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