch=ReadDword(pData);
header.depth=ReadDword(pData);
header.mipmapcount=ReadDword(pData);
for (int i=0; i<11; ++i)
{
header.reserved[i]=ReadDword(pData);
}
//pixelfromat
header.pixelformat.size=ReadDword(pData);
header.pixelformat.flags=ReadDword(pData);
header.pixelformat.fourCC=ReadDword(pData);
header.pixelformat.RGBBitCount=ReadDword(pData);
header.pixelformat.rBitMask=ReadDword(pData);
header.pixelformat.gBitMask=ReadDword(pData);
header.pixelformat.bBitMask=ReadDword(pData);
header.pixelformat.alpahbitmask=ReadDword(pData);
//caps
header.ddscaps.caps1=ReadDword(pData);
header.ddscaps.caps2=ReadDword(pData);
header.ddscaps.reserved[0]=ReadDword(pData);
header.ddscaps.reserved[1]=ReadDword(pData);
header.reserved2=ReadDword(pData);
headerdone_ = true;
return headerdone_;
}
// this is the function to call when we want to load an image
size_t DDSLoad(const char* filename, DDSImage& dds)
{
// open the file for reading (binary mode)
FILE* file = fopen(filename, "rb");
if (!file) {
return 0;
}
// find the file size
fseek(file, 0, SEEK_END); // seek to end of file
const size_t size = ftell(file); // get current file pointer
fseek(file, 0, SEEK_SET); // seek back to beginning of file
// allocate space for the data and read the whole file in
char* pData = (char*)malloc(sizeof(char)*size);
const size_t sizeRead = fread(pData, sizeof(char), size, file);
assert(sizeRead == size);
// read the dds file
const size_t sizeDDSRead = dds.Read(pData, sizeRead);
free(pData);
return sizeDDSRead;
}
} // namespace PicoDDS
// ========================================================================
// Licencing Infomation
// ========================================================================
//
// Re-author: Andrew Copland (2011)
//
// Description: After hunting around for a SIMPLE DirectDrawSurface file
// loader I finally got fed up with overly complicated libs with
// horrific dependencies and ripped this one mostly from the GTL.
// Therefore the license associated (very liberal as it is) is below.
//
// It is not a great implementation and it is largely unfinished but
// it handles DXT1 to 5 and is a single header which is about as
// complex as I feel these snippets should really be.
// Game Texture Library - licensing information below.
/*
========================================================================
Licencing Infomation
========================================================================
Copyright (c)2005,2006,2007 Rob Jones All rights reserved.
Some work carried out by Michael P. Jung, (c)2006,2007
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
========================================================================
Contact Infomation
========================================================================
Send any general questions, bug reports etc to me (Rob Jones):
rob [at] phantom-web.co.uk
*/
#include "PicoDDS.h"
#include <cstdio>
#include <cstring>
#include <cassert>
#include <algorithm>
namespace PicoDDS
{
DDSImage::DDSImage() : headerdone_(false)
{
memset(&surfacedata_,0,sizeof(surfacedata_));
}
DDSImage::DDSImage(DDSImage const &lhs) : imgdata_(lhs.imgdata_), headerdone_(lhs.headerdone_), surfacedata_(lhs.surfacedata_)
{
}
DDSImage::~DDSImage()
{
if( imgdata_.imgData ) {
delete [] imgdata_.imgData;
}
}
size_t DDSImage::Read(const char* pData, const size_t dataSize)
{
// Read in header and decode
if (!ReadHeader(pData, surfacedata_))
return -1;
if (surfacedata_.mipmapcount==0)
surfacedata_.mipmapcount=1;
imgdata_.height = surfacedata_.height;
imgdata_.width = surfacedata_.width;
if(surfacedata_.flags & DDS::DDSD_DEPTH)
imgdata_.depth = surfacedata_.depth;
else
imgdata_.depth = 0; // no depth to these images
imgdata_.colourdepth = surfacedata_.pixelformat.RGBBitCount;
imgdata_.numMipMaps = surfacedata_.mipmapcount;
imgdata_.format = GetTextureFormat();
imgdata_.numImages = GetNumImages();
imgdata_.size = CalculateStoreageSize();
if(0 >= imgdata_.size)
return -1;
if(-1 == imgdata_.format)
return -1;
const long headerSize=128;
const size_t DDSStructSize = sizeof(DDS::DDSStruct)+4;
// proceed with allocating memory and reading the file
imgdata_.imgData = new byte[imgdata_.size];
// Read in remaining data
memcpy(imgdata_.imgData, pData + headerSize, dataSize-headerSize);
return dataSize - headerSize;
}
int DDSImage::GetMinDXTSize() const
{
return GetMinSize(GetDXTFormat());
}
int DDSImage::CalculateStoreageSize() const
{
int size = 0;
for(int i = 0; i < imgdata_.numImages; ++i)
{
int width=imgdata_.width;
int height=imgdata_.height;
int depth=imgdata_.depth;
for (int m=0; m<imgdata_.numMipMaps; ++m)
{
size+=GetMipLevelSize(width, height, depth, imgdata_.format);
width = std::max(width>>1, 1);
height = std::max(height>>1, 1);
depth = std::max(depth>>1, 1);
}
}
return size;
}
ImgFormat DDSImage::GetTextureFormat() const
{
ImgFormat format = FORMAT_NONE;
if(surfacedata_.pixelformat.flags & DDS::DDPF_FOURCC)
{
format = GetDXTFormat();
}
else if(surfacedata_.pixelformat.flags & DDS::DDPF_RGB)
{
if(surfacedata_.pixelformat.flags & DDS::DDPF_ALPHAPIXELS)
{
if (0xff == surfacedata_.pixelformat.bBitMask &&
0xff00 == surfacedata_.pixelformat.gBitMask &&
0xff0000 == surfacedata_.pixelformat.rBitMask &&
0xff000000 == surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_BGRA;
} else if ( 0xff == surfacedata_.pixelformat.rBitMask &&
0xff00 == surfacedata_.pixelformat.gBitMask &&
0xff0000 == surfacedata_.pixelformat.bBitMask &&
0xff000000 == surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_RGBA;
} else if ( 0xff == surfacedata_.pixelformat.alpahbitmask &&
0xff00 == surfacedata_.pixelformat.bBitMask &&
0xff0000 == surfacedata_.pixelformat.gBitMask &&
0xff000000 == surfacedata_.pixelformat.rBitMask)
{
format = FORMAT_ABGR;
} else if ( 0x8000 == surfacedata_.pixelformat.alpahbitmask &&
0x1F == surfacedata_.pixelformat.bBitMask &&
0x3E0 == surfacedata_.pixelformat.gBitMask &&
0x7C00 == surfacedata_.pixelformat.rBitMask)
{
format = FORMAT_A1R5G5B5;
}
}
else
{
if (0xff == surfacedata_.pixelformat.bBitMask &&
0xff00 == surfacedata_.pixelformat.gBitMask &&
0xff0000 == surfacedata_.pixelformat.rBitMask )
{
format = FORMAT_BGRA;
} else if ( 0xff == surfacedata_.pixelformat.rBitMask &&
0xff00 == surfacedata_.pixelformat.gBitMask &&
0xff0000 == surfacedata_.pixelformat.bBitMask )
{
format = FORMAT_RGBA;
} else if ( 0xffFF == surfacedata_.pixelformat.rBitMask &&
0xffFF0000 == surfacedata_.pixelformat.gBitMask &&
0x00 == surfacedata_.pixelformat.bBitMask &&
0x00 == surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_G16R16;
} else if ( 0x1F == surfacedata_.pixelformat.bBitMask &&
0x3E0 == surfacedata_.pixelformat.gBitMask &&
0x7C00 == surfacedata_.pixelformat.rBitMask )
{
format = FORMAT_X1R5G5B5;
} else if ( 0x1F == surfacedata_.pixelformat.bBitMask &&
0x7E0 == surfacedata_.pixelformat.gBitMask &&
0xF800 == surfacedata_.pixelformat.rBitMask )
{
format = FORMAT_R5G6B5;
}
}
} else
{
if (0xFF==surfacedata_.pixelformat.rBitMask &&
0x0==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0x0==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_L8;
} else if ( 0xFFFF==surfacedata_.pixelformat.rBitMask &&
0x0==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0x0==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_L16;
} else if ( 0x0==surfacedata_.pixelformat.rBitMask &&
0x0==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0xFF==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_A8;
} else if ( 0xFF==surfacedata_.pixelformat.rBitMask &&
0x0==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0xFF00==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_A8L8;
} else if ( 0xFF==surfacedata_.pixelformat.rBitMask &&
0xFF00==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0x0==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_V8U8;
} else if ( 0xFF==surfacedata_.pixelformat.rBitMask &&
0xFF00==surfacedata_.pixelformat.gBitMask &&
0xFF0000==surfacedata_.pixelformat.bBitMask &&
0xFF000000==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_Q8W8V8U8;
} else if ( 0xFFFF==surfacedata_.pixelformat.rBitMask &&
0xFFFF0000==surfacedata_.pixelformat.gBitMask &&
0x0==surfacedata_.pixelformat.bBitMask &&
0x0==surfacedata_.pixelformat.alpahbitmask)
{
format = FORMAT_V16U16;
}
}
return format;
}
int DDSImage::GetNumImages() const
{
if(!(surfacedata_.ddscaps.caps2 & DDS::DDSCAPS2_CUBEMAP))
return 1;
// We are a cube map, so work out how many sides we have
uint32_t mask = DDS::DDSCAPS2_CUBEMAP_POSITIVEX;
int count = 0;
for(int n = 0; n < 6; ++n)
{
if(surfacedata_.ddscaps.caps2 & mask)
++count;
mask *= 2; // move to next face
}
return count;
}
ImgFormat DDSImage::GetDXTFormat() const
{
ImgFormat format = FORMAT_NONE;
switch(surfacedata_.pixelformat.fourCC)
{
case FOURCC('D','X','T','1'):
format = FORMAT_DXT1;
break;
case FOURCC('D','X','T','2'):
format = FORMAT_DXT2;
break;
case FOURCC('D','X','T','3'):
format = FORMAT_DXT3;
break;
case FOURCC('D','X','T','4'):
format = FORMAT_DXT4;
break;
case FOURCC('D','X','T','5'):
format = FORMAT_DXT5;
break;
case FOURCC('A','T','I','2'):
format = FORMAT_3DC;
break;
case 0x74:
format=FORMAT_R32G32B32A32F;
break;
case 0x71:
format=FORMAT_R16G16B16A16F;
break;
case 0x70:
format=FORMAT_G16R16F;
break;
case 0x73:
format=FORMAT_G32R32F;
break;
case 0x6F:
format=FORMAT_R16F;
break;
case 0x72:
format=FORMAT_R32F;
break;
default:
break;
}
return format;
}
#ifdef PICODDS_OPENGL
int DDSImage::GetOpenGLFormat()
{
int format = -1;
switch(surfacedata_.pixelformat.fourCC)
{
case FOURCC('D','X','T','1'):
if( surfacedata_.pixelformat.flags & DDS::DDPF_ALPHAPIXELS ) {
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; // dxt1 with 1bit alpha
} else {
format = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
break;
case FOURCC('D','X','T','2'):
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case FOURCC('D','X','T','3'):
case FOURCC('D','X','T','4'):
format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case FOURCC('D','X','T','5'):
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
case FOURCC('A','T','I','2'):
//format = GL_COMPRESSED_RGB_3DC_ATI;
//break;
default:
assert(false && "Do not currently support un-compressed files or ATI2.");
break;
}
return format;
}
#endif // PICODDS_OPENGL
// function to read in a header
bool DDSImage::ReadHeader(const char* pDataIn, DDS::DDSStruct& header)
{
const int headerSize=128;
byte data[headerSize];
byte * pData=data;
memcpy(pData, pDataIn, sizeof(byte) * headerSize);
// verify DDS files
if (! (pData[0]=='D' && pData[1]=='D' && pData[2]=='S' && pData[3]==' ') )
{
return false;
}
pData+=4;
header.size=ReadDword(pData);
if (header.size!=124)
{
return false;
}
//convert the data
header.flags=ReadDword(pData);
header.height=ReadDword(pData);
header.width=ReadDword(pData);
header.sizeorpitch=ReadDword(pData);
header.depth=ReadDword(pData);
header.mipmapcount=ReadDword(pData);
for (int i=0; i<11; ++i)
{
header.reserved[i]=ReadDword(pData);
}
//pixelfromat
header.pixelformat.size=ReadDword(pData);
header.pixelformat.flags=ReadDword(pData);
header.pixelformat.fourCC=ReadDword(pData);
header.pixelformat.RGBBitCount=ReadDword(pData);
header.pixelformat.rBitMask=ReadDword(pData);
header.pixelformat.gBitMask=ReadDword(pData);
header.pixelformat.bBitMask=ReadDword(pData);
header.pixelformat.alpahbitmask=ReadDword(pData);
//caps
header.ddscaps.caps1=ReadDword(pData);
header.ddscaps.caps2=ReadDword(pData);
header.ddscaps.reserved[0]=ReadDword(pData);
header.ddscaps.reserved[1]=ReadDword(pData);
header.reserved2=ReadDword(pData);
headerdone_ = true;
return headerdone_;
}
// this is the function to call when we want to load an image
size_t DDSLoad(const char* filename, DDSImage& dds)
{
// open the file for reading (binary mode)
FILE* file = fopen(filename, "rb");
if (!file) {
return 0;
}
// find the file size
fseek(file, 0, SEEK_END); // seek to end of file
const size_t size = ftell(file); // get current file pointer
fseek(file, 0, SEEK_SET); // seek back to beginning of file
// allocate space for the data and read the whole file in
char* pData = (char*)malloc(sizeof(char)*size);
const size_t sizeRead = fread(pData, sizeof(char), size, file);
assert(sizeRead == size);
// read the dds file
const size_t sizeDDSRead = dds.Read(pData, sizeRead);
free(pData);
return sizeDDSRead;
}
} // namespace PicoDDS

View File

@ -1,361 +1,361 @@
// ========================================================================
// Licencing Infomation
// ========================================================================
//
// Re-author: Andrew Copland (2011)
//
// Description: After hunting around for a SIMPLE DirectDrawSurface file
// loader I finally got fed up with overly complicated libs with
// horrific dependencies and ripped this one mostly from the GTL.
// Therefore the license associated (very liberal as it is) is below.
//
// It is not a great implementation and it is largely unfinished but
// it handles DXT1 to 5 and is a single header which is about as
// complex as I feel these snippets should really be.
// Game Texture Library - licensing information below.
/*
========================================================================
Licencing Infomation
========================================================================
Copyright (c)2005,2006,2007 Rob Jones All rights reserved.
Some work carried out by Michael P. Jung, (c)2006,2007
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
========================================================================
Contact Infomation
========================================================================
Send any general questions, bug reports etc to me (Rob Jones):
rob [at] phantom-web.co.uk
*/
#ifndef _PICODDS_H_
#define _PICODDS_H_
#include <cstddef>
typedef unsigned int uint32_t;
typedef int int32_t;
typedef unsigned short uint16_t;
typedef short int16_t;
typedef unsigned char uint8_t;
typedef unsigned char byte;
namespace PicoDDS
{
enum ImgFormat
{
FORMAT_NONE = 0,
FORMAT_RGB,
FORMAT_BGR,
FORMAT_RGBA,
FORMAT_BGRA,
FORMAT_ABGR,
FORMAT_DXT1,
FORMAT_DXT2,
FORMAT_DXT3,
FORMAT_DXT4,
FORMAT_DXT5,
FORMAT_3DC,
//FORMAT_FLOAT16,
//FORMAT_FLOAT32,
//some more 3DS formats follow
FORMAT_R32G32B32A32F, //4 channel fp32
FORMAT_R16G16B16A16F, //4 channel fp16
FORMAT_G16R16F, //2 channel fp16
FORMAT_G32R32F, //2 channel fp32
FORMAT_R16F, //1 channel fp16
FORMAT_R32F, //1 channel fp16
//additional formats for dds mainly
//rgb formats
FORMAT_R5G6B5, //16bit
FORMAT_X1R5G5B5, //15bit
FORMAT_A1R5G5B5, //15bit + 1 bit alpha
FORMAT_L8, //luminance
FORMAT_A8L8, //alpha, luminance
FORMAT_L16, //luminance 16bit
FORMAT_A8, //alpha only
FORMAT_G16R16, //?? normal maps? L16A16 in opengl?
//normal map formats
FORMAT_V8U8, //signed format, nv_texture_shader
FORMAT_V16U16, //signed, nv_texture_shader
FORMAT_Q8W8V8U8, //signed, nv_texture_shader
// Additional formats for PNG images
FORMAT_RGBA16, // RGBA 16bit (not floating point)
FORMAT_RGB16, // RGB 16bit (not floating point)
FORMAT_A16, // 16bit alpha only
FORMAT_A16L16 // 16bit alpha and luminance
};
struct LoaderImgData
{
LoaderImgData():
height(0),
width(0),
depth(0),
colourdepth(0),
size(0),
numImages(0),
numMipMaps(0),
format(FORMAT_NONE),
imgData(0)
{
};
int32_t height;
int32_t width;
int32_t depth;
int32_t colourdepth;
int32_t size;
int32_t numImages;
int32_t numMipMaps;
ImgFormat format;
byte* imgData;
};
#define FOURCC(c0, c1, c2, c3) (c0 | (c1 << 8) | (c2 << 16) | (c3 << 24))
// header should contain 'DDS ' (yes, that space is meant to be there!)
namespace DDS
{
struct DDSStruct
{
struct pixelformatstruct
{
uint32_t size; // equals size of struct (which is part of the data file!)
uint32_t flags;
uint32_t fourCC;
uint32_t RGBBitCount;
uint32_t rBitMask;
uint32_t gBitMask;
uint32_t bBitMask;
uint32_t alpahbitmask;
};
struct ddscapsstruct
{
uint32_t caps1;
uint32_t caps2;
uint32_t reserved[2];
};
uint32_t size; // equals size of struct (which is part of the data file!)
uint32_t flags;
uint32_t height;
uint32_t width;
uint32_t sizeorpitch;
uint32_t depth;
uint32_t mipmapcount;
uint32_t reserved[11];
pixelformatstruct pixelformat;
ddscapsstruct ddscaps;
uint32_t reserved2;
};
// DDSStruct Flags
const int32_t DDSD_CAPS = 0x00000001;
const int32_t DDSD_HEIGHT = 0x00000002;
const int32_t DDSD_WIDTH = 0x00000004;
const int32_t DDSD_PITCH = 0x00000008;
const int32_t DDSD_PIXELFORMAT = 0x00001000;
const int32_t DDSD_MIPMAPCOUNT = 0x00020000;
const int32_t DDSD_LINEARSIZE = 0x00080000;
const int32_t DDSD_DEPTH = 0x00800000;
// pixelformat values
const int32_t DDPF_ALPHAPIXELS = 0x00000001;
const int32_t DDPF_FOURCC = 0x00000004;
const int32_t DDPF_RGB = 0x00000040;
// ddscaps
// caps1
const int32_t DDSCAPS_COMPLEX = 0x00000008;
const int32_t DDSCAPS_TEXTURE = 0x00001000;
const int32_t DDSCAPS_MIPMAP = 0x00400000;
// caps2
const int32_t DDSCAPS2_CUBEMAP = 0x00000200;
const int32_t DDSCAPS2_CUBEMAP_POSITIVEX = 0x00000400;
const int32_t DDSCAPS2_CUBEMAP_NEGATIVEX = 0x00000800;
const int32_t DDSCAPS2_CUBEMAP_POSITIVEY = 0x00001000;
const int32_t DDSCAPS2_CUBEMAP_NEGATIVEY = 0x00002000;
const int32_t DDSCAPS2_CUBEMAP_POSITIVEZ = 0x00004000;
const int32_t DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x00008000;
const int32_t DDSCAPS2_VOLUME = 0x00200000;
};
class DDSImage
{
public:
DDSImage();
DDSImage(DDSImage const &lhs);
~DDSImage();
size_t Read(const char* pData, const size_t dataSize);
int GetMinDXTSize() const;
inline int GetMipLevelSize( const unsigned int width, const unsigned int height, unsigned int depth, const ImgFormat format) const
{
if (!depth)
depth=1;
const int numPixels=width*height*depth;
switch( format)
{
case FORMAT_L8:
case FORMAT_A8:
return numPixels;
case FORMAT_R16F:
case FORMAT_R5G6B5:
case FORMAT_X1R5G5B5:
case FORMAT_A1R5G5B5:
case FORMAT_A8L8:
case FORMAT_L16:
case FORMAT_V8U8:
return numPixels*2;
case FORMAT_RGB:
case FORMAT_BGR:
return numPixels*3;
case FORMAT_RGBA:
case FORMAT_BGRA:
case FORMAT_ABGR:
case FORMAT_R32F:
case FORMAT_G16R16F:
case FORMAT_V16U16:
case FORMAT_G16R16:
case FORMAT_Q8W8V8U8:
return numPixels*4;
case FORMAT_R16G16B16A16F:
case FORMAT_G32R32F:
return numPixels*8;
case FORMAT_R32G32B32A32F:
return numPixels*16;
case FORMAT_DXT1:
return ((width+3)/4) * ((height+3)/4) * depth * 8;
case FORMAT_DXT2:
case FORMAT_DXT3:
case FORMAT_DXT4:
case FORMAT_DXT5:
case FORMAT_3DC:
return ((width+3)/4) * ((height+3)/4) * depth * 16;
}
return -1;
}
int CalculateStoreageSize() const;
ImgFormat GetTextureFormat() const;
int GetNumImages() const;
ImgFormat GetDXTFormat() const;
#ifdef PICODDS_OPENGL
int GetOpenGLFormat();
#endif // PICODDS_OPENGL
protected:
private:
inline int GetMinSize(ImgFormat flag) const
{
int minsize = 1;
switch(flag)
{
case FORMAT_DXT1:
minsize = 8;
break;
case FORMAT_DXT2:
case FORMAT_DXT3:
case FORMAT_DXT4:
case FORMAT_DXT5:
case FORMAT_3DC:
minsize = 16;
break;
case FORMAT_NONE:
minsize = 0;
default:
break;
}
return minsize;
}
inline uint16_t Read16_le(const byte* b) const
{
return b[0] + (b[1] << 8);
}
inline void Write16_le(byte* b, uint16_t value) const
{
b[0] = value & 0xFF;
b[1] = value >> 8;
}
inline uint16_t Read16_be(const byte* b) const
{
return (b[0] << 8) + b[1];
}
inline void Write16_be(byte* b, uint16_t value) const
{
b[0] = value >> 8;
b[1] = value & 0xFF;
}
inline uint32_t Read32_le(const byte* b) const
{
return Read16_le(b) + (Read16_le(b + 2) << 16);
}
inline uint32_t Read32_be(const byte* b) const
{
return (Read16_be(b) << 16) + Read16_be(b + 2);
}
inline uint32_t ReadDword( byte * & pData ) const
{
uint32_t value=Read32_le(pData);
pData+=4;
return value;
}
bool ReadHeader(const char* pDataIn, DDS::DDSStruct& header);
public:
LoaderImgData imgdata_;
bool headerdone_;
DDS::DDSStruct surfacedata_;
};
// this is the function to call when we want to load an image
size_t DDSLoad(const char* filename, DDSImage& dds);
}
#endif // _PICODDS_H_
// ========================================================================
// Licencing Infomation
// ========================================================================
//
// Re-author: Andrew Copland (2011)
//
// Description: After hunting around for a SIMPLE DirectDrawSurface file
// loader I finally got fed up with overly complicated libs with
// horrific dependencies and ripped this one mostly from the GTL.
// Therefore the license associated (very liberal as it is) is below.
//
// It is not a great implementation and it is largely unfinished but
// it handles DXT1 to 5 and is a single header which is about as
// complex as I feel these snippets should really be.
// Game Texture Library - licensing information below.
/*
========================================================================
Licencing Infomation
========================================================================
Copyright (c)2005,2006,2007 Rob Jones All rights reserved.
Some work carried out by Michael P. Jung, (c)2006,2007
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
========================================================================
Contact Infomation
========================================================================
Send any general questions, bug reports etc to me (Rob Jones):
rob [at] phantom-web.co.uk
*/
#ifndef _PICODDS_H_
#define _PICODDS_H_
#include <cstddef>
typedef unsigned int uint32_t;
typedef int int32_t;
typedef unsigned short uint16_t;
typedef short int16_t;
typedef unsigned char uint8_t;
typedef unsigned char byte;
namespace PicoDDS
{
enum ImgFormat
{
FORMAT_NONE = 0,
FORMAT_RGB,
FORMAT_BGR,
FORMAT_RGBA,
FORMAT_BGRA,
FORMAT_ABGR,
FORMAT_DXT1,
FORMAT_DXT2,
FORMAT_DXT3,
FORMAT_DXT4,
FORMAT_DXT5,
FORMAT_3DC,
//FORMAT_FLOAT16,
//FORMAT_FLOAT32,
//some more 3DS formats follow
FORMAT_R32G32B32A32F, //4 channel fp32
FORMAT_R16G16B16A16F, //4 channel fp16
FORMAT_G16R16F, //2 channel fp16
FORMAT_G32R32F, //2 channel fp32
FORMAT_R16F, //1 channel fp16
FORMAT_R32F, //1 channel fp16
//additional formats for dds mainly
//rgb formats
FORMAT_R5G6B5, //16bit
FORMAT_X1R5G5B5, //15bit
FORMAT_A1R5G5B5, //15bit + 1 bit alpha
FORMAT_L8, //luminance
FORMAT_A8L8, //alpha, luminance
FORMAT_L16, //luminance 16bit
FORMAT_A8, //alpha only
FORMAT_G16R16, //?? normal maps? L16A16 in opengl?
//normal map formats
FORMAT_V8U8, //signed format, nv_texture_shader
FORMAT_V16U16, //signed, nv_texture_shader
FORMAT_Q8W8V8U8, //signed, nv_texture_shader
// Additional formats for PNG images
FORMAT_RGBA16, // RGBA 16bit (not floating point)
FORMAT_RGB16, // RGB 16bit (not floating point)
FORMAT_A16, // 16bit alpha only
FORMAT_A16L16 // 16bit alpha and luminance
};
struct LoaderImgData
{
LoaderImgData():
height(0),
width(0),
depth(0),
colourdepth(0),
size(0),
numImages(0),
numMipMaps(0),
format(FORMAT_NONE),
imgData(0)
{
};
int32_t height;
int32_t width;
int32_t depth;
int32_t colourdepth;
int32_t size;
int32_t numImages;
int32_t numMipMaps;
ImgFormat format;
byte* imgData;
};
#define FOURCC(c0, c1, c2, c3) (c0 | (c1 << 8) | (c2 << 16) | (c3 << 24))
// header should contain 'DDS ' (yes, that space is meant to be there!)
namespace DDS
{
struct DDSStruct
{
struct pixelformatstruct
{
uint32_t size; // equals size of struct (which is part of the data file!)
uint32_t flags;
uint32_t fourCC;
uint32_t RGBBitCount;
uint32_t rBitMask;
uint32_t gBitMask;
uint32_t bBitMask;
uint32_t alpahbitmask;
};
struct ddscapsstruct
{
uint32_t caps1;
uint32_t caps2;
uint32_t reserved[2];
};
uint32_t size; // equals size of struct (which is part of the data file!)
uint32_t flags;
uint32_t height;
uint32_t width;
uint32_t sizeorpitch;
uint32_t depth;
uint32_t mipmapcount;
uint32_t reserved[11];
pixelformatstruct pixelformat;
ddscapsstruct ddscaps;
uint32_t reserved2;
};
// DDSStruct Flags
const int32_t DDSD_CAPS = 0x00000001;
const int32_t DDSD_HEIGHT = 0x00000002;
const int32_t DDSD_WIDTH = 0x00000004;
const int32_t DDSD_PITCH = 0x00000008;
const int32_t DDSD_PIXELFORMAT = 0x00001000;
const int32_t DDSD_MIPMAPCOUNT = 0x00020000;
const int32_t DDSD_LINEARSIZE = 0x00080000;
const int32_t DDSD_DEPTH = 0x00800000;
// pixelformat values
const int32_t DDPF_ALPHAPIXELS = 0x00000001;
const int32_t DDPF_FOURCC = 0x00000004;
const int32_t DDPF_RGB = 0x00000040;
// ddscaps
// caps1
const int32_t DDSCAPS_COMPLEX = 0x00000008;
const int32_t DDSCAPS_TEXTURE = 0x00001000;
const int32_t DDSCAPS_MIPMAP = 0x00400000;
// caps2
const int32_t DDSCAPS2_CUBEMAP = 0x00000200;
const int32_t DDSCAPS2_CUBEMAP_POSITIVEX = 0x00000400;
const int32_t DDSCAPS2_CUBEMAP_NEGATIVEX = 0x00000800;
const int32_t DDSCAPS2_CUBEMAP_POSITIVEY = 0x00001000;
const int32_t DDSCAPS2_CUBEMAP_NEGATIVEY = 0x00002000;
const int32_t DDSCAPS2_CUBEMAP_POSITIVEZ = 0x00004000;
const int32_t DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x00008000;
const int32_t DDSCAPS2_VOLUME = 0x00200000;
};
class DDSImage
{
public:
DDSImage();
DDSImage(DDSImage const &lhs);
~DDSImage();
size_t Read(const char* pData, const size_t dataSize);
int GetMinDXTSize() const;
inline int GetMipLevelSize( const unsigned int width, const unsigned int height, unsigned int depth, const ImgFormat format) const
{
if (!depth)
depth=1;
const int numPixels=width*height*depth;
switch( format)
{
case FORMAT_L8:
case FORMAT_A8:
return numPixels;
case FORMAT_R16F:
case FORMAT_R5G6B5:
case FORMAT_X1R5G5B5:
case FORMAT_A1R5G5B5:
case FORMAT_A8L8:
case FORMAT_L16:
case FORMAT_V8U8:
return numPixels*2;
case FORMAT_RGB:
case FORMAT_BGR:
return numPixels*3;
case FORMAT_RGBA:
case FORMAT_BGRA:
case FORMAT_ABGR:
case FORMAT_R32F:
case FORMAT_G16R16F:
case FORMAT_V16U16:
case FORMAT_G16R16:
case FORMAT_Q8W8V8U8:
return numPixels*4;
case FORMAT_R16G16B16A16F:
case FORMAT_G32R32F:
return numPixels*8;
case FORMAT_R32G32B32A32F:
return numPixels*16;
case FORMAT_DXT1:
return ((width+3)/4) * ((height+3)/4) * depth * 8;
case FORMAT_DXT2:
case FORMAT_DXT3:
case FORMAT_DXT4:
case FORMAT_DXT5:
case FORMAT_3DC:
return ((width+3)/4) * ((height+3)/4) * depth * 16;
}
return -1;
}
int CalculateStoreageSize() const;
ImgFormat GetTextureFormat() const;
int GetNumImages() const;
ImgFormat GetDXTFormat() const;
#ifdef PICODDS_OPENGL
int GetOpenGLFormat();
#endif // PICODDS_OPENGL
protected:
private:
inline int GetMinSize(ImgFormat flag) const
{
int minsize = 1;
switch(flag)
{
case FORMAT_DXT1:
minsize = 8;
break;
case FORMAT_DXT2:
case FORMAT_DXT3:
case FORMAT_DXT4:
case FORMAT_DXT5:
case FORMAT_3DC:
minsize = 16;
break;
case FORMAT_NONE:
minsize = 0;
default:
break;
}
return minsize;
}
inline uint16_t Read16_le(const byte* b) const
{
return b[0] + (b[1] << 8);
}
inline void Write16_le(byte* b, uint16_t value) const
{
b[0] = value & 0xFF;
b[1] = value >> 8;
}
inline uint16_t Read16_be(const byte* b) const
{
return (b[0] << 8) + b[1];
}
inline void Write16_be(byte* b, uint16_t value) const
{
b[0] = value >> 8;
b[1] = value & 0xFF;
}
inline uint32_t Read32_le(const byte* b) const
{
return Read16_le(b) + (Read16_le(b + 2) << 16);
}
inline uint32_t Read32_be(const byte* b) const
{
return (Read16_be(b) << 16) + Read16_be(b + 2);
}
inline uint32_t ReadDword( byte * & pData ) const
{
uint32_t value=Read32_le(pData);
pData+=4;
return value;
}
bool ReadHeader(const char* pDataIn, DDS::DDSStruct& header);
public:
LoaderImgData imgdata_;
bool headerdone_;
DDS::DDSStruct surfacedata_;
};
// this is the function to call when we want to load an image
size_t DDSLoad(const char* filename, DDSImage& dds);
}
#endif // _PICODDS_H_

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View File

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View File

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View File

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View File

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@ -1,18 +1,18 @@
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@ -1,18 +1,18 @@
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@ -1,18 +1,18 @@
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View File

@ -1,33 +1,33 @@
Drop music files here. They must be in .ogg format, 44100 or 22050 Hz.
Music in core/ will be played by the default player script,
modules/MusicPlayer.lua. Mission or per-system scripts should add their
own music to a separate subdir.
Music in core/ is selected based on game events. When a particular game event
occurs a song is chosen at random from the appropriate subdir. The subdirs are
as follows:
- space: ambient music, played while flying in space. When music for a
specific event finishes the player will start a song from this category.
This is also the fallback category if any category subdir has no songs in
it.
- near-planet, near-spacestation: ambient music specific to planets and
orbital stations. The player will play something from one of these
categories if ambient music is requested and the player is near a planet or
station.
- docked: played when the player docks (ie as the station menu appears)
- undocked: played when the player undocks (ie when the request launch)
- ship-nearby, ship-firing: played when the player's alert state changes
because a ship is nearby (within 100km) or starts firing. Note that the
presence of a ship (even a firing ship) does not necessarily mean the ship
is hostile and the player is (about to be) in combat.
- ship-destroyed: played with the player destroys a ship
- player-destroyed: played when the player is destroyed. Will continue to
play over the "tombstone" screen.
Drop music files here. They must be in .ogg format, 44100 or 22050 Hz.
Music in core/ will be played by the default player script,
modules/MusicPlayer.lua. Mission or per-system scripts should add their
own music to a separate subdir.
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occurs a song is chosen at random from the appropriate subdir. The subdirs are
as follows:
- space: ambient music, played while flying in space. When music for a
specific event finishes the player will start a song from this category.
This is also the fallback category if any category subdir has no songs in
it.
- near-planet, near-spacestation: ambient music specific to planets and
orbital stations. The player will play something from one of these
categories if ambient music is requested and the player is near a planet or
station.
- docked: played when the player docks (ie as the station menu appears)
- undocked: played when the player undocks (ie when the request launch)
- ship-nearby, ship-firing: played when the player's alert state changes
because a ship is nearby (within 100km) or starts firing. Note that the
presence of a ship (even a firing ship) does not necessarily mean the ship
is hostile and the player is (about to be) in combat.
- ship-destroyed: played with the player destroys a ship
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View File

@ -1,31 +1,31 @@
-- Copyright © 2008-2012 Pioneer Developers. See AUTHORS.txt for details
-- Licensed under the terms of CC-BY-SA 3.0. See licenses/CC-BY-SA-3.0.txt
define_ship {
name = 'Deep Space Miner',
model = 'dsminer',
forward_thrust = 60e6,
reverse_thrust = 20e6,
up_thrust = 20e6,
down_thrust = 10e6,
left_thrust = 10e6,
right_thrust = 10e6,
angular_thrust = 220e6,
camera_offset = v(0,4,-35),
max_atmoshield = 0,
max_cargo = 500,
max_laser = 1,
max_missile = 2,
max_cargoscoop = 1,
max_fuelscoop = 1,
min_crew = 5,
max_crew = 8,
capacity = 500,
hull_mass = 350,
fuel_tank_mass = 320,
-- Exhaust velocity Vc [m/s] is equivalent of engine efficiency and depend on used technology. Higher Vc means lower fuel consumption.
-- Smaller ships built for speed often mount engines with higher Vc. Another way to make faster ship is to increase fuel_tank_mass.
effective_exhaust_velocity = 52784e3,
price = 850000,
hyperdrive_class = 6,
}
-- Copyright © 2008-2012 Pioneer Developers. See AUTHORS.txt for details
-- Licensed under the terms of CC-BY-SA 3.0. See licenses/CC-BY-SA-3.0.txt
define_ship {
name = 'Deep Space Miner',
model = 'dsminer',
forward_thrust = 60e6,
reverse_thrust = 20e6,
up_thrust = 20e6,
down_thrust = 10e6,
left_thrust = 10e6,
right_thrust = 10e6,
angular_thrust = 220e6,
camera_offset = v(0,4,-35),
max_atmoshield = 0,
max_cargo = 500,
max_laser = 1,
max_missile = 2,
max_cargoscoop = 1,
max_fuelscoop = 1,
min_crew = 5,
max_crew = 8,
capacity = 500,
hull_mass = 350,
fuel_tank_mass = 320,
-- Exhaust velocity Vc [m/s] is equivalent of engine efficiency and depend on used technology. Higher Vc means lower fuel consumption.
-- Smaller ships built for speed often mount engines with higher Vc. Another way to make faster ship is to increase fuel_tank_mass.
effective_exhaust_velocity = 52784e3,
price = 850000,
hyperdrive_class = 6,
}

File diff suppressed because it is too large Load Diff

View File

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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
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EndProject
Global
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "miniz", "miniz.vcxproj", "{869EEE1B-C824-4EEF-8AB0-2C95507406DE}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text", "text\text.vcxproj", "{06E6CE3D-9163-453B-BF8D-3B9DECB5AB78}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "jenkins", "jenkins\jenkins.vcxproj", "{38C0279B-EB3E-4113-8E3E-29AFC31C3C20}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "galaxy", "galaxy\galaxy.vcxproj", "{82973C2C-FC40-4320-84AE-A47E36868C02}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "collider", "collider\collider.vcxproj", "{A2082451-1B70-47C1-88E1-62A59EB13A44}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "graphics", "graphics\graphics.vcxproj", "{DED0A0AD-E7B8-42EF-83DB-EDAE7E2443EE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "terrain", "terrain\terrain.vcxproj", "{64F034A3-B40E-4D42-ADDD-E2EE42ED517F}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "gui", "gui\gui.vcxproj", "{B19B00BA-F9DE-451F-9E16-C5E582DEEE77}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "lua", "lua.vcxproj", "{5085B12D-F9AC-4878-9672-1FD4EB0EFB67}"
ProjectSection(ProjectDependencies) = postProject
{B19B00BA-F9DE-451F-9E16-C5E582DEEE77} = {B19B00BA-F9DE-451F-9E16-C5E582DEEE77}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ui", "ui\ui.vcxproj", "{F604C1BC-C921-4468-8F09-427705AD9D29}"
ProjectSection(ProjectDependencies) = postProject
{5085B12D-F9AC-4878-9672-1FD4EB0EFB67} = {5085B12D-F9AC-4878-9672-1FD4EB0EFB67}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "gameui", "gameui\gameui.vcxproj", "{0E4AEA6E-8FBC-4C71-B41E-74B2E4B7A4C4}"
ProjectSection(ProjectDependencies) = postProject
{F604C1BC-C921-4468-8F09-427705AD9D29} = {F604C1BC-C921-4468-8F09-427705AD9D29}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "scenegraph", "newmodel\newmodel.vcxproj", "{E34F7DBC-F23D-481A-B920-E53F56C53EE8}"
ProjectSection(ProjectDependencies) = postProject
{DED0A0AD-E7B8-42EF-83DB-EDAE7E2443EE} = {DED0A0AD-E7B8-42EF-83DB-EDAE7E2443EE}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
PreRelease|Win32 = PreRelease|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 2012 for Windows Desktop
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "pioneer", "pioneer.vcxproj", "{65A1BBFB-7A42-497C-BF65-A0A06664A204}"
ProjectSection(ProjectDependencies) = postProject
{869EEE1B-C824-4EEF-8AB0-2C95507406DE} = {869EEE1B-C824-4EEF-8AB0-2C95507406DE}
{82973C2C-FC40-4320-84AE-A47E36868C02} = {82973C2C-FC40-4320-84AE-A47E36868C02}
{5085B12D-F9AC-4878-9672-1FD4EB0EFB67} = {5085B12D-F9AC-4878-9672-1FD4EB0EFB67}
{06E6CE3D-9163-453B-BF8D-3B9DECB5AB78} = {06E6CE3D-9163-453B-BF8D-3B9DECB5AB78}
{A2082451-1B70-47C1-88E1-62A59EB13A44} = {A2082451-1B70-47C1-88E1-62A59EB13A44}
{0E4AEA6E-8FBC-4C71-B41E-74B2E4B7A4C4} = {0E4AEA6E-8FBC-4C71-B41E-74B2E4B7A4C4}
{38C0279B-EB3E-4113-8E3E-29AFC31C3C20} = {38C0279B-EB3E-4113-8E3E-29AFC31C3C20}
{64F034A3-B40E-4D42-ADDD-E2EE42ED517F} = {64F034A3-B40E-4D42-ADDD-E2EE42ED517F}
{DED0A0AD-E7B8-42EF-83DB-EDAE7E2443EE} = {DED0A0AD-E7B8-42EF-83DB-EDAE7E2443EE}
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{E34F7DBC-F23D-481A-B920-E53F56C53EE8} = {E34F7DBC-F23D-481A-B920-E53F56C53EE8}
{F604C1BC-C921-4468-8F09-427705AD9D29} = {F604C1BC-C921-4468-8F09-427705AD9D29}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "miniz", "miniz.vcxproj", "{869EEE1B-C824-4EEF-8AB0-2C95507406DE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text", "text\text.vcxproj", "{06E6CE3D-9163-453B-BF8D-3B9DECB5AB78}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "jenkins", "jenkins\jenkins.vcxproj", "{38C0279B-EB3E-4113-8E3E-29AFC31C3C20}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "galaxy", "galaxy\galaxy.vcxproj", "{82973C2C-FC40-4320-84AE-A47E36868C02}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "collider", "collider\collider.vcxproj", "{A2082451-1B70-47C1-88E1-62A59EB13A44}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "graphics", "graphics\graphics.vcxproj", "{DED0A0AD-E7B8-42EF-83DB-EDAE7E2443EE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "terrain", "terrain\terrain.vcxproj", "{64F034A3-B40E-4D42-ADDD-E2EE42ED517F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "gui", "gui\gui.vcxproj", "{B19B00BA-F9DE-451F-9E16-C5E582DEEE77}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "lua", "lua.vcxproj", "{5085B12D-F9AC-4878-9672-1FD4EB0EFB67}"
ProjectSection(ProjectDependencies) = postProject
{B19B00BA-F9DE-451F-9E16-C5E582DEEE77} = {B19B00BA-F9DE-451F-9E16-C5E582DEEE77}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ui", "ui\ui.vcxproj", "{F604C1BC-C921-4468-8F09-427705AD9D29}"
ProjectSection(ProjectDependencies) = postProject
{5085B12D-F9AC-4878-9672-1FD4EB0EFB67} = {5085B12D-F9AC-4878-9672-1FD4EB0EFB67}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "gameui", "gameui\gameui.vcxproj", "{0E4AEA6E-8FBC-4C71-B41E-74B2E4B7A4C4}"
ProjectSection(ProjectDependencies) = postProject
{F604C1BC-C921-4468-8F09-427705AD9D29} = {F604C1BC-C921-4468-8F09-427705AD9D29}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "scenegraph", "newmodel\newmodel.vcxproj", "{E34F7DBC-F23D-481A-B920-E53F56C53EE8}"
ProjectSection(ProjectDependencies) = postProject
{DED0A0AD-E7B8-42EF-83DB-EDAE7E2443EE} = {DED0A0AD-E7B8-42EF-83DB-EDAE7E2443EE}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
PreRelease|Win32 = PreRelease|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{65A1BBFB-7A42-497C-BF65-A0A06664A204}.Debug|Win32.Build.0 = Debug|Win32
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{65A1BBFB-7A42-497C-BF65-A0A06664A204}.Release|Win32.Build.0 = Release|Win32
{869EEE1B-C824-4EEF-8AB0-2C95507406DE}.Debug|Win32.ActiveCfg = Debug|Win32
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{38C0279B-EB3E-4113-8E3E-29AFC31C3C20}.Release|Win32.Build.0 = Release|Win32
{82973C2C-FC40-4320-84AE-A47E36868C02}.Debug|Win32.ActiveCfg = Debug|Win32
{82973C2C-FC40-4320-84AE-A47E36868C02}.Debug|Win32.Build.0 = Debug|Win32
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