Files
CydandClaude Fable 5 afc3fd839e Vendor dpl3-revive: the Division/DPL3 renderer, now ours
Bring the graphics-dev collaborator's dpl3-revive into the repo as first-class
project code (they've handed it off; it's ours now). This is the proven
Division renderer that our in-process rt_draw has been trying to be.

What's here:
- parser/  B2Z/V2Z/SVT/SCN/SPL/BGF/BMF/BSL decoders (pure Python).
- spec/    reverse-engineered format + the definitive VelociRender wire
           protocol (from the original DIVISION source, matches our live
           VPX node/action tables exactly).
- source-ref/  read-only copies of the original DIVISION C (BIZREAD.C,
           DPLTYPES.H, DPL.H) that define the formats.
- patha/   the "virtual VelociRender board": vrboard.py (24-action protocol
           server), vrview.py (numpy software rasterizer, the reference),
           vrview_gl.py (moderngl GPU backend, 832x512@60Hz), plus the
           run/replay/regress tooling and evidence renders. Drives FLYK/BLADE/
           Star Trek demos AND our btl4opt/rpl4opt game binaries.
- viewer/  WebGL archive generators (.py); prebuilt HTML/data regeneratable.
- samples/ small test models/textures.
- bt*.raw.bin  real BTL4OPT arena wire captures (kept for offline renderer
           testing/regression against OUR game).

.gitignore keeps the multi-hundred-MB demo capture dumps + debug logs +
regeneratable viewer bundles out of history (they stay on disk).

Phase 0 of the integration is validated: their board decodes our bt8 capture
with zero errors (3748 nodes, 507 instances, 4 mechs) and renders our arena
(terrain/dome/sky, correct Division DAC gamma). Plan + status in memory;
integration continues in emulator/RENDERER-COLLAB.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 22:06:25 -05:00

84 lines
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C++

/*
* PROJECT: DVS
* SUBSYSTEM: vl
* MODULE: basictypes.h
*
* File: $RCSfile: basictypes.h,v $
* Revision: $Revision: 1.1 $
* Date: $Date: 1993/07/12 08:12:20 $
* Author: $Author: john $
* RCS Ident: $Id: basictypes.h,v 1.1 1993/07/12 08:12:20 john Exp $
*
* FUNCTION:
*
* This file contains the lowest level definitions needed by
* the vl library.
*
* $Log: basictypes.h,v $
* Revision 1.1 1993/07/12 08:12:20 john
* Initial revision
*
* Revision 1.3 1992/08/19 11:50:24 jeff
* got rid of temporary bodge definition of agentlist now i've got the real thing.
*
* Revision 1.2 1992/07/27 13:30:38 jon
* Temporary fix. AgentList is uint32 not void type.
*
* Revision 1.1 1992/07/27 12:24:20 jeff
* Initial revision
*
*
* Copyright (c) 1992 Division Ltd.
*
* All Rights Reserved.
*
* This Document may not, in whole or in part, be copied,
* photocopied, reproduced, translated, or reduced to any
* electronic medium or machine readable form without prior
* written consent from Division Ltd.
*/
#ifndef _BASIC_TYPES_H
#define _BASIC_TYPES_H
/*
* mangle the basictypes.def file to get machine specific low level
* definitions for all our basic types.
*/
#define DEF_TYPE(a,b,c) typedef c b;
#include "basictyp.def"
#undef DEF_TYPE
/*
* generate an enum list of all the symbolic values for the types.
*/
#define DEF_TYPE(a,b,c) a,
typedef enum BasicType {
#include "basictyp.def"
LAST_TYPE
} BasicType;
#undef DEF_TYPE
#define BASIC_TYPE_CNT ((int)LAST_TYPE)
typedef char *String;
/*
* A structure to define the names etc of the basic types for internal
* use.
*/
typedef struct TypeSpec{
int8 endian16[3];
int8 endian32[5];
struct {
String name;
uint32 size;
uint32 alignment;
}Sizes[BASIC_TYPE_CNT];
} *TypeSpec;
extern void GenBasicTypes(TypeSpec spec);
#endif /* _BASIC_TYPES_H */