- file renaming and includes done master
authorAkiko <akiko@linux-addicted.net>
Wed, 10 Jun 2015 08:29:35 +0000 (10:29 +0200)
committerAkiko <akiko@linux-addicted.net>
Wed, 10 Jun 2015 08:29:35 +0000 (10:29 +0200)
- removed some more Visual Studio junk
- Genesis3D now compiles static and shared
- GBSPLib now compiles static and shared
! some ASM instructions must be converted

341 files changed:
CMakeLists.txt
G3D/ACorona.c [moved from G3D/Engine/Logo/A_CORONA.c with 100% similarity]
G3D/AStreak.c [moved from G3D/Engine/Logo/A_STREAK.c with 100% similarity]
G3D/Actor.c [moved from G3D/Actor/actor.c with 96% similarity]
G3D/Actor.h
G3D/Actor/actor.h [deleted file]
G3D/Actor/body.h [deleted file]
G3D/Actor/motion.h [deleted file]
G3D/Actor/path.h [deleted file]
G3D/BMP.c [moved from G3D/Engine/Drivers/Bmp.c with 100% similarity]
G3D/Bitmap.__h [moved from G3D/Bitmap/bitmap.__h with 97% similarity]
G3D/Bitmap._h [moved from G3D/Bitmap/bitmap._h with 96% similarity]
G3D/Bitmap.c [moved from G3D/Bitmap/bitmap.c with 95% similarity]
G3D/Bitmap/PixelFormat.h [deleted file]
G3D/Bitmap/bitmap.h [deleted file]
G3D/BitmapBlitData.c [moved from G3D/Bitmap/bitmap_blitdata.c with 92% similarity]
G3D/BitmapBlitData.h [moved from G3D/Bitmap/bitmap_blitdata.h with 100% similarity]
G3D/BitmapGamma.c [moved from G3D/Bitmap/bitmap_gamma.c with 94% similarity]
G3D/BitmapGamma.h [moved from G3D/Bitmap/bitmap_gamma.h with 100% similarity]
G3D/BitmapList.c [moved from G3D/Engine/BitmapList.c with 95% similarity]
G3D/BitmapList.h [moved from G3D/Engine/BitmapList.h with 95% similarity]
G3D/Body._h [moved from G3D/Actor/body._h with 92% similarity]
G3D/Body.c [moved from G3D/Actor/body.c with 96% similarity]
G3D/BodyInst.c [moved from G3D/Actor/bodyinst.c with 95% similarity]
G3D/BodyInst.h [moved from G3D/Actor/bodyinst.h with 95% similarity]
G3D/CMakeLists.txt
G3D/Camera.c
G3D/Corona.c [moved from G3D/Engine/Logo/CORONA.c with 100% similarity]
G3D/DCommon.h [moved from G3D/Engine/Drivers/DCommon.h with 100% similarity]
G3D/DirTree.c
G3D/DirTree.h
G3D/DirTreeCommon.c
G3D/DirTreeCommon.h
G3D/Drivers/D3D7xDrv/D3D_ERR.CPP [moved from G3D/Engine/Drivers/D3D7xDrv/D3D_ERR.CPP with 100% similarity]
G3D/Drivers/D3D7xDrv/D3D_ERR.H [moved from G3D/Engine/Drivers/D3D7xDrv/D3D_ERR.H with 100% similarity]
G3D/Drivers/D3D7xDrv/D3d_fx.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/D3d_fx.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/D3d_fx.h [moved from G3D/Engine/Drivers/D3D7xDrv/D3d_fx.h with 100% similarity]
G3D/Drivers/D3D7xDrv/D3d_main.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/D3d_main.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/D3d_main.h [moved from G3D/Engine/Drivers/D3D7xDrv/D3d_main.h with 100% similarity]
G3D/Drivers/D3D7xDrv/D3dcache.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/D3dcache.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/D3dcache.h [moved from G3D/Engine/Drivers/D3D7xDrv/D3dcache.h with 100% similarity]
G3D/Drivers/D3D7xDrv/D3ddrv7x.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/D3ddrv7x.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/D3ddrv7x.h [moved from G3D/Engine/Drivers/D3D7xDrv/D3ddrv7x.h with 100% similarity]
G3D/Drivers/D3D7xDrv/DDMemMgr.c [moved from G3D/Engine/Drivers/D3D7xDrv/DDMemMgr.c with 100% similarity]
G3D/Drivers/D3D7xDrv/DDMemMgr.h [moved from G3D/Engine/Drivers/D3D7xDrv/DDMemMgr.h with 100% similarity]
G3D/Drivers/D3D7xDrv/GSPAN.H [moved from G3D/Engine/Drivers/D3D7xDrv/GSPAN.H with 100% similarity]
G3D/Drivers/D3D7xDrv/Gspan.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/Gspan.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/Pcache.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/Pcache.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/Pcache.h [moved from G3D/Engine/Drivers/D3D7xDrv/Pcache.h with 100% similarity]
G3D/Drivers/D3D7xDrv/RENDER.H [moved from G3D/Engine/Drivers/D3D7xDrv/RENDER.H with 100% similarity]
G3D/Drivers/D3D7xDrv/Render.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/Render.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/SCENE.H [moved from G3D/Engine/Drivers/D3D7xDrv/SCENE.H with 100% similarity]
G3D/Drivers/D3D7xDrv/Scene.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/Scene.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/THandle.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/THandle.cpp with 100% similarity]
G3D/Drivers/D3D7xDrv/THandle.h [moved from G3D/Engine/Drivers/D3D7xDrv/THandle.h with 100% similarity]
G3D/Drivers/D3D7xDrv/TPage.h [moved from G3D/Engine/Drivers/D3D7xDrv/TPage.h with 100% similarity]
G3D/Drivers/D3D7xDrv/tpage.cpp [moved from G3D/Engine/Drivers/D3D7xDrv/tpage.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/D3DDRV.H [moved from G3D/Engine/Drivers/D3D8Drv/D3DDRV.H with 100% similarity]
G3D/Drivers/D3D8Drv/D3D_ERR.CPP [moved from G3D/Engine/Drivers/D3D8Drv/D3D_ERR.CPP with 100% similarity]
G3D/Drivers/D3D8Drv/D3D_ERR.H [moved from G3D/Engine/Drivers/D3D8Drv/D3D_ERR.H with 100% similarity]
G3D/Drivers/D3D8Drv/D3D_FX.H [moved from G3D/Engine/Drivers/D3D8Drv/D3D_FX.H with 100% similarity]
G3D/Drivers/D3D8Drv/D3d_fx.cpp [moved from G3D/Engine/Drivers/D3D8Drv/D3d_fx.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/D3d_main.cpp [moved from G3D/Engine/Drivers/D3D8Drv/D3d_main.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/D3d_main.h [moved from G3D/Engine/Drivers/D3D8Drv/D3d_main.h with 100% similarity]
G3D/Drivers/D3D8Drv/D3dcache.cpp [moved from G3D/Engine/Drivers/D3D8Drv/D3dcache.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/D3dcache.h [moved from G3D/Engine/Drivers/D3D8Drv/D3dcache.h with 100% similarity]
G3D/Drivers/D3D8Drv/D3ddrv.cpp [moved from G3D/Engine/Drivers/D3D8Drv/D3ddrv.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/DDMemMgr.cpp [moved from G3D/Engine/Drivers/D3D8Drv/DDMemMgr.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/DDMemMgr.h [moved from G3D/Engine/Drivers/D3D8Drv/DDMemMgr.h with 100% similarity]
G3D/Drivers/D3D8Drv/GSPAN.CPP [moved from G3D/Engine/Drivers/D3D8Drv/GSPAN.CPP with 100% similarity]
G3D/Drivers/D3D8Drv/GSPAN.H [moved from G3D/Engine/Drivers/D3D8Drv/GSPAN.H with 100% similarity]
G3D/Drivers/D3D8Drv/Pcache.cpp [moved from G3D/Engine/Drivers/D3D8Drv/Pcache.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/Pcache.h [moved from G3D/Engine/Drivers/D3D8Drv/Pcache.h with 100% similarity]
G3D/Drivers/D3D8Drv/RENDER.H [moved from G3D/Engine/Drivers/D3D8Drv/RENDER.H with 100% similarity]
G3D/Drivers/D3D8Drv/Render.cpp [moved from G3D/Engine/Drivers/D3D8Drv/Render.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/SCENE.H [moved from G3D/Engine/Drivers/D3D8Drv/SCENE.H with 100% similarity]
G3D/Drivers/D3D8Drv/Scene.cpp [moved from G3D/Engine/Drivers/D3D8Drv/Scene.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/THandle.cpp [moved from G3D/Engine/Drivers/D3D8Drv/THandle.cpp with 100% similarity]
G3D/Drivers/D3D8Drv/THandle.h [moved from G3D/Engine/Drivers/D3D8Drv/THandle.h with 100% similarity]
G3D/Drivers/D3D8Drv/TPage.h [moved from G3D/Engine/Drivers/D3D8Drv/TPage.h with 100% similarity]
G3D/Drivers/D3D8Drv/tpage.cpp [moved from G3D/Engine/Drivers/D3D8Drv/tpage.cpp with 100% similarity]
G3D/Drivers/D3DDrv/D3DDRV.H [moved from G3D/Engine/Drivers/D3DDrv/D3DDRV.H with 100% similarity]
G3D/Drivers/D3DDrv/D3D_ERR.CPP [moved from G3D/Engine/Drivers/D3DDrv/D3D_ERR.CPP with 100% similarity]
G3D/Drivers/D3DDrv/D3D_ERR.H [moved from G3D/Engine/Drivers/D3DDrv/D3D_ERR.H with 100% similarity]
G3D/Drivers/D3DDrv/D3d_fx.cpp [moved from G3D/Engine/Drivers/D3DDrv/D3d_fx.cpp with 100% similarity]
G3D/Drivers/D3DDrv/D3d_fx.h [moved from G3D/Engine/Drivers/D3DDrv/D3d_fx.h with 100% similarity]
G3D/Drivers/D3DDrv/D3d_main.cpp [moved from G3D/Engine/Drivers/D3DDrv/D3d_main.cpp with 100% similarity]
G3D/Drivers/D3DDrv/D3d_main.h [moved from G3D/Engine/Drivers/D3DDrv/D3d_main.h with 100% similarity]
G3D/Drivers/D3DDrv/D3dcache.cpp [moved from G3D/Engine/Drivers/D3DDrv/D3dcache.cpp with 100% similarity]
G3D/Drivers/D3DDrv/D3dcache.h [moved from G3D/Engine/Drivers/D3DDrv/D3dcache.h with 100% similarity]
G3D/Drivers/D3DDrv/D3ddrv.cpp [moved from G3D/Engine/Drivers/D3DDrv/D3ddrv.cpp with 100% similarity]
G3D/Drivers/D3DDrv/DDMemMgr.c [moved from G3D/Engine/Drivers/D3DDrv/DDMemMgr.c with 100% similarity]
G3D/Drivers/D3DDrv/DDMemMgr.h [moved from G3D/Engine/Drivers/D3DDrv/DDMemMgr.h with 100% similarity]
G3D/Drivers/D3DDrv/GSPAN.CPP [moved from G3D/Engine/Drivers/D3DDrv/GSPAN.CPP with 100% similarity]
G3D/Drivers/D3DDrv/GSPAN.H [moved from G3D/Engine/Drivers/D3DDrv/GSPAN.H with 100% similarity]
G3D/Drivers/D3DDrv/Pcache.cpp [moved from G3D/Engine/Drivers/D3DDrv/Pcache.cpp with 100% similarity]
G3D/Drivers/D3DDrv/Pcache.h [moved from G3D/Engine/Drivers/D3DDrv/Pcache.h with 100% similarity]
G3D/Drivers/D3DDrv/README.NOW [moved from G3D/Engine/Drivers/D3DDrv/README.NOW with 100% similarity]
G3D/Drivers/D3DDrv/RENDER.H [moved from G3D/Engine/Drivers/D3DDrv/RENDER.H with 100% similarity]
G3D/Drivers/D3DDrv/Render.cpp [moved from G3D/Engine/Drivers/D3DDrv/Render.cpp with 100% similarity]
G3D/Drivers/D3DDrv/SCENE.H [moved from G3D/Engine/Drivers/D3DDrv/SCENE.H with 100% similarity]
G3D/Drivers/D3DDrv/Scene.cpp [moved from G3D/Engine/Drivers/D3DDrv/Scene.cpp with 100% similarity]
G3D/Drivers/D3DDrv/THandle.cpp [moved from G3D/Engine/Drivers/D3DDrv/THandle.cpp with 100% similarity]
G3D/Drivers/D3DDrv/THandle.h [moved from G3D/Engine/Drivers/D3DDrv/THandle.h with 100% similarity]
G3D/Drivers/D3DDrv/TPage.h [moved from G3D/Engine/Drivers/D3DDrv/TPage.h with 100% similarity]
G3D/Drivers/D3DDrv/tpage.cpp [moved from G3D/Engine/Drivers/D3DDrv/tpage.cpp with 100% similarity]
G3D/Drivers/GlideDrv/GCache.c [moved from G3D/Engine/Drivers/GlideDrv/GCache.c with 100% similarity]
G3D/Drivers/GlideDrv/GCache.h [moved from G3D/Engine/Drivers/GlideDrv/GCache.h with 100% similarity]
G3D/Drivers/GlideDrv/GLIDEDRV.H [moved from G3D/Engine/Drivers/GlideDrv/GLIDEDRV.H with 100% similarity]
G3D/Drivers/GlideDrv/GMain.c [moved from G3D/Engine/Drivers/GlideDrv/GMain.c with 100% similarity]
G3D/Drivers/GlideDrv/GMain.h [moved from G3D/Engine/Drivers/GlideDrv/GMain.h with 100% similarity]
G3D/Drivers/GlideDrv/GMemMgr.c [moved from G3D/Engine/Drivers/GlideDrv/GMemMgr.c with 100% similarity]
G3D/Drivers/GlideDrv/GMemMgr.h [moved from G3D/Engine/Drivers/GlideDrv/GMemMgr.h with 100% similarity]
G3D/Drivers/GlideDrv/GSpan.cpp [moved from G3D/Engine/Drivers/GlideDrv/GSpan.cpp with 100% similarity]
G3D/Drivers/GlideDrv/GSpan.h [moved from G3D/Engine/Drivers/GlideDrv/GSpan.h with 100% similarity]
G3D/Drivers/GlideDrv/GTHandle.h [moved from G3D/Engine/Drivers/GlideDrv/GTHandle.h with 100% similarity]
G3D/Drivers/GlideDrv/GThandle.c [moved from G3D/Engine/Drivers/GlideDrv/GThandle.c with 100% similarity]
G3D/Drivers/GlideDrv/GlideDrv.c [moved from G3D/Engine/Drivers/GlideDrv/GlideDrv.c with 100% similarity]
G3D/Drivers/GlideDrv/Render.c [moved from G3D/Engine/Drivers/GlideDrv/Render.c with 100% similarity]
G3D/Drivers/GlideDrv/Render.h [moved from G3D/Engine/Drivers/GlideDrv/Render.h with 100% similarity]
G3D/Drivers/OpenGl/OGLDrv.c [moved from G3D/Engine/Drivers/OpenGl/OGLDrv.c with 100% similarity]
G3D/Drivers/OpenGl/OGLDrv.h [moved from G3D/Engine/Drivers/OpenGl/OGLDrv.h with 100% similarity]
G3D/Drivers/OpenGl/OglMisc.c [moved from G3D/Engine/Drivers/OpenGl/OglMisc.c with 100% similarity]
G3D/Drivers/OpenGl/OglMisc.h [moved from G3D/Engine/Drivers/OpenGl/OglMisc.h with 100% similarity]
G3D/Drivers/OpenGl/Render.c [moved from G3D/Engine/Drivers/OpenGl/Render.c with 100% similarity]
G3D/Drivers/OpenGl/Render.h [moved from G3D/Engine/Drivers/OpenGl/Render.h with 100% similarity]
G3D/Drivers/OpenGl/THandle.c [moved from G3D/Engine/Drivers/OpenGl/THandle.c with 100% similarity]
G3D/Drivers/OpenGl/THandle.h [moved from G3D/Engine/Drivers/OpenGl/THandle.h with 100% similarity]
G3D/Drivers/OpenGl/Win32.c [moved from G3D/Engine/Drivers/OpenGl/Win32.c with 100% similarity]
G3D/Drivers/OpenGl/Win32.h [moved from G3D/Engine/Drivers/OpenGl/Win32.h with 100% similarity]
G3D/Drivers/OpenGl/glext.h [moved from G3D/Engine/Drivers/OpenGl/glext.h with 100% similarity]
G3D/Drivers/SoftDrv/3dnowspan.h [moved from G3D/Engine/Drivers/SoftDrv/3dnowspan.h with 100% similarity]
G3D/Drivers/SoftDrv/REGISTER.H [moved from G3D/Engine/Drivers/SoftDrv/REGISTER.H with 100% similarity]
G3D/Drivers/SoftDrv/RENDER.H [moved from G3D/Engine/Drivers/SoftDrv/RENDER.H with 100% similarity]
G3D/Drivers/SoftDrv/SAL.H [moved from G3D/Engine/Drivers/SoftDrv/SAL.H with 100% similarity]
G3D/Drivers/SoftDrv/SCENE.H [moved from G3D/Engine/Drivers/SoftDrv/SCENE.H with 100% similarity]
G3D/Drivers/SoftDrv/SOFTDRV.H [moved from G3D/Engine/Drivers/SoftDrv/SOFTDRV.H with 100% similarity]
G3D/Drivers/SoftDrv/SPAN.H [moved from G3D/Engine/Drivers/SoftDrv/SPAN.H with 100% similarity]
G3D/Drivers/SoftDrv/SYSTEM.H [moved from G3D/Engine/Drivers/SoftDrv/SYSTEM.H with 100% similarity]
G3D/Drivers/SoftDrv/W32SAL.CPP [moved from G3D/Engine/Drivers/SoftDrv/W32SAL.CPP with 100% similarity]
G3D/Drivers/SoftDrv/amdspan.asm [moved from G3D/Engine/Drivers/SoftDrv/amdspan.asm with 100% similarity]
G3D/Drivers/SoftDrv/dmodes.c [moved from G3D/Engine/Drivers/SoftDrv/dmodes.c with 100% similarity]
G3D/Drivers/SoftDrv/dmodes.h [moved from G3D/Engine/Drivers/SoftDrv/dmodes.h with 100% similarity]
G3D/Drivers/SoftDrv/drawspan.c [moved from G3D/Engine/Drivers/SoftDrv/drawspan.c with 100% similarity]
G3D/Drivers/SoftDrv/drawspan.h [moved from G3D/Engine/Drivers/SoftDrv/drawspan.h with 100% similarity]
G3D/Drivers/SoftDrv/register.c [moved from G3D/Engine/Drivers/SoftDrv/register.c with 100% similarity]
G3D/Drivers/SoftDrv/render.c [moved from G3D/Engine/Drivers/SoftDrv/render.c with 100% similarity]
G3D/Drivers/SoftDrv/scene.c [moved from G3D/Engine/Drivers/SoftDrv/scene.c with 100% similarity]
G3D/Drivers/SoftDrv/softdrv.c [moved from G3D/Engine/Drivers/SoftDrv/softdrv.c with 100% similarity]
G3D/Drivers/SoftDrv/span.c [moved from G3D/Engine/Drivers/SoftDrv/span.c with 100% similarity]
G3D/Drivers/SoftDrv/system.c [moved from G3D/Engine/Drivers/SoftDrv/system.c with 100% similarity]
G3D/Drivers/SoftDrv/x86span555.c [moved from G3D/Engine/Drivers/SoftDrv/x86span555.c with 100% similarity]
G3D/Drivers/SoftDrv/x86span555.h [moved from G3D/Engine/Drivers/SoftDrv/x86span555.h with 100% similarity]
G3D/Drivers/SoftDrv/x86span565.c [moved from G3D/Engine/Drivers/SoftDrv/x86span565.c with 100% similarity]
G3D/Drivers/SoftDrv/x86span565.h [moved from G3D/Engine/Drivers/SoftDrv/x86span565.h with 100% similarity]
G3D/Drivers/SoftDrv2/CPUInfo.c [moved from G3D/Engine/Drivers/SoftDrv2/CPUInfo.c with 100% similarity]
G3D/Drivers/SoftDrv2/CPUInfo.h [moved from G3D/Engine/Drivers/SoftDrv2/CPUInfo.h with 100% similarity]
G3D/Drivers/SoftDrv2/DDRAWDisplay.c [moved from G3D/Engine/Drivers/SoftDrv2/DDRAWDisplay.c with 100% similarity]
G3D/Drivers/SoftDrv2/DDRAWDisplay.h [moved from G3D/Engine/Drivers/SoftDrv2/DDRAWDisplay.h with 100% similarity]
G3D/Drivers/SoftDrv2/DIBDisplay.c [moved from G3D/Engine/Drivers/SoftDrv2/DIBDisplay.c with 100% similarity]
G3D/Drivers/SoftDrv2/DIBDisplay.h [moved from G3D/Engine/Drivers/SoftDrv2/DIBDisplay.h with 100% similarity]
G3D/Drivers/SoftDrv2/DisplayModeInfo.c [moved from G3D/Engine/Drivers/SoftDrv2/DisplayModeInfo.c with 100% similarity]
G3D/Drivers/SoftDrv2/DisplayModeInfo.h [moved from G3D/Engine/Drivers/SoftDrv2/DisplayModeInfo.h with 100% similarity]
G3D/Drivers/SoftDrv2/DrawDecal.c [moved from G3D/Engine/Drivers/SoftDrv2/DrawDecal.c with 100% similarity]
G3D/Drivers/SoftDrv2/DrawDecal.h [moved from G3D/Engine/Drivers/SoftDrv2/DrawDecal.h with 100% similarity]
G3D/Drivers/SoftDrv2/SWTHandle.c [moved from G3D/Engine/Drivers/SoftDrv2/SWTHandle.c with 100% similarity]
G3D/Drivers/SoftDrv2/SWTHandle.h [moved from G3D/Engine/Drivers/SoftDrv2/SWTHandle.h with 100% similarity]
G3D/Drivers/SoftDrv2/Softdrv.h [moved from G3D/Engine/Drivers/SoftDrv2/Softdrv.h with 100% similarity]
G3D/Drivers/SoftDrv2/Span.h [moved from G3D/Engine/Drivers/SoftDrv2/Span.h with 100% similarity]
G3D/Drivers/SoftDrv2/SpanBuffer.c [moved from G3D/Engine/Drivers/SoftDrv2/SpanBuffer.c with 100% similarity]
G3D/Drivers/SoftDrv2/SpanBuffer.h [moved from G3D/Engine/Drivers/SoftDrv2/SpanBuffer.h with 100% similarity]
G3D/Drivers/SoftDrv2/SpanEdges_Factory.h [moved from G3D/Engine/Drivers/SoftDrv2/SpanEdges_Factory.h with 100% similarity]
G3D/Drivers/SoftDrv2/Span_AffineLoop.h [moved from G3D/Engine/Drivers/SoftDrv2/Span_AffineLoop.h with 100% similarity]
G3D/Drivers/SoftDrv2/Span_Factory.h [moved from G3D/Engine/Drivers/SoftDrv2/Span_Factory.h with 100% similarity]
G3D/Drivers/SoftDrv2/TRaster.c [moved from G3D/Engine/Drivers/SoftDrv2/TRaster.c with 100% similarity]
G3D/Drivers/SoftDrv2/Triangle.c [moved from G3D/Engine/Drivers/SoftDrv2/Triangle.c with 100% similarity]
G3D/Drivers/SoftDrv2/display.c [moved from G3D/Engine/Drivers/SoftDrv2/display.c with 100% similarity]
G3D/Drivers/SoftDrv2/display.h [moved from G3D/Engine/Drivers/SoftDrv2/display.h with 100% similarity]
G3D/Drivers/SoftDrv2/rop.h [moved from G3D/Engine/Drivers/SoftDrv2/rop.h with 100% similarity]
G3D/Drivers/SoftDrv2/softdrv.c [moved from G3D/Engine/Drivers/SoftDrv2/softdrv.c with 100% similarity]
G3D/Drivers/SoftDrv2/span.c [moved from G3D/Engine/Drivers/SoftDrv2/span.c with 100% similarity]
G3D/Drivers/SoftDrv2/traster.h [moved from G3D/Engine/Drivers/SoftDrv2/traster.h with 100% similarity]
G3D/Drivers/SoftDrv2/triangle.h [moved from G3D/Engine/Drivers/SoftDrv2/triangle.h with 100% similarity]
G3D/Drivers/WireFrame/D3d_err.cpp [moved from G3D/Engine/Drivers/WireFrame/D3d_err.cpp with 100% similarity]
G3D/Drivers/WireFrame/D3d_err.h [moved from G3D/Engine/Drivers/WireFrame/D3d_err.h with 100% similarity]
G3D/Drivers/WireFrame/D3d_fx.cpp [moved from G3D/Engine/Drivers/WireFrame/D3d_fx.cpp with 100% similarity]
G3D/Drivers/WireFrame/D3d_fx.h [moved from G3D/Engine/Drivers/WireFrame/D3d_fx.h with 100% similarity]
G3D/Drivers/WireFrame/D3d_main.cpp [moved from G3D/Engine/Drivers/WireFrame/D3d_main.cpp with 100% similarity]
G3D/Drivers/WireFrame/D3d_main.h [moved from G3D/Engine/Drivers/WireFrame/D3d_main.h with 100% similarity]
G3D/Drivers/WireFrame/D3dcache.cpp [moved from G3D/Engine/Drivers/WireFrame/D3dcache.cpp with 100% similarity]
G3D/Drivers/WireFrame/D3dcache.h [moved from G3D/Engine/Drivers/WireFrame/D3dcache.h with 100% similarity]
G3D/Drivers/WireFrame/D3ddrv.cpp [moved from G3D/Engine/Drivers/WireFrame/D3ddrv.cpp with 100% similarity]
G3D/Drivers/WireFrame/D3ddrv.h [moved from G3D/Engine/Drivers/WireFrame/D3ddrv.h with 100% similarity]
G3D/Drivers/WireFrame/DDMemMgr.c [moved from G3D/Engine/Drivers/WireFrame/DDMemMgr.c with 100% similarity]
G3D/Drivers/WireFrame/DDMemMgr.h [moved from G3D/Engine/Drivers/WireFrame/DDMemMgr.h with 100% similarity]
G3D/Drivers/WireFrame/Gspan.cpp [moved from G3D/Engine/Drivers/WireFrame/Gspan.cpp with 100% similarity]
G3D/Drivers/WireFrame/Gspan.h [moved from G3D/Engine/Drivers/WireFrame/Gspan.h with 100% similarity]
G3D/Drivers/WireFrame/Pcache.cpp [moved from G3D/Engine/Drivers/WireFrame/Pcache.cpp with 100% similarity]
G3D/Drivers/WireFrame/Pcache.h [moved from G3D/Engine/Drivers/WireFrame/Pcache.h with 100% similarity]
G3D/Drivers/WireFrame/Readme.now [moved from G3D/Engine/Drivers/WireFrame/Readme.now with 100% similarity]
G3D/Drivers/WireFrame/Render.cpp [moved from G3D/Engine/Drivers/WireFrame/Render.cpp with 100% similarity]
G3D/Drivers/WireFrame/Render.h [moved from G3D/Engine/Drivers/WireFrame/Render.h with 100% similarity]
G3D/Drivers/WireFrame/Scene.cpp [moved from G3D/Engine/Drivers/WireFrame/Scene.cpp with 100% similarity]
G3D/Drivers/WireFrame/Scene.h [moved from G3D/Engine/Drivers/WireFrame/Scene.h with 100% similarity]
G3D/Drivers/WireFrame/THandle.cpp [moved from G3D/Engine/Drivers/WireFrame/THandle.cpp with 100% similarity]
G3D/Drivers/WireFrame/THandle.h [moved from G3D/Engine/Drivers/WireFrame/THandle.h with 100% similarity]
G3D/Drivers/WireFrame/TPage.h [moved from G3D/Engine/Drivers/WireFrame/TPage.h with 100% similarity]
G3D/Drivers/WireFrame/tpage.cpp [moved from G3D/Engine/Drivers/WireFrame/tpage.cpp with 100% similarity]
G3D/Electric.c [moved from G3D/Engine/Logo/electric.c with 95% similarity]
G3D/Electric.h [moved from G3D/Engine/Logo/electric.h with 100% similarity]
G3D/Engine.c [moved from G3D/Engine/Engine.c with 96% similarity]
G3D/Engine.h [moved from G3D/Engine/Engine.h with 96% similarity]
G3D/Engine/Drivers/D3D7xDrv/D3DDrv.mak [deleted file]
G3D/Engine/Drivers/D3D7xDrv/D3DDrv.ncb [deleted file]
G3D/Engine/Drivers/D3D7xDrv/D3DDrv.opt [deleted file]
G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.dsp [deleted file]
G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.dsw [deleted file]
G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.ncb [deleted file]
G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.opt [deleted file]
G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.plg [deleted file]
G3D/Engine/Drivers/D3D7xDrv/mssccprj.scc [deleted file]
G3D/Engine/Drivers/D3D8Drv/D3DDriver.dsp [deleted file]
G3D/Engine/Drivers/D3D8Drv/D3DDriver.dsw [deleted file]
G3D/Engine/Drivers/D3D8Drv/D3DDriver.ncb [deleted file]
G3D/Engine/Drivers/D3D8Drv/D3DDriver.opt [deleted file]
G3D/Engine/Drivers/D3D8Drv/D3DDriver.plg [deleted file]
G3D/Engine/Drivers/D3DDrv/D3DDrv.dsp [deleted file]
G3D/Engine/Drivers/D3DDrv/D3DDrv.dsw [deleted file]
G3D/Engine/Drivers/D3DDrv/D3DDrv.mak [deleted file]
G3D/Engine/Drivers/D3DDrv/D3DDrv.ncb [deleted file]
G3D/Engine/Drivers/D3DDrv/D3DDrv.opt [deleted file]
G3D/Engine/Drivers/D3DDrv/D3DDrv.plg [deleted file]
G3D/Engine/Drivers/D3DDrv/mssccprj.scc [deleted file]
G3D/Engine/Drivers/GlideDrv/GlideDrv.dsp [deleted file]
G3D/Engine/Drivers/GlideDrv/GlideDrv.dsw [deleted file]
G3D/Engine/Drivers/GlideDrv/GlideDrv.mak [deleted file]
G3D/Engine/Drivers/GlideDrv/GlideDrv.ncb [deleted file]
G3D/Engine/Drivers/GlideDrv/GlideDrv.opt [deleted file]
G3D/Engine/Drivers/GlideDrv/mssccprj.scc [deleted file]
G3D/Engine/Drivers/OpenGl/OglDrv.dsp [deleted file]
G3D/Engine/Drivers/OpenGl/OglDrv.dsw [deleted file]
G3D/Engine/Drivers/SoftDrv/SoftDrv.dsp [deleted file]
G3D/Engine/Drivers/SoftDrv/SoftDrv.mak [deleted file]
G3D/Engine/Drivers/SoftDrv/mssccprj.scc [deleted file]
G3D/Engine/Drivers/SoftDrv2/SoftDrv2.dsp [deleted file]
G3D/Engine/Drivers/SoftDrv2/SoftDrv2.mak [deleted file]
G3D/Engine/Drivers/SoftDrv2/mssccprj.scc [deleted file]
G3D/Engine/Drivers/WireFrame/D3DDrv.dsp [deleted file]
G3D/Engine/Drivers/WireFrame/D3DDrv.dsw [deleted file]
G3D/Engine/Drivers/WireFrame/D3DDrv.mak [deleted file]
G3D/Engine/Drivers/WireFrame/D3DDrv.ncb [deleted file]
G3D/Engine/Drivers/WireFrame/D3DDrv.opt [deleted file]
G3D/Engine/Drivers/WireFrame/D3DDrv.plg [deleted file]
G3D/Engine/Drivers/WireFrame/mssccprj.scc [deleted file]
G3D/Engine/Sound.c [deleted file]
G3D/Entities.h
G3D/Fog.c
G3D/FontBmp.c [moved from G3D/Engine/FontBmp.c with 100% similarity]
G3D/Frustum.c
G3D/FsDos.c
G3D/FsMemory.c
G3D/FsVfs.c
G3D/FsVfs.h
G3D/GBSPFile.c
G3D/GBSPFile.h
G3D/Ge.c
G3D/Genesis3d.c [moved from G3D/Engine/Genesis3d.c with 100% similarity]
G3D/Light.c
G3D/Light.h
G3D/List.c
G3D/Log.h
G3D/Logo.c [moved from G3D/Engine/Logo/logo.c with 95% similarity]
G3D/LogoActor.c [moved from G3D/Engine/Logo/LogoActor.c with 100% similarity]
G3D/Motion.c [moved from G3D/Actor/motion.c with 95% similarity]
G3D/NetPlay.c
G3D/PALCreate.c [moved from G3D/Bitmap/Compression/palcreate.c with 93% similarity]
G3D/PALCreate.h [moved from G3D/Bitmap/Compression/palcreate.h with 96% similarity]
G3D/PALOptimize.c [moved from G3D/Bitmap/Compression/paloptimize.c with 94% similarity]
G3D/PALOptimize.h [moved from G3D/Bitmap/Compression/paloptimize.h with 96% similarity]
G3D/Palettize.c [moved from G3D/Bitmap/Compression/palettize.c with 95% similarity]
G3D/Palettize.h [moved from G3D/Bitmap/Compression/palettize.h with 96% similarity]
G3D/Path.c [moved from G3D/Actor/path.c with 95% similarity]
G3D/Physics/PhysicsJoint.h [deleted file]
G3D/Physics/PhysicsObject.h [deleted file]
G3D/Physics/PhysicsSystem.h [deleted file]
G3D/PhysicsJoint.c [moved from G3D/Physics/PhysicsJoint.c with 95% similarity]
G3D/PhysicsObject.c [moved from G3D/Physics/PhysicsObject.c with 96% similarity]
G3D/PhysicsObject.h
G3D/PhysicsSystem.c [moved from G3D/Physics/PhysicsSystem.c with 96% similarity]
G3D/PixelFormat.c [moved from G3D/Bitmap/PixelFormat.c with 96% similarity]
G3D/Plane.c
G3D/Pose.c [moved from G3D/Actor/pose.c with 96% similarity]
G3D/Pose.h [moved from G3D/Actor/pose.h with 100% similarity]
G3D/PoweredBy.c [moved from G3D/Engine/Logo/poweredby.c with 100% similarity]
G3D/Puppet.c [moved from G3D/Actor/puppet.c with 95% similarity]
G3D/Puppet.h [moved from G3D/Actor/puppet.h with 97% similarity]
G3D/QKFrame.c [moved from G3D/Actor/QKFrame.c with 96% similarity]
G3D/QKFrame.h [moved from G3D/Actor/QKFrame.h with 94% similarity]
G3D/Quaternion.c
G3D/Ram.c
G3D/Sound.c
G3D/Sound3d.c
G3D/Sprite.c
G3D/Sprite.h
G3D/StrBlock.c [moved from G3D/Actor/strblock.c with 95% similarity]
G3D/StrBlock.h [moved from G3D/Actor/strblock.h with 96% similarity]
G3D/Streak.c [moved from G3D/Engine/Logo/streak.c with 100% similarity]
G3D/Surface.c
G3D/Surface.h
G3D/System.c [moved from G3D/Engine/System.c with 95% similarity]
G3D/System.h [moved from G3D/Engine/System.h with 95% similarity]
G3D/TClip.c
G3D/TClip.h
G3D/TKArray.c [moved from G3D/Actor/tkarray.c with 96% similarity]
G3D/TKArray.h [moved from G3D/Actor/tkarray.h with 96% similarity]
G3D/TKEvents.c [moved from G3D/Actor/tkevents.c with 96% similarity]
G3D/TKEvents.h [moved from G3D/Actor/tkevents.h with 96% similarity]
G3D/Timer.c
G3D/Timer.h
G3D/Trace.c
G3D/User.c
G3D/User.h
G3D/Utility.h [moved from G3D/Bitmap/Compression/utility.h with 95% similarity]
G3D/VFile._h
G3D/VFile.c
G3D/VKFrame.c [moved from G3D/Actor/vkframe.c with 96% similarity]
G3D/VKFrame.h [moved from G3D/Actor/vkframe.h with 92% similarity]
G3D/Vec3d.c
G3D/Vis.c
G3D/WBitmap.c
G3D/WebUrl.c [moved from G3D/Engine/Logo/WebUrl.c with 100% similarity]
G3D/WgClip.c
G3D/World.c
G3D/World.h
G3D/XFArray.c [moved from G3D/Actor/XFArray.c with 100% similarity]
G3D/XFArray.h [moved from G3D/Actor/xfarray.h with 97% similarity]
G3D/XForm3d.c
G3D/YUV.c [moved from G3D/Bitmap/Compression/yuv.c with 95% similarity]
G3D/YUV.h [moved from G3D/Bitmap/Compression/yuv.h with 97% similarity]
GBSPLib/CMakeLists.txt
GBSPLib/Portals.cpp

index efa50ca..43997fb 100644 (file)
@@ -18,12 +18,12 @@ MESSAGE                 ("C-COMPILER: ${CMAKE_C_COMPILER}")
 MESSAGE                 ("CXX-COMPILER: ${CMAKE_CXX_COMPILER}")
 IF                      (${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
 MESSAGE                     ("Unix-like system: ${CMAKE_SYSTEM_NAME}")
-SET                         (CMAKE_CXX_FLAGS "-m32 -std=c++1y -fno-builtin -fdiagnostics-color=always -W -Wall -Wextra -Os")
-SET                         (CMAKE_C_FLAGS "-m32 -std=c11 -fno-builtin -fdiagnostics-color=always -W -Wall -Wextra -Os")
+SET                         (CMAKE_CXX_FLAGS "-m32 -std=c++1y -fPIC -fno-builtin -fdiagnostics-color=always -DNDEBUG -W -Wall -Wextra -Os")
+SET                         (CMAKE_C_FLAGS "-m32 -std=c11 -fPIC -fno-builtin -fdiagnostics-color=always -DNDEBUG -W -Wall -Wextra -Os")
 ELSEIF                  (${CMAKE_SYSTEM_NAME} STREQUAL "Windows")
 MESSAGE                     ("Windows-like system: ${CMAKE_SYSTEM_NAME}")
-SET                         (CMAKE_CXX_FLAGS "-std=c++1y -W -Wall -Wextra -Os")
-SET                         (CMAKE_C_FLAGS "-std=c11 -W -Wall -Wextra -Os")
+SET                         (CMAKE_CXX_FLAGS "-m32 -std=c++1y -fPIC -fno-builtin -W -Wall -Wextra -Os")
+SET                         (CMAKE_C_FLAGS "-m32 -std=c11 -fPIC -fno-builtin -W -Wall -Wextra -Os")
 ELSE                    ()
 MESSAGE                     (FATAL_ERROR "unsupported system: ${CMAKE_SYSTEM_NAME}")
 ENDIF                   ()
similarity index 100%
rename from G3D/Engine/Logo/A_CORONA.c
rename to G3D/ACorona.c
similarity index 100%
rename from G3D/Engine/Logo/A_STREAK.c
rename to G3D/AStreak.c
similarity index 96%
rename from G3D/Actor/actor.c
rename to G3D/Actor.c
index 5d128f3..c740f75 100644 (file)
@@ -34,7 +34,7 @@
 #include <math.h>       // fabs()\r
 #include <stdio.h>      //sscanf\r
 \r
-#include "world.h"     // to expose _Render apis in actor.h\r
+#include "World.h"     // to expose _Render apis in actor.h\r
 \r
 #include "Actor.h"\r
 #include "Ram.h"\r
@@ -42,7 +42,7 @@
 #include "Body.h"\r
 #include "Motion.h"\r
 #include "ErrorLog.h"\r
-#include "strblock.h"\r
+#include "StrBlock.h"\r
 #ifdef _DEBUG\r
 #include <crtdbg.h>\r
 #endif\r
@@ -417,7 +417,8 @@ GENESISAPI geBoolean GENESISCC geActor_DestroyDirect(geActor **pA)
                gePose_Destroy( &( CurrentActor->Pose ) );\r
                geMotion_Destroy(&(CurrentActor->CueMotion));\r
 \r
-               assert( _CrtIsValidPointer( &CurrentActor->ActorDefinition, sizeof(CurrentActor->ActorDefinition), FALSE ) );\r
+        // FIXME: _CrtIsValidHeapPointer ?\r
+               //assert( _CrtIsValidPointer( &CurrentActor->ActorDefinition, sizeof(CurrentActor->ActorDefinition), FALSE ) );\r
 \r
                if(geActor_DefIsValid(CurrentActor->ActorDefinition)==GE_TRUE )\r
                {\r
index e840384..7e947e6 100644 (file)
@@ -91,7 +91,7 @@
 #include "Motion.h"\r
 \r
 #ifdef GE_WORLD_H\r
-#include "camera.h"\r
+#include "Camera.h"\r
 #include "Frustum.h"\r
 #endif\r
 \r
diff --git a/G3D/Actor/actor.h b/G3D/Actor/actor.h
deleted file mode 100644 (file)
index 82cf213..0000000
+++ /dev/null
@@ -1,478 +0,0 @@
-/****************************************************************************************/\r
-/*  ACTOR.H                                                                             */\r
-/*                                                                                      */\r
-/*  Author: Mike Sandige                                                                   */\r
-/*  Description:  Actor interface                                                              */\r
-/*                                                                                      */\r
-/*  The contents of this file are subject to the Genesis3D Public License               */\r
-/*  Version 1.01 (the "License"); you may not use this file except in                   */\r
-/*  compliance with the License. You may obtain a copy of the License at                */\r
-/*  http://www.genesis3d.com                                                            */\r
-/*                                                                                      */\r
-/*  Software distributed under the License is distributed on an "AS IS"                 */\r
-/*  basis, WITHOUT WARRANTY OF ANY KIND, either express or implied.  See                */\r
-/*  the License for the specific language governing rights and limitations              */\r
-/*  under the License.                                                                  */\r
-/*                                                                                      */\r
-/*  The Original Code is Genesis3D, released March 25, 1999.                            */\r
-/*  Genesis3D Version 1.1 released November 15, 1999                                 */\r
-/*  Copyright (C) 1999 WildTangent, Inc. All Rights Reserved           */\r
-/*                                                                                      */\r
-/****************************************************************************************/\r
-/*   Actor\r
-       \r
-       This object is designed to support character animation.\r
-       There are two basic objects to deal with.  \r
-       \r
-       Actor Definition (geActor_Def)\r
-               A geActor_Def embodies the geometry (polygon, and bone information), \r
-               and a library of motions that can be applied to that geometry.\r
-\r
-       Actor\r
-               A geActor is an instance of an actor definition.  The definition is used for \r
-               the geometry, but all additional settings, such as the bone pose, lighting information,\r
-               and cuing information is unique for a geActor.\r
-// GENESIS_PRIVATE_API\r
-       An Actor Definition is created either from an existing Actor Definition file, or from scratch by \r
-       first creating a geBody and geMotions and selecting these into an Actor.  If the Actor Definition\r
-       is constructed from scratch, the objects selected into it (via SetBody and AddMotion) are\r
-       then 'owned' by the actor and will be destroyed along with the Actor when it is destroyed.\r
-    Of course, when the Actor is loaded from a file, the Body and Motion it creates as it is\r
-       loaded are cleaned up when the Actor is destroyed.\r
-\r
-       Once an Actor is created, prepare it for rendering and animating by calling \r
-       Actor_RenderPrep().  This must be called (and it must succeed) before any render or\r
-       pose setting functions can be called.\r
-// GENESIS_PUBLIC_API\r
-\r
-       There are two ways to use an Actor.\r
-       Direct Control\r
-               One method is to directly control the skeleton configuration.  Use _SetPose() to set its \r
-               skeleton using a geMotion animation.  The pose is positioned in world space relative to the \r
-               transform given in SetPose().  Whenever a new skeleton pose is required, call _SetPose() \r
-               to reposition the skeleton for a new point in time. \r
-\r
-               More complex positioning can be achieved by blending more than one animation.  Use\r
-               _BlendPose() after a _SetPose() to blend the second geMotion into the first.  Additional\r
-               blends can be applied by additional _BlendPose() calls.  Each blend is performed on the\r
-               the existing skeleton (the results of any previous blends).\r
-       Cuing\r
-               Another method is to 'cue' up motions that are applied with parameterized blending over time.\r
-               A cued motion takes effect 'now' in time.  The Actor advances in time and repositions itself\r
-               according to its currently cued motions with a call to _AnimationStep().  AnimationStep() \r
-               redefines what the actor thinks 'now' is.  This causes historical cues to be forgotten, and \r
-               motions that are no longer valid are cleaned up.  AnimationTestStep() can be used to position \r
-               the actor for potential queries with its currently cued motions at some arbitrary future time \r
-               - relative to the last AnimationTestStep() call.  AnimationNudge() applies a given transform \r
-               'instantly' to the current actor's cue list.  This is usefull for moving the actor as a \r
-               result of a collision with another object.\r
-\r
-       If a motion contains joint information that does not exactly match the Actor's skeleton \r
-       joints, only the joints that match by name are applied.  So a geMotion can be applied to\r
-       a portion of the Actor, or a geMotion that has more joint information than the skeleton can\r
-       be applied and the extra joint information is ignored.  \r
-        \r
-       Examples of this:  If the Actor is a biped and has no tail, but the motion is for a \r
-       biped with a tail, the geMotion can be applied, but the tail information will be ignored.\r
-       Also if there is a geMotion for only a left arm, it can be applied and it will only affect\r
-       the left arm of the Actor, and consequently its left hand and fingers, but no other \r
-       bones that are not children of the affected bones will be changed.\r
-\r
-               \r
-*/\r
-#ifndef GE_ACTOR_H\r
-#define GE_ACTOR_H\r
-\r
-#include "genesis.h"                           \r
-#include "basetype.h"\r
-#include "extbox.h"\r
-#include "bitmap.h"\r
-\r
-#include "Motion.h"\r
-\r
-#ifdef GE_WORLD_H\r
-#include "camera.h"\r
-#include "Frustum.h"\r
-#endif\r
-\r
-#include "Body.h"\r
-\r
-#ifdef __cplusplus\r
-extern "C" {\r
-#endif\r
-\r
-// GENESIS_PUBLIC_APIS\r
-\r
-#ifndef GE_ACTOR_ENUMS\r
-#define GE_ACTOR_ENUMS\r
-typedef enum \r
-{\r
-               GE_ACTOR_BLEND_LINEAR,          // Treats the blending amount as a linear value\r
-               GE_ACTOR_BLEND_HERMITE          // Applies a parametric smoothing curve to the blending amount\r
-                                                                       //  so that a linear change in BlendAmount parameters will\r
-                                                                       //  result in a smooth (non-linear) change in blending.\r
-} geActor_BlendingType;\r
-\r
-#endif\r
-\r
-typedef struct geActor geActor;                        // an instance of an actor\r
-typedef struct geActor_Def geActor_Def;                // the deinition of an actor's geometry/bone structure\r
-\r
-\r
-// GENESIS_PRIVATE_APIS\r
-\r
-//---------------------------------------------------------------------------------\r
-//   Creation/Destruction functions\r
-//---------------------------------------------------------------------------------\r
-       // Create an 'empty' Actor Definition.\r
-GENESISAPI geActor_Def *GENESISCC geActor_DefCreate(void);\r
-\r
-       // Create an Actor Definition from a file image.\r
-GENESISAPI geActor_Def *GENESISCC geActor_DefCreateFromFile(geVFile *pFile);\r
-\r
-       // Create an additional reference (owner) for the Actor_Definition\r
-GENESISAPI void GENESISCC geActor_DefCreateRef(geActor_Def *pActorDefinition);\r
-\r
-       // Destroy a geActor_Def (its geBody and its geMotions)  Actors that rely on this definition become invalid.\r
-       // can fail if there are actors still referencing this definition.\r
-GENESISAPI geBoolean GENESISCC geActor_DefDestroy(geActor_Def **pActorDefinition);\r
-\r
-       // Create an Actor instance associated with the given Actor Definition \r
-GENESISAPI geActor *GENESISCC geActor_Create(geActor_Def *ActorDefinition);\r
-\r
-       // Create an additional reference (owner) for the Actor\r
-GENESISAPI void GENESISCC geActor_CreateRef(geActor *Actor);\r
-\r
-       // Give the Actor Definition a Body.  geActor becomes responsible for its destruction.\r
-       // sets up default materials as referenced by the Body.\r
-GENESISAPI geBoolean GENESISCC geActor_SetBody( geActor_Def *ActorDefinition, geBody *geBodyGeometry);\r
-\r
-       // Adds a geMotion to the Actor Definition's library.  The ActorDefinition becomes responsible for its destruction.\r
-       // returns the library index to the new geMotion.\r
-GENESISAPI geBoolean GENESISCC geActor_AddMotion(geActor_Def *ActorDefinition, geMotion *M, int *Index);\r
-\r
-       // Destroy an Actor.  \r
-GENESISAPI geBoolean GENESISCC geActor_Destroy(geActor **pA);\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_DestroyDirect(geActor **pA);\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_DefIsValid(const geActor_Def *A);\r
-GENESISAPI geBoolean GENESISCC geActor_IsValid(const geActor *A);\r
-\r
-// GENESIS_PUBLIC_APIS\r
-//---------------------------------------------------------------------------------\r
-//   Queries \r
-//---------------------------------------------------------------------------------\r
-// GENESIS_PRIVATE_APIS\r
-\r
-       // In general: Objects retuned from Get functions should not not be destroyed. \r
-       // if ownership is desired, call the objects _CreateRef() function to create another owner. \r
-       // (An 'owner' has access to the object regardless of the number of other owners, and \r
-       // an owner must call the object's _Destroy() function to relinquish ownership )\r
-\r
-       // Returns the Actor Definition associated with Actor A\r
-GENESISAPI geActor_Def *GENESISCC geActor_GetActorDef(const geActor *A);\r
-\r
-       // Writes an existing geActor to a file image.  Returns GE_TRUE on success, GE_FALSE on failure.\r
-GENESISAPI geBoolean GENESISCC geActor_DefWriteToFile(const geActor_Def *A, geVFile *pFile);\r
-       \r
-       // Returns a geBody pointer from the geActor \r
-GENESISAPI geBody *GENESISCC geActor_GetBody(const geActor_Def *ActorDefinition);\r
-\r
-       // Returns GE_TRUE if the actor definition has a bone named 'Name'\r
-GENESISAPI geBoolean GENESISCC geActor_DefHasBoneNamed(const geActor_Def *Ad, const char *Name );\r
-\r
-       // Selects a blending type.  BlendingType only affects the meaning of the \r
-       // BlendAmount parameter for the blend functions.  Can be changed anytime.\r
-GENESISAPI void GENESISCC geActor_SetBlendingType( geActor *A, geActor_BlendingType BlendingType );\r
-\r
-// GENESIS_PUBLIC_APIS\r
-\r
-       // Returns the number of geMotions in the geActors geMotion library.\r
-GENESISAPI int GENESISCC geActor_GetMotionCount(const geActor_Def *ActorDefinition);\r
-\r
-       // Returns a geMotion pointer from the geActors geMotion library\r
-       //   This is an aliased pointer - Not a copy.  Changes to this motion will be reflected\r
-       //   in the actor.  Destroying this return motion will confuse the actor.\r
-       // Index must be in range [0..geActor_GetMotionCount-1]\r
-GENESISAPI geMotion *GENESISCC geActor_GetMotionByIndex(const geActor_Def *ActorDefinition, int Index );\r
-\r
-       // Returns a geMotion pointer from the geActors geMotion library\r
-       //   This is an aliased pointer - Not a copy.  Changes to this motion will be reflected\r
-       //   in the actor.  Destroying this return motion will confuse the actor.\r
-       // if there is no motion that matches the given name, the return value will be NULL\r
-GENESISAPI geMotion *GENESISCC geActor_GetMotionByName(const geActor_Def *ActorDefinition, const char *Name );\r
-\r
-       // Returns a motion name given an ActorDef and a motion index.\r
-GENESISAPI const char *GENESISCC geActor_GetMotionName(const geActor_Def *ActorDefinition, int Index );\r
-\r
-       // Returns the number of materials for an instance of an actor.\r
-GENESISAPI int GENESISCC geActor_GetMaterialCount(const geActor *A);\r
-\r
-       // Returns the current material for an instance of an actor\r
-GENESISAPI geBoolean GENESISCC geActor_GetMaterial(const geActor *Actor, int MaterialIndex,\r
-                                                                               geBitmap **Bitmap, geFloat *Red, geFloat *Green, geFloat *Blue);\r
-\r
-       // Allows a material to be overriden in an actor instance\r
-GENESISAPI geBoolean GENESISCC geActor_SetMaterial(geActor *Actor, int MaterialIndex,\r
-                                                                               geBitmap *Bitmap,  geFloat Red,  geFloat Green,  geFloat Blue);\r
-\r
-\r
-\r
-       // Gets the current transform for a single bone in A.  (actor space->world space transform)\r
-       // with a NULL BoneName, this returns the current 'root' transform\r
-GENESISAPI geBoolean GENESISCC geActor_GetBoneTransform(const geActor *A, const char *BoneName, geXForm3d *Transform);\r
-       \r
-       // Gets the extent box (axial-aligned bounding box) for a given bone (for the current pose)\r
-       // if BoneName is NULL, gets the a general bounding box from the body of the actor if it has been set.\r
-GENESISAPI geBoolean GENESISCC geActor_GetBoneExtBox(const geActor *A,\r
-                                                                                const char *BoneName,geExtBox *ExtBox);\r
-\r
-       // Gets the non-axial-aligned bounding box for a given bone (for the current pose)\r
-       //  The box is specified by a corner, and\r
-       //  a non-normalized orientation transform.  Add DX,DY,DZ components \r
-       //  of the orientation to get other corners of the box\r
-       // if BoneName is NULL, gets the a general bounding box from the body of the actor if it has been set.\r
-GENESISAPI geBoolean GENESISCC geActor_GetBoneBoundingBox(const geActor *A,\r
-                                                                                                                const char *BoneName,\r
-                                                                                                                geVec3d *Corner,\r
-                                                                                                                geVec3d *DX,\r
-                                                                                                                geVec3d *DY,\r
-                                                                                                                geVec3d *DZ);\r
-\r
-       // Gets the current axial-aligned bounding box for an actor's bone configuration\r
-       // takes all bones into account\r
-GENESISAPI geBoolean GENESISCC geActor_GetDynamicExtBox( const geActor *A, geExtBox *ExtBox);\r
-       \r
-       // Gets an assigned general non changing bounding box from the actor\r
-GENESISAPI geBoolean GENESISCC geActor_GetExtBox(const geActor *A, geExtBox *ExtBox);\r
-\r
-       // Sets an assigned general non changing bounding box from the actor\r
-GENESISAPI geBoolean GENESISCC geActor_SetExtBox(geActor *A, const geExtBox *ExtBox,\r
-                                       const char *CenterBoxOnThisNamedBone);          // NULL uses root position of actor\r
-\r
-       // Gets the rendering hint bounding box from the actor\r
-       //   if the RenderHintExtBox is disabled, Enabled is GE_FALSE, and the box returned has zero dimensions, \r
-       //   centered at the root position of the actor.  If the RenderHintExtBox is enabled, Enabled is\r
-       //   GE_TRUE, and the box returned is the one set with _SetRenderHintExtBox, offset by the \r
-       //   bone position of the bone named in _SetRenderHintExtBox().\r
-GENESISAPI geBoolean GENESISCC geActor_GetRenderHintExtBox(const geActor *A, geExtBox *Box, geBoolean *Enabled);\r
-\r
-       // Sets a rendering hint bounding box from the actor.  Increases performance by \r
-       //   enabling the rendering of the actor to occur only if the box is visible.\r
-       //   If the box is not visible, a detailed analysis of the actor's current geometry is avoided.\r
-       //   This does allow errors to occur: \r
-       //   If the actor has a bit of geometry that extends outside this box for some\r
-       //   animation, that extended geometry may not be drawn, if the box if off-screen.   \r
-       //   If the render hint box is not set, the engine will make no conservative assumptions \r
-       //   about the visibility of an actor - it will always be drawn if any portion of it is\r
-       //   visible.\r
-       //   To attach the box to the 'root' bone, pass NULL for CenterBoxOnThisNamedBone\r
-       //   For disabling the hint box: (disabled is default) pass Box with zero mins and maxs\r
-GENESISAPI geBoolean GENESISCC geActor_SetRenderHintExtBox(geActor *A, const geExtBox *Box,\r
-                                                                                               const char *CenterBoxOnThisNamedBone );\r
-\r
-\r
-       // Returns the pointer which was set with geActor_SetUserData.  NULL if not set.\r
-GENESISAPI void *GENESISCC geActor_GetUserData(const geActor *A);\r
-\r
-       // Sets the actors user data pointer to the given value.  For clients only.\r
-GENESISAPI void GENESISCC geActor_SetUserData(geActor *A, void *UserData);\r
-\r
-\r
-//--------------------------------------------------------------------------------\r
-//   Posing and Rendering\r
-//--------------------------------------------------------------------------------\r
-\r
-// GENESIS_PRIVATE_APIS\r
-\r
-#ifdef GE_WORLD_H\r
-       // Prepares the geActor for rendering and posing.  Call Once once the actor is fully created.\r
-       // Must be called prior to render/pose/setworldtransform \r
-geBoolean GENESISCC geActor_RenderPrep( geActor *A, geWorld *World);\r
-\r
-       // Draws the geActor.  (RenderPrep must be called first)\r
-geBoolean GENESISCC geActor_RenderThroughFrustum(const geActor *A, geEngine *Engine, geWorld *World, geCamera *Camera, Frustum_Info *FInfo);\r
-geBoolean GENESISCC geActor_Render(const geActor *A, geEngine *Engine, geWorld *World, geCamera *Camera);\r
-#endif\r
-\r
-// GENESIS_PUBLIC_APIS\r
-\r
-       // Poses the actor in its default pose\r
-       // Transform is where to position the root for this pose.\r
-       //  if Transform is NULL, the root for the pose is assumed to be the root of the actor.\r
-GENESISAPI void GENESISCC geActor_ClearPose(geActor *A, const geXForm3d *Transform);\r
-\r
-       // Poses the actor using given motion M at a time offset of Time\r
-       // Transform is where to position the root for this pose.\r
-       //  if Transform is NULL, the root for the pose is assumed to be the root of the actor.\r
-GENESISAPI void GENESISCC geActor_SetPose(geActor *A, const geMotion *Motion, geFloat Time, const geXForm3d *Transform);\r
-\r
-       // Blends the current pose of the geActor with \r
-       //  a new pose using motion M at a time offset of Time\r
-       // A BlendAmount of 0 will result in the existing pose, A BlendAmount of 1 will\r
-       // result in the new pose from M.  The BlendingType set by _SetBlendingType() determines\r
-       // the blending function between 0 and 1\r
-       // Transform is where to position the root for this pose.\r
-       //  if Transform is NULL, the root for the pose is assumed to be the root of the actor.\r
-GENESISAPI void GENESISCC geActor_BlendPose(geActor *A, const geMotion *Motion, geFloat Time,\r
-                                               const geXForm3d *Transform, geFloat BlendAmount);\r
-\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_GetBoneAttachment(const geActor *A, const char *BoneName, geXForm3d *Transform);\r
-GENESISAPI geBoolean GENESISCC geActor_SetBoneAttachment(geActor *A, const char *BoneName, geXForm3d *Transform);\r
-\r
-// GENESIS_PRIVATE_APIS\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_Attach( geActor *Slave,  const char *SlaveBoneName,\r
-                                               const geActor *Master, const char *MasterBoneName, \r
-                                               const geXForm3d *Attachment);\r
-\r
-GENESISAPI void GENESISCC geActor_Detach(geActor *Slave);\r
-\r
-//Environmental mapping...\r
-GENESISAPI void GENESISCC geActor_SetEnvironOptions( geActor *A, geEnvironmentOptions *opts );\r
-\r
-GENESISAPI geEnvironmentOptions GENESISCC geActor_GetEnvironOptions( geActor *A );\r
-\r
-// GENESIS_PUBLIC_APIS\r
-GENESISAPI geBoolean GENESISCC geActor_SetLightingOptions(geActor *A,\r
-                                                                       geBoolean UseFillLight,                         // GE_TRUE or GE_FALSE\r
-                                                                       const geVec3d *FillLightNormal,         // normalized vector\r
-                                                                       geFloat FillLightRed,                           // 0 .. 255\r
-                                                                       geFloat FillLightGreen,                         // 0 .. 255\r
-                                                                       geFloat FillLightBlue,                          // 0 .. 255\r
-                                                                       geFloat AmbientLightRed,                        // 0 .. 255\r
-                                                                       geFloat AmbientLightGreen,                      // 0 .. 255\r
-                                                                       geFloat AmbientLightBlue,                       // 0 .. 255\r
-                                                                       geBoolean AmbientLightFromFloor,        // GE_TRUE or GE_FALSE\r
-                                                                       int MaximumDynamicLightsToUse,          // 0 for none\r
-                                                                       const char *LightReferenceBoneName, //NULL for root\r
-                                                                       geBoolean PerBoneLighting);                     \r
-                                                                       // if GE_TRUE, then dynamic lighting attenuation and direction is computed\r
-                                                                       // for each bone.  if GE_FALSE, then the computations are relative to the \r
-                                                                       // single bone named by the LightReferenceBoneName\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_GetLightingOptions(const geActor *A,\r
-                                                                       geBoolean *UseFillLight,                        // GE_TRUE or GE_FALSE\r
-                                                                       geVec3d *FillLightNormal,                       // normalized vector\r
-                                                                       geFloat *FillLightRed,                          // 0 .. 255\r
-                                                                       geFloat *FillLightGreen,                        // 0 .. 255\r
-                                                                       geFloat *FillLightBlue,                         // 0 .. 255\r
-                                                                       geFloat *AmbientLightRed,                       // 0 .. 255\r
-                                                                       geFloat *AmbientLightGreen,                     // 0 .. 255\r
-                                                                       geFloat *AmbientLightBlue,                      // 0 .. 255\r
-                                                                       geBoolean *UseAmbientLightFromFloor,// GE_TRUE or GE_FALSE\r
-                                                                       int *MaximumDynamicLightsToUse,         \r
-                                                                       const char **LightReferenceBoneName,\r
-                                                                       geBoolean *PerBoneLighting);            // NULL for root\r
-\r
-\r
-GENESISAPI void GENESISCC geActor_SetScale(geActor *A, geFloat ScaleX,geFloat ScaleY,geFloat ScaleZ);\r
-\r
-// LWM_ACTOR_RENDERING:\r
-GENESISAPI geFloat GENESISCC geActor_GetAlpha(const geActor *A) ;\r
-// LWM_ACTOR_RENDERING:\r
-GENESISAPI void GENESISCC geActor_SetAlpha(geActor *A, geFloat Alpha) ;\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_GetStaticLightingOptions(const geActor *Actor,  geBoolean *UseAmbientLightFromStaticLights,     geBoolean *TestRayCollision,    int *MaxStaticLightsToUse       );\r
-GENESISAPI geBoolean GENESISCC geActor_SetStaticLightingOptions(geActor    *A,\r
-   geBoolean AmbientLightFromStaticLights,\r
-   geBoolean TestRayCollision,\r
-   int MaxStaticLightsToUse\r
-   );\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_SetShadow(geActor *A, \r
-                                               geBoolean DoShadow, \r
-                                               geFloat Radius,\r
-                                               const geBitmap *ShadowMap,\r
-                                               const char * BoneName);\r
-\r
-//  Animation Cuing API:\r
-// high level Actor animation:  The principle is that motions can be applied to an actor\r
-// and the actor will keep track of which motions are currently appropriate.  Call \r
-//     _AnimationStep() to compute a new pose for an elapsed time interval.  The new pose\r
-//  will take into account all motions that are 'currently' cued up to be set or blended.\r
-\r
-\r
-       // cue up a new motion.  The motion begins at the current time.  The motion can be \r
-       // blended in or out over time and time scaled.  If the return value is GE_FALSE, the \r
-       // animation was not cued up (failure implies Actor is incompletely initialized).\r
-GENESISAPI geBoolean GENESISCC geActor_AnimationCue( \r
-               geActor *A,                                             // actor to apply animation to\r
-               geMotion *Motion,                               // motion to Cue\r
-               geFloat TimeScaleFactor,                // time scale to apply to cued motion\r
-               geFloat TimeIntoMotion,                 // time offset to begin motion with (Not TimeScaled)\r
-               geFloat BlendTime,                              // time to apply a blend. \r
-               geFloat BlendFromAmount,                // blend value at current time\r
-               geFloat BlendToAmount,                  // blend value after BlendTime time has elapsed\r
-               const geXForm3d *MotionTransform);      // local transform to adjust motion by (NULL implies NO transform)\r
-\r
-       // removes the last animation cue that was cued up.  Can be called repeatedly to successively\r
-       // remove older and older cues.  Returns GE_TRUE when a cue was removed, GE_FALSE if there \r
-       // are no cues to remove.\r
-GENESISAPI geBoolean GENESISCC geActor_AnimationRemoveLastCue( geActor *A );\r
-\r
-       // applies a time step to actor A.  re-poses the actor according to all currently applicable\r
-       // Animation Cues. (failure implies Actor is incompletely initialized)\r
-GENESISAPI geBoolean GENESISCC geActor_AnimationStep(geActor *A, geFloat DeltaTime );\r
-\r
-       // applies a 'temporary' time step to actor A.  re-poses the actor according to all \r
-       // currently appliciable cues.  (failure implies Actor is incompletely initialized)\r
-       // DeltaTime is always relative to the the last AnimationStep()\r
-GENESISAPI geBoolean GENESISCC geActor_AnimationTestStep(geActor *A, geFloat DeltaTime);\r
-\r
-       // optimized version of geActor_AnimationStep.  Limits calculations to the bone named BoneName, and it's \r
-       // parents.  BoneName will be correctly computed, but the other bones will be wrong.  This is usefull for \r
-       // moving and animating an actor that is not actually visible.  Rendering and queries will be 'optimized'\r
-       // until the actor is given any pose or animation that doesn't go through geActor_AnimationStepBoneOptimized() or \r
-       //  geActor_AnimationTestStepBoneOptimized().  BoneName can be NULL to compute only 'root' bone.\r
-GENESISAPI geBoolean GENESISCC geActor_AnimationStepBoneOptimized(geActor *A, geFloat DeltaTime, const char *BoneName );\r
-\r
-       // optimized version of geActor_AnimationTestStep.  Limits calculations to the bone named BoneName, and it's \r
-       // parents.  BoneName will be correctly computed, but the other bones will be wrong.  This is usefull for \r
-       // moving and animating an actor that is not actually visible.  Rendering and queries will be 'optimized'\r
-       // until the actor is given any pose or animation that doesn't go through geActor_AnimationStepBoneOptimized() or \r
-       //  geActor_AnimationTestStepBoneOptimized().  BoneName can be NULL to compute only 'root' bone.\r
-GENESISAPI geBoolean GENESISCC geActor_AnimationTestStepBoneOptimized(geActor *A, geFloat DeltaTime, const char *BoneName);\r
-\r
-\r
-       // applies an 'immediate' offset to the animated actor\r
-GENESISAPI geBoolean GENESISCC geActor_AnimationNudge(geActor *A, geXForm3d *Offset);\r
-\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_GetAnimationEvent(geActor *A,                                           \r
-       const char **ppEventString);            // Return data, if return value is GE_TRUE\r
-\r
-       // returns number of actors that are currently created.\r
-GENESISAPI int GENESISCC geActor_GetCount(void);\r
-\r
-//     eaa3 07/21/2000 Mods for detailed collision detection\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_GetBoneExtBoxByIndex(\r
-       const geActor *A, \r
-       int BoneIndex,\r
-       geExtBox *ExtBox);\r
-\r
-GENESISAPI geBoolean GENESISCC geActor_GetBoneTransformByIndex(const geActor *A, int BoneIndex, geXForm3d *Transform);\r
-\r
-GENESISAPI int geActor_GetBoneCount(const geActor *A);\r
-\r
-//MRB BEGIN    \r
-// Unlike geActor_GetExtBox, this gets the bounding box in non-world coordinates.      \r
-// Whatever you put in with geActor_SetExtBox, you get out with this function.\r
-GENESISAPI void GENESISCC geActor_GetNonWorldExtBox(const geActor *A, geExtBox *ExtBox);\r
-GENESISAPI void GENESISCC geActor_GetPosition(const geActor *A, geVec3d *Pos);\r
-//MRB END\r
-\r
-// GENESIS_PRIVATE_APIS\r
-       // call setscale and setshadow after preparing the actor for rendering (renderprep)\r
-\r
-\r
-#ifdef __cplusplus\r
-}\r
-#endif\r
-\r
-\r
-#endif\r
-\r
diff --git a/G3D/Actor/body.h b/G3D/Actor/body.h
deleted file mode 100644 (file)
index 186e3fc..0000000
+++ /dev/null
@@ -1,136 +0,0 @@
-/****************************************************************************************/\r
-/*  BODY.H                                                                              */\r
-/*                                                                                      */\r
-/*  Author: Mike Sandige                                                                   */\r
-/*  Description: Actor body interface.                                                     */\r
-/*                                                                                      */\r
-/*  The contents of this file are subject to the Genesis3D Public License               */\r
-/*  Version 1.01 (the "License"); you may not use this file except in                   */\r
-/*  compliance with the License. You may obtain a copy of the License at                */\r
-/*  http://www.genesis3d.com                                                            */\r
-/*                                                                                      */\r
-/*  Software distributed under the License is distributed on an "AS IS"                 */\r
-/*  basis, WITHOUT WARRANTY OF ANY KIND, either express or implied.  See                */\r
-/*  the License for the specific language governing rights and limitations              */\r
-/*  under the License.                                                                  */\r
-/*                                                                                      */\r
-/*  The Original Code is Genesis3D, released March 25, 1999.                            */\r
-/*  Genesis3D Version 1.1 released November 15, 1999                                 */\r
-/*  Copyright (C) 1999 WildTangent, Inc. All Rights Reserved           */\r
-/*                                                                                      */\r
-/****************************************************************************************/\r
-#ifndef GE_BODY_H\r
-#define GE_BODY_H \r
-\r
-/* This object is for managing the data associated with a skeletal-based mesh, \r
-   a 'body'.\r
-   This object holds the geometry for the body and the list of materials needed.\r
-*/\r
-\r
-#include "basetype.h"\r
-#include "xform3d.h"\r
-#include "vfile.h"\r
-#include "bitmap.h"\r
-\r
-#ifdef __cplusplus\r
-extern "C" {\r
-#endif\r
-\r
-#define GE_BODY_NUMBER_OF_LOD                  (4)             // 0 is highest detail\r
-#define GE_BODY_NO_PARENT_BONE         (-1)   \r
-#define GE_BODY_HIGHEST_LOD            (0)\r
-\r
-#define GE_BODY_ROOT                                   (-1)    // for specifying 'root' bounding box.\r
-\r
-typedef struct geBody geBody;\r
-\r
-\r
-\r
-geBody *GENESISCC geBody_Create(void);\r
-\r
-void GENESISCC geBody_Destroy(geBody **B);\r
-\r
-geBoolean GENESISCC geBody_IsValid(const geBody *B);\r
-\r
-\r
-geBoolean GENESISCC geBody_GetGeometryStats(const geBody *B, int lod, int *Vertices, int *Faces, int *Normals);\r
-\r
-geBoolean GENESISCC geBody_AddFace(    geBody *B,\r
-                                                               const geVec3d *Vertex1, const geVec3d *Normal1, \r
-                                                               geFloat U1, geFloat V1, int BoneIndex1,\r
-                                                               const geVec3d *Vertex2, const geVec3d *Normal2, \r
-                                                                       geFloat U2, geFloat V2, int BoneIndex2,\r
-                                                               const geVec3d *Vertex3, const geVec3d *Normal3, \r
-                                                                       geFloat U3, geFloat V3, int BoneIndex3,\r
-                                                               int MaterialIndex);\r
-\r
-                       // Bitmap is added to body.  It's reference count is increased.  Caller still owns a pointer\r
-                       // to the bitmap, and is responsible for destroying it.\r
-geBoolean GENESISCC geBody_AddMaterial( geBody *B, \r
-                                                                       const char *MaterialName, \r
-                                                                       geBitmap *Bitmap,\r
-                                                                       geFloat Red, \r
-                                                                       geFloat Green, \r
-                                                                       geFloat Blue,\r
-                                                                       int *MaterialIndex);\r
-\r
-                       // returned bitmap is a pointer to the bitmap in the body's list.  It may not be destroyed.\r
-                       // if caller would like to 'own' a copy of that bitmap pointer, it should call geBitmap_CreateRef()\r
-geBoolean GENESISCC geBody_GetMaterial(const geBody *Body, int MaterialIndex,\r
-                                                                               const char **MaterialName,\r
-                                                                               geBitmap **Bitmap, geFloat *Red, geFloat *Green, geFloat *Blue);\r
-\r
-                       // Bitmap is set into the body.  It's reference count is increased.  Caller still owns a pointer\r
-                       // to the bitmap, and is responsible for destroying it.\r
-geBoolean GENESISCC geBody_SetMaterial(geBody *Body, int MaterialIndex,\r
-                                                                               geBitmap *Bitmap,  geFloat Red,  geFloat Green,  geFloat Blue);\r
-\r
-int GENESISCC geBody_GetMaterialCount(const geBody *B);\r
-\r
-geBoolean GENESISCC geBody_AddBone( geBody *B, \r
-                                                       int ParentBoneIndex,\r
-                                                       const char *BoneName, \r
-                                                       const geXForm3d *AttachmentMatrix,\r
-                                                       int *BoneIndex);\r
-\r
-geBoolean GENESISCC geBody_ComputeLevelsOfDetail( geBody *B ,int Levels);\r
-\r
-int GENESISCC geBody_GetBoneCount(const geBody *B);\r
-\r
-void GENESISCC geBody_GetBone( const geBody *B, \r
-                                               int BoneIndex, \r
-                                               const char **BoneName,\r
-                                               geXForm3d *Attachment, \r
-                                               int *ParentBoneIndex);\r
-\r
-int32 GENESISCC geBody_GetBoneNameChecksum(const geBody *B);\r
-\r
-void GENESISCC geBody_SetBoundingBox( geBody *B,\r
-                                                       int BoneIndex,          // GE_BODY_ROOT for specifing 'root' bounding box.\r
-                                                       const geVec3d *MinimumBoxCorner,\r
-                                                       const geVec3d *MaximumBoxCorner);\r
\r
-\r
-geBoolean GENESISCC geBody_GetBoundingBox( const geBody *B, \r
-                                                       int BoneIndex,          // GE_BODY_ROOT for specifing 'root' bounding box.\r
-                                                       geVec3d *MinimumBoxCorner,\r
-                                                       geVec3d *MaximumBoxCorner);\r
-\r
-geBoolean GENESISCC geBody_GetBoneByName(const geBody* B,\r
-       const char* BoneName,\r
-       int* pBoneIndex,\r
-       geXForm3d* Attachment,\r
-       int* pParentBoneIndex);\r
-\r
-geBoolean GENESISCC geBody_WriteToFile(const geBody *B, geVFile *pFile);\r
-geBody  *GENESISCC  geBody_CreateFromFile(geVFile *pFile);\r
-\r
-\r
-\r
-\r
-#ifdef __cplusplus\r
-}\r
-#endif\r
-\r
-#endif\r
-                                       
\ No newline at end of file
diff --git a/G3D/Actor/motion.h b/G3D/Actor/motion.h
deleted file mode 100644 (file)
index de4fbea..0000000
+++ /dev/null
@@ -1,180 +0,0 @@
-/****************************************************************************************/\r
-/*  MOTION.H                                                                           */\r
-/*                                                                                      */\r
-/*  Author: Mike Sandige                                                                   */\r
-/*  Description: Motion interface.                                                                         */\r
-/*                                                                                      */\r
-/*  The contents of this file are subject to the Genesis3D Public License               */\r
-/*  Version 1.01 (the "License"); you may not use this file except in                   */\r
-/*  compliance with the License. You may obtain a copy of the License at                */\r
-/*  http://www.genesis3d.com                                                            */\r
-/*                                                                                      */\r
-/*  Software distributed under the License is distributed on an "AS IS"                 */\r
-/*  basis, WITHOUT WARRANTY OF ANY KIND, either express or implied.  See                */\r
-/*  the License for the specific language governing rights and limitations              */\r
-/*  under the License.                                                                  */\r
-/*                                                                                      */\r
-/*  The Original Code is Genesis3D, released March 25, 1999.                            */\r
-/*  Genesis3D Version 1.1 released November 15, 1999                                 */\r
-/*  Copyright (C) 1999 WildTangent, Inc. All Rights Reserved           */\r
-/*                                                                                      */\r
-/****************************************************************************************/\r
-#ifndef GE_MOTION_H\r
-#define GE_MOTION_H\r
-\r
-/*     motion\r
-\r
-       This object is a list of named Path objects\r
-\r
-*/\r
-\r
-#include <stdio.h>\r
-#include "basetype.h"\r
-#include "path.h"\r
-#include "vfile.h"\r
-\r
-#ifdef __cplusplus\r
-extern "C" {\r
-#endif\r
-\r
-// GENESIS_PUBLIC_APIS\r
-typedef struct geMotion geMotion;\r
-\r
-GENESISAPI geMotion *GENESISCC geMotion_Create(geBoolean ManageNames);\r
-\r
-GENESISAPI void GENESISCC geMotion_Destroy(geMotion **PM);\r
-\r
-// GENESIS_PRIVATE_APIS\r
-\r
-GENESISAPI geBoolean GENESISCC geMotion_IsValid(const geMotion *M);\r
-\r
-       // AddPath adds a reference of P to the motion M.  Ownership is shared - The caller must destroy P.\r
-GENESISAPI geBoolean GENESISCC geMotion_AddPath(geMotion *M, gePath *P,const char *Name,int *Index);\r
-\r
-GENESISAPI geBoolean GENESISCC geMotion_HasNames(const geMotion *M);\r
-GENESISAPI int32 GENESISCC geMotion_GetNameChecksum(const geMotion *M);\r
-\r
-GENESISAPI geBoolean GENESISCC geMotion_RemoveNames(geMotion *M);\r
-\r
-GENESISAPI void GENESISCC geMotion_SampleChannels(const geMotion *M, int PathIndex, geFloat Time, geQuaternion *Rotation, geVec3d *Translation);\r
-GENESISAPI geBoolean GENESISCC geMotion_SampleChannelsNamed(const geMotion *M, const char *PathName, geFloat Time, geQuaternion *Rotation, geVec3d *Translation);\r
-\r
-GENESISAPI void GENESISCC geMotion_Sample(const geMotion *M, int PathIndex, geFloat Time, geXForm3d *Transform);\r
-GENESISAPI geBoolean GENESISCC geMotion_SampleNamed(const geMotion *M, const char *PathName, geFloat Time, geXForm3d *Transform);\r
-\r
-       // the returned Paths from _Get functions should not be destroyed.  \r
-       // if ownership is desired, call gePath_CreateRef() to create another owner. \r
-       // an 'owner' has access to the object regardless of the number of other owners, and \r
-       // an owner must call the object's destroy method to relinquish ownership\r
-GENESISAPI gePath *GENESISCC geMotion_GetPathNamed(const geMotion *M,const char *Name);\r
-GENESISAPI const char *GENESISCC geMotion_GetNameOfPath(const geMotion *M, int Index);\r
-\r
-// GENESIS_PUBLIC_APIS\r
-GENESISAPI gePath *GENESISCC geMotion_GetPath(const geMotion *M,int Index);\r
-GENESISAPI int GENESISCC geMotion_GetPathCount(const geMotion *M);\r
-\r
-\r
-GENESISAPI geBoolean GENESISCC geMotion_SetName(geMotion *M, const char * Name);\r
-GENESISAPI const char *GENESISCC geMotion_GetName(const geMotion *M);\r
-\r
-// GENESIS_PRIVATE_APIS\r
-\r
-       // support for compound motions.  A motion can either have sub-motions, or be single motion.\r
-       // these functions support motions that have sub-motions.\r
-GENESISAPI int GENESISCC geMotion_GetSubMotionCount(const geMotion*M);\r
-\r
-       // the returned motions from these _Get functions should not be destroyed.  \r
-       // if ownership is desired, call geMotion_CreateRef() to create another owner. \r
-       // an 'owner' has access to the object regardless of the number of other owners, and \r
-       // an owner must call the object's destroy method to relinquish ownership\r
-GENESISAPI geMotion *GENESISCC geMotion_GetSubMotion(const geMotion *M,int Index);\r
-GENESISAPI geMotion *GENESISCC geMotion_GetSubMotionNamed(const geMotion *M,const char *Name);\r
-GENESISAPI geBoolean GENESISCC geMotion_AddSubMotion(\r
-                                                               geMotion *ParentMotion,\r
-                                                               geFloat TimeScale,                      // Scale factor for this submotion\r
-                                                               geFloat TimeOffset,                     // Time in parent motion when submotion should start\r
-                                                               geMotion *SubMotion,\r
-                                                               geFloat StartTime,                      // Blend start time (relative to submotion)\r
-                                                               geFloat StartMagnitude,         // Blend start magnitude (0..1)\r
-                                                               geFloat EndTime,                        // Blend ending time (relative to submotion)\r
-                                                               geFloat EndMagnitude,           // Blend ending magnitude (0..1)\r
-                                                               const geXForm3d *Transform,     // Base transform to apply to this submotion\r
-                                                               int *Index);                            // returned motion index\r
-\r
-GENESISAPI geMotion *GENESISCC  geMotion_RemoveSubMotion(geMotion *ParentMotion, int SubMotionIndex);\r
-\r
-// Get/Set submotion time offset.  The time offset is the offset into the \r
-// compound (parent) motion at which the submotion should start.\r
-GENESISAPI geFloat   GENESISCC  geMotion_GetTimeOffset( const geMotion *M,int SubMotionIndex );\r
-GENESISAPI geBoolean  GENESISCC geMotion_SetTimeOffset( geMotion *M,int SubMotionIndex,geFloat TimeOffset );\r
-\r
-// Get/Set submotion time scale.  Time scaling is applied to the submotion after the TimeOffset\r
-// is applied.  The formula is:  (CurrentTime - TimeOffset) * TimeScale\r
-GENESISAPI geFloat   GENESISCC  geMotion_GetTimeScale( const geMotion *M,int SubMotionIndex );\r
-GENESISAPI geBoolean  GENESISCC geMotion_SetTimeScale( geMotion *M,int SubMotionIndex,geFloat TimeScale );\r
-\r
-// Get blending amount for a particular submotion.  The Time parameter is parent-relative.\r
-GENESISAPI geFloat    GENESISCC geMotion_GetBlendAmount( const geMotion *M, int SubMotionIndex, geFloat Time);\r
-\r
-// Get/Set blending path.  The keyframe times in the blend path are relative to the submotion.\r
-GENESISAPI gePath    *GENESISCC geMotion_GetBlendPath( const geMotion *M,int SubMotionIndex );\r
-GENESISAPI geBoolean  GENESISCC geMotion_SetBlendPath( geMotion *M,int SubMotionIndex, gePath *Blend );\r
-\r
-GENESISAPI const geXForm3d *GENESISCC geMotion_GetBaseTransform( const geMotion *M,int SubMotionIndex );\r
-GENESISAPI geBoolean  GENESISCC geMotion_SetBaseTransform( geMotion *M,int SubMotionIndex, geXForm3d *BaseTransform );\r
-GENESISAPI geBoolean  GENESISCC geMotion_GetTransform(const geMotion *M, geFloat Time, geXForm3d *Transform);\r
-// GENESIS_PUBLIC_APIS\r
-\r
-       // gets time of first key and time of last key (as if motion did not loop)\r
-       // if there are no paths in the motion: returns GE_FALSE and times are not set\r
-       // otherwise returns GE_TRUE\r
-       //\r
-       // For a compound motion, GetTimeExtents will return the extents of the scaled submotions.\r
-       // For a single motion, no scaling is applied.\r
-GENESISAPI geBoolean GENESISCC geMotion_GetTimeExtents(const geMotion *M,geFloat *StartTime,geFloat *EndTime);\r
-\r
-// Only one event is allowed per time key.\r
-\r
-GENESISAPI geBoolean GENESISCC geMotion_InsertEvent(geMotion *M, geFloat tKey, const char* String);\r
-       // Inserts the new event and corresponding string.\r
-\r
-GENESISAPI geBoolean GENESISCC geMotion_DeleteEvent(geMotion *M, geFloat tKey);\r
-       // Deletes the event\r
-\r
-GENESISAPI void GENESISCC geMotion_SetupEventIterator(\r
-       geMotion *M,\r
-       geFloat StartTime,                              // Inclusive search start\r
-       geFloat EndTime);                               // Non-inclusive search stop\r
-       // For searching or querying the array for events between two times\r
-       // times are compaired [StartTime,EndTime), '[' is inclusive, ')' is \r
-       // non-inclusive.  This prepares the geMotion_GetNextEvent() function.\r
-\r
-GENESISAPI geBoolean GENESISCC geMotion_GetNextEvent(\r
-       geMotion *M,                                            // Event list to iterate\r
-       geFloat *pTime,                         // Return time, if found\r
-       const char **ppEventString);    // Return data, if found\r
-       // Iterates from StartTime to EndTime as setup in geMotion_SetupEventIterator()\r
-       // and for each event between these times [StartTime,EndTime)\r
-       // this function will return Time and EventString returned for that event\r
-       // and the iterator will be positioned for the next search.  When there \r
-       // are no more events in the range, this function will return GE_FALSE (Time\r
-       // will be 0 and ppEventString will be empty).\r
-\r
-GENESISAPI geBoolean GENESISCC geMotion_GetEventExtents(const geMotion *M,\r
-                       geFloat *FirstEventTime,\r
-                       geFloat *LastEventTime);\r
-       // returns the time associated with the first and last events \r
-       // returns GE_FALSE if there are no events (and Times are not set)\r
-\r
-\r
-// GENESIS_PRIVATE_APIS\r
-GENESISAPI geMotion *GENESISCC geMotion_CreateFromFile(geVFile *f);\r
-GENESISAPI geBoolean GENESISCC geMotion_WriteToFile(const geMotion *M, geVFile *f);\r
-GENESISAPI geBoolean GENESISCC geMotion_WriteToBinaryFile(const geMotion *M,geVFile *pFile);\r
-\r
-#ifdef __cplusplus\r
-}\r
-#endif\r
-\r
-\r
-#endif\r
diff --git a/G3D/Actor/path.h b/G3D/Actor/path.h
deleted file mode 100644 (file)
index 6052947..0000000
+++ /dev/null
@@ -1,153 +0,0 @@
-/****************************************************************************************/\r
-/*  PATH.H                                                                                                                                                             */\r
-/*                                                                                      */\r
-/*  Author: Mike Sandige                                                                   */\r
-/*  Description: Time-indexed keyframe creation, maintenance, and sampling.                            */\r
-/*                                                                                      */\r
-/*  The contents of this file are subject to the Genesis3D Public License               */\r
-/*  Version 1.01 (the "License"); you may not use this file except in                   */\r
-/*  compliance with the License. You may obtain a copy of the License at                */\r
-/*  http://www.genesis3d.com                                                            */\r
-/*                                                                                      */\r
-/*  Software distributed under the License is distributed on an "AS IS"                 */\r
-/*  basis, WITHOUT WARRANTY OF ANY KIND, either express or implied.  See                */\r
-/*  the License for the specific language governing rights and limitations              */\r
-/*  under the License.                                                                  */\r
-/*                                                                                      */\r
-/*  The Original Code is Genesis3D, released March 25, 1999.                            */\r
-/*  Genesis3D Version 1.1 released November 15, 1999                                 */\r
-/*  Copyright (C) 1999 WildTangent, Inc. All Rights Reserved           */\r
-/*                                                                                      */\r
-/****************************************************************************************/\r
-#ifndef GE_PATH_H\r
-#define GE_PATH_H\r
-\r
-#include "basetype.h"\r
-#include "xform3d.h"\r
-#include "quatern.h"\r
-#include "vfile.h"\r
-\r
-#ifdef __cplusplus\r
-       extern "C" {\r
-#endif\r
-\r
-\r
-// GENESIS_PUBLIC_APIS\r
-typedef struct _gePath gePath;\r
-\r
-#define GE_PATH_ROTATION_CHANNEL    1\r
-#define GE_PATH_TRANSLATION_CHANNEL 2\r
-\r
-#define GE_PATH_ALL_CHANNELS (GE_PATH_ROTATION_CHANNEL | GE_PATH_TRANSLATION_CHANNEL)\r
-\r
-#ifndef GE_PATH_ENUMS\r
-       #define GE_PATH_ENUMS\r
-       typedef enum \r
-       {\r
-               GE_PATH_INTERPOLATE_LINEAR  = 0,        // linear blend for translation or rotation channel\r
-               GE_PATH_INTERPOLATE_HERMITE,            // hermite cubic spline for translation channel\r
-               GE_PATH_INTERPOLATE_SLERP,                      // spherical-linear blend for rotation channel\r
-               GE_PATH_INTERPOLATE_SQUAD,                      // higher order blend for rotation channel 'G1' continuity\r
-               //GE_PATH_INTEROPLATE_TRIPOD,            // not supported yet.\r
-               GE_PATH_INTERPOLATE_HERMITE_ZERO_DERIV = 7      // hermite cubic with zero derivative at keyframes ('easing' curve)\r
-       }gePath_Interpolator;\r
-#endif\r
-\r
-GENESISAPI void GENESISCC gePath_CreateRef( gePath *P );\r
-\r
-GENESISAPI gePath *GENESISCC gePath_Create(\r
-       gePath_Interpolator TranslationInterpolation,   // type of interpolation for translation channel\r
-       gePath_Interpolator RotationInterpolation,      // type of interpolation for rotation channel\r
-       geBoolean Looped);                              // True if end of path is connected to head\r
-       // creates new gePath\r
-       //  A looping path should have the same first & last point.  The path\r
-       //  generator will choose arbitrarily between these points for a \r
-       //  sample exactly at the end of the loop.\r
-\r
-GENESISAPI gePath *GENESISCC gePath_CreateCopy( const gePath *P );\r
-       \r
-GENESISAPI void GENESISCC gePath_Destroy(gePath **PP);         \r
-       // destroys path *PP\r
-\r
-//------------------ time based keyframe operations\r
-GENESISAPI geBoolean GENESISCC gePath_InsertKeyframe(\r
-       gePath *P, \r
-       int ChannelMask, \r
-       geFloat Time, \r
-       const geXForm3d *Matrix); \r
-       // inserts a keyframe at a specific time.\r
-       \r
-GENESISAPI geBoolean GENESISCC gePath_DeleteKeyframe(\r
-       gePath *P,\r
-       int Index,\r
-       int ChannelMask); \r
-       // deletes the nth keyframe\r
-\r
-GENESISAPI geBoolean GENESISCC gePath_GetTimeExtents(\r
-       const gePath *P,\r
-       geFloat *StartTime, \r
-       geFloat *EndTime);\r
-       // gets the time for the first and last keys in the path (ignoring looping)\r
-       // if there are no keys, return GE_FALSE and times are not set.\r
-       // returns GE_TRUE if there are keys.\r
-\r
-//----------------- index based keyframe operations\r
-GENESISAPI void GENESISCC gePath_GetKeyframe(\r
-       const gePath *P, \r
-       int Index,                              // gets keyframe[index]\r
-       int Channel,                    // for this channel\r
-       geFloat *Time,                  // returns the time of the keyframe\r
-       geXForm3d *Matrix);             // returns the matrix of the keyframe\r
-       // retrieves keyframe[index], and it's time\r
-\r
-GENESISAPI int GENESISCC gePath_GetKeyframeCount(const gePath *P,int Channel);\r
-       // retrieves count of keyframes for a specific channel\r
-\r
-GENESISAPI int GENESISCC gePath_GetKeyframeIndex(const gePath *P, int Channel, geFloat Time);\r
-       // retrieves the index of the keyframe at a specific time for a specific channel\r
-\r
-//----------------- sampling a path  (time based)\r
-GENESISAPI void GENESISCC gePath_Sample(const gePath *P, geFloat Time,geXForm3d *Matrix);\r
-       // returns a transform matrix sampled at 'Time'.\r
-       // p is not const because information is cached in p for next sample\r
-\r
-// GENESIS_PRIVATE_APIS\r
-void GENESISCC gePath_SampleChannels(\r
-       const gePath *P, \r
-       geFloat Time, \r
-       geQuaternion *Rotation, \r
-       geVec3d *Translation);\r
-       // returns a rotation and a translation for the path at 'Time'\r
-       // p is not const because information is cached in p for next sample\r
-\r
-GENESISAPI geBoolean GENESISCC gePath_OffsetTimes(gePath *P, \r
-       int StartingIndex, int ChannelMask, geFloat TimeOffset );\r
-               // slides all samples in path starting with StartingIndex down by TimeOffset\r
-\r
-GENESISAPI geBoolean GENESISCC gePath_ModifyKeyframe(\r
-       gePath *P,\r
-       int Index,\r
-       int ChannelMask,\r
-       const geXForm3d *Matrix);\r
-       \r
-\r
-// GENESIS_PUBLIC_APIS\r
-\r
-//------------------ saving/loading a path\r
-GENESISAPI gePath* GENESISCC gePath_CreateFromFile(geVFile *F);\r
-       // loads a file  (binary or ascii)\r
-\r
-GENESISAPI geBoolean GENESISCC gePath_WriteToFile(const gePath *P, geVFile *F);\r
-       // dumps formatted ascii to the file.  \r
-\r
-GENESISAPI geBoolean GENESISCC gePath_WriteToBinaryFile(const gePath *P, geVFile *F);\r
-       // dumps a minimal binary image for fastest reading\r
-\r
-\r
-\r
-#ifdef __cplusplus\r
-       }\r
-#endif\r
-\r
-\r
-#endif\r
similarity index 100%
rename from G3D/Engine/Drivers/Bmp.c
rename to G3D/BMP.c
similarity index 97%
rename from G3D/Bitmap/bitmap.__h
rename to G3D/Bitmap.__h
index 8d754ef..5b54987 100644 (file)
@@ -22,8 +22,8 @@
 /*                                                                                      */\r
 /****************************************************************************************/\r
 \r
-#include "bitmap.h"\r
-#include "bitmap._h"\r
+#include "Bitmap.h"\r
+#include "Bitmap._h"\r
 \r
 // Hey ! \r
 // this is bitmap.__h : for inclusion by bitmap friends ONLY!\r
similarity index 96%
rename from G3D/Bitmap/bitmap._h
rename to G3D/Bitmap._h
index f1f5625..e733358 100644 (file)
@@ -24,8 +24,8 @@
 /****************************************************************************************/\r
 \r
 \r
-#include       "bitmap.h"\r
-#include       "dcommon.h"\r
+#include       "Bitmap.h"\r
+#include       "DCommon.h"\r
 \r
 #ifdef __cplusplus\r
 extern "C" {\r
similarity index 95%
rename from G3D/Bitmap/bitmap.c
rename to G3D/Bitmap.c
index 9fc6cd0..868dfb5 100644 (file)
@@ -56,26 +56,23 @@ see {} for notes/long-term-todos
 #include       <stdlib.h>\r
 #include       <string.h>\r
 \r
-#include       "basetype.h"\r
-#include       "getypes.h"\r
-#include       "ram.h"\r
-\r
-#include       "vfile.h"\r
+#include       "BaseType.h"\r
+#include       "GeTypes.h"\r
+#include       "Ram.h"\r
+#include       "VFile.h"\r
 #include       "ErrorLog.h"\r
 #include       "Log.h"\r
-#include       "mempool.h"\r
-\r
-#include       "bitmap.h"\r
-#include       "bitmap._h"\r
-#include       "bitmap.__h"\r
-#include       "bitmap_blitdata.h"\r
-#include       "bitmap_gamma.h"\r
-\r
-#include       "palcreate.h"\r
-#include       "palettize.h"\r
+#include       "MemPool.h"\r
+#include       "Bitmap.h"\r
+#include       "Bitmap._h"\r
+#include       "Bitmap.__h"\r
+#include       "BitmapBlitData.h"\r
+#include       "BitmapGamma.h"\r
+#include       "PALCreate.h"\r
+#include       "Palettize.h"\r
 \r
 #ifdef DO_TIMER\r
-#include       "timer.h"\r
+#include       "Timer.h"\r
 #endif\r
 \r
 #define allocate(ptr)  ptr = geRam_Allocate(sizeof(*ptr))\r
diff --git a/G3D/Bitmap/PixelFormat.h b/G3D/Bitmap/PixelFormat.h
deleted file mode 100644 (file)
index d8bf5ad..0000000
+++ /dev/null
@@ -1,152 +0,0 @@
-#ifndef        PIXELFORMAT_H\r
-#define        PIXELFORMAT_H\r
-\r
-/****************************************************************************************/\r
-/*  PixelFormat.h                                                                       */\r
-/*                                                                                      */\r
-/*  Author: Charles Bloom                                                               */\r
-/*  Description:  The abstract Pixel primitives                                         */\r
-/*                                                                                      */\r
-/*  The contents of this file are subject to the Genesis3D Public License               */\r
-/*  Version 1.01 (the "License"); you may not use this file except in                   */\r
-/*  compliance with the License. You may obtain a copy of the License at                */\r
-/*  http://www.genesis3d.com                                                            */\r
-/*                                                                                      */\r
-/*  Software distributed under the License is distributed on an "AS IS"                 */\r
-/*  basis, WITHOUT WARRANTY OF ANY KIND, either express or implied.  See                */\r
-/*  the License for the specific language governing rights and limitations              */\r
-/*  under the License.                                                                  */\r
-/*                                                                                      */\r
-/*  The Original Code is Genesis3D, released March 25, 1999.                            */\r
-/*  Genesis3D Version 1.1 released November 15, 1999                                 */\r
-/*  Copyright (C) 1999 WildTangent, Inc. All Rights Reserved           */\r
-/*                                                                                      */\r
-/****************************************************************************************/\r
-\r
-#include "basetype.h"\r
-\r
-#ifdef __cplusplus\r
-extern "C" {\r
-#endif\r
-\r
-typedef enum           // all supported formats (including shifts)\r
-{\r
-       GE_PIXELFORMAT_NO_DATA = 0,\r
-       GE_PIXELFORMAT_8BIT,                            // PAL\r
-       GE_PIXELFORMAT_8BIT_GRAY,               // no palette (intensity from bit value)\r
-       GE_PIXELFORMAT_16BIT_555_RGB,\r
-       GE_PIXELFORMAT_16BIT_555_BGR,\r
-       GE_PIXELFORMAT_16BIT_565_RGB,   // #5\r
-       GE_PIXELFORMAT_16BIT_565_BGR, \r
-       GE_PIXELFORMAT_16BIT_4444_ARGB, // #7\r
-       GE_PIXELFORMAT_16BIT_1555_ARGB, \r
-       GE_PIXELFORMAT_24BIT_RGB,               // #9\r
-       GE_PIXELFORMAT_24BIT_BGR,\r
-       GE_PIXELFORMAT_24BIT_YUV,               // * see note below\r
-       GE_PIXELFORMAT_32BIT_RGBX, \r
-       GE_PIXELFORMAT_32BIT_XRGB, \r
-       GE_PIXELFORMAT_32BIT_BGRX, \r
-       GE_PIXELFORMAT_32BIT_XBGR,\r
-       GE_PIXELFORMAT_32BIT_RGBA, \r
-       GE_PIXELFORMAT_32BIT_ARGB,              // #17\r
-       GE_PIXELFORMAT_32BIT_BGRA, \r
-       GE_PIXELFORMAT_32BIT_ABGR,\r
-       \r
-       GE_PIXELFORMAT_WAVELET,                 // #20 , Wavelet Compression\r
-\r
-       GE_PIXELFORMAT_COUNT\r
-} gePixelFormat;\r
-       \r
-/******\r
-\r
-there's something wacked out about these format names :\r
-\r
-       for 16 bit & 32 bit , the _RGB or _BGR refers to their order\r
-               *in the word or dword* ; since we're on intel, this means\r
-               the bytes in the data file have the *opposite* order !!\r
-               (for example the 32 bit _ARGB is actually B,G,R,A in raw bytes)\r
-       for 24 bit , the _RGB or _BGR refers to their order in the\r
-               actual bytes, so that windows bitmaps actually have\r
-               _RGB order in a dword !!\r
-\r
-* YUV : the pixelformat ops here are identical to those of 24bit_RGB ;\r
-               this is just a place-keeper to notify you that you should to a YUV_to_RGB conversion\r
-\r
-*********/\r
-\r
-#define GE_PIXELFORMAT_8BIT_PAL GE_PIXELFORMAT_8BIT\r
-\r
-typedef uint32 (*gePixelFormat_Composer   )(int R,int G,int B,int A);\r
-typedef void   (*gePixelFormat_Decomposer )(uint32 Pixel,int *R,int *G,int *B,int *A);\r
-\r
-typedef void   (*gePixelFormat_ColorGetter)(uint8 **ppData,int *R,int *G,int *B,int *A);\r
-typedef void   (*gePixelFormat_ColorPutter)(uint8 **ppData,int  R,int  G,int  B,int  A);\r
-\r
-typedef uint32 (*gePixelFormat_PixelGetter)(uint8 **ppData);\r
-typedef void   (*gePixelFormat_PixelPutter)(uint8 **ppData,uint32 Pixel);\r
-\r
-typedef struct gePixelFormat_Operations\r
-{\r
-       uint32  RMask;\r
-       uint32  GMask;\r
-       uint32  BMask;\r
-       uint32  AMask;\r
-\r
-       int             RShift;\r
-       int             GShift;\r
-       int             BShift;\r
-       int             AShift;\r
-\r
-       int             RAdd;\r
-       int             GAdd;\r
-       int             BAdd;\r
-       int             AAdd;\r
-\r
-       int                     BytesPerPel;\r
-       geBoolean       HasPalette;\r
-       char *          Description;\r
-       \r
-       gePixelFormat_Composer          ComposePixel;\r
-       gePixelFormat_Decomposer        DecomposePixel;\r
-\r
-       gePixelFormat_ColorGetter       GetColor;\r
-       gePixelFormat_ColorPutter       PutColor;\r
-\r
-       gePixelFormat_PixelGetter       GetPixel;\r
-       gePixelFormat_PixelPutter       PutPixel;\r
-} gePixelFormat_Operations;\r
-\r
-       // the Masks double as boolean "HaveAlpha" .. etc..\r
-\r
-GENESISAPI const gePixelFormat_Operations * GENESISCC gePixelFormat_GetOperations( gePixelFormat Format );\r
-\r
-       // quick accessors to _GetOps\r
-GENESISAPI geBoolean   GENESISCC gePixelFormat_IsValid(                gePixelFormat Format);\r
-GENESISAPI unsigned int GENESISCC gePixelFormat_BytesPerPel(   gePixelFormat Format );\r
-GENESISAPI geBoolean   GENESISCC gePixelFormat_HasPalette(             gePixelFormat Format );\r
-GENESISAPI geBoolean   GENESISCC gePixelFormat_HasAlpha(               gePixelFormat Format );\r
-GENESISAPI geBoolean   GENESISCC gePixelFormat_HasGoodAlpha(   gePixelFormat Format ); // more than 1 bit of alpha\r
-GENESISAPI const char * GENESISCC gePixelFormat_Description(   gePixelFormat Format );\r
-GENESISAPI geBoolean   GENESISCC gePixelFormat_IsRaw(                  gePixelFormat Format );\r
-                                                                       // 'Raw' means pixels can be made with the Compose operations\r
-\r
-GENESISAPI uint32              GENESISCC gePixelFormat_ComposePixel(   gePixelFormat Format,int R,int G,int B,int A);\r
-GENESISAPI void                        GENESISCC gePixelFormat_DecomposePixel( gePixelFormat Format,uint32 Pixel,int *R,int *G,int *B,int *A);\r
-                       \r
-                                                                                                                       // these four functions move ppData to the next pixel\r
-\r
-GENESISAPI void                        GENESISCC gePixelFormat_GetColor(gePixelFormat Format,uint8 **ppData,int *R,int *G,int *B,int *A);\r
-GENESISAPI void                        GENESISCC gePixelFormat_PutColor(gePixelFormat Format,uint8 **ppData,int R,int G,int B,int A);\r
-\r
-GENESISAPI uint32              GENESISCC gePixelFormat_GetPixel(gePixelFormat Format,uint8 **ppData);\r
-GENESISAPI void                        GENESISCC gePixelFormat_PutPixel(gePixelFormat Format,uint8 **ppData,uint32 Pixel);\r
-       \r
-GENESISAPI uint32              GENESISCC gePixelFormat_ConvertPixel(gePixelFormat Format,uint32 Pixel,gePixelFormat ToFormat);\r
-\r
-\r
-#ifdef __cplusplus\r
-}\r
-#endif\r
-\r
-#endif\r
-\r
diff --git a/G3D/Bitmap/bitmap.h b/G3D/Bitmap/bitmap.h
deleted file mode 100644 (file)
index 9263a42..0000000
+++ /dev/null
@@ -1,627 +0,0 @@
-#ifndef BITMAP_H\r
-#define BITMAP_H\r
-\r
-/****************************************************************************************/\r
-/*  Bitmap.h                                                                            */\r
-/*                                                                                      */\r
-/*  Author: Charles Bloom                                                               */\r
-/*  Description:  Abstract Bitmap system                                                */\r
-/*                                                                                      */\r
-/*  The contents of this file are subject to the Genesis3D Public License               */\r
-/*  Version 1.01 (the "License"); you may not use this file except in                   */\r
-/*  compliance with the License. You may obtain a copy of the License at                */\r
-/*  http://www.genesis3d.com                                                            */\r
-/*                                                                                      */\r
-/*  Software distributed under the License is distributed on an "AS IS"                 */\r
-/*  basis, WITHOUT WARRANTY OF ANY KIND, either express or implied.  See                */\r
-/*  the License for the specific language governing rights and limitations              */\r
-/*  under the License.                                                                  */\r
-/*                                                                                      */\r
-/*  The Original Code is Genesis3D, released March 25, 1999.                            */\r
-/*  Genesis3D Version 1.1 released November 15, 1999                                 */\r
-/*  Copyright (C) 1999 WildTangent, Inc. All Rights Reserved           */\r
-/*                                                                                      */\r
-/****************************************************************************************/\r
-\r
-#include "basetype.h"\r
-#include "pixelformat.h"\r
-#include "vfile.h"\r
-\r
-#ifdef __cplusplus\r
-extern "C" {\r
-#endif\r
-\r
-/***********************************************************************************/\r
-\r
-typedef struct geBitmap                        geBitmap;\r
-typedef struct geBitmap_Palette        geBitmap_Palette;\r
-\r
-typedef struct geBitmap_Info\r
-{\r
-       int                                             Width;\r
-       int                                             Height;\r
-       int                                             Stride;         // stride is in *pixels* ; it is the step to the next line : Stride >= Width\r
-       gePixelFormat                   Format;\r
-       int                                             MinimumMip;     //*including* minimumMip == 0 often\r
-       int                                             MaximumMip;     //*including* maximumMip == nummips-1\r
-       geBoolean                               HasColorKey;\r
-       uint32                                  ColorKey;       // meaningless unless HasColorKey ; the ColorKey is a Pixel in Format\r
-       geBitmap_Palette *              Palette;\r
-} geBitmap_Info;\r
-\r
-/***********************************************************************************/          \r
-// Bitmap methods\r
-\r
-// see a big comment at the end of this file\r
-\r
-/************************************************************************/\r
-\r
-GENESISAPI geBitmap *  GENESISCC       geBitmap_Create(int Width, int Height, int MipCount, gePixelFormat Format ); \r
-GENESISAPI void                        GENESISCC       geBitmap_CreateRef(geBitmap *Bmp);\r
-\r
-GENESISAPI geBitmap *  GENESISCC       geBitmap_CreateFromInfo(const geBitmap_Info * pInfo);\r
-\r
-GENESISAPI geBitmap *  GENESISCC       geBitmap_CreateFromFile( geVFile *F );\r
-GENESISAPI geBitmap *  GENESISCC       geBitmap_CreateFromFileName(const geVFile *BaseFS,const char *Name);\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_WriteToFile( const geBitmap *Bmp, geVFile *F );\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_WriteToFileName(const geBitmap * Bmp,const geVFile *BaseFS,const char *Name);\r
-                                                                               // BaseFS is not really const if it is a virtual file;\r
-                                                                               //  it *is* const if it is a dos directory\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_Destroy(geBitmap **Bmp);\r
-       // returns whether Bmp was actually destroyed : not success/failure\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_GetInfo(const geBitmap *Bmp, geBitmap_Info *Info, geBitmap_Info *SecondaryInfo);\r
-       //LockForWrite returns data in Info's format\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_Blit(const     geBitmap *Src, int SrcPositionX, int SrcPositionY,\r
-                                                                               geBitmap *Dst, int DstPositionX, int DstPositionY,\r
-                                                                               int SizeX, int SizeY );\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_BlitMip(const geBitmap * Src, int SrcMip, geBitmap * Dst, int DstMip );\r
-                                                                               // don't use this with Src == Dst, use UpdateMips instead !\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_BlitBitmap(const geBitmap * Src, geBitmap * Dst);\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_BlitBestMip(const geBitmap * Src, geBitmap * Dst);\r
-                                                                               // blits the largest mip from Src that fits in Dst\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_LockForRead(           // a non-exclusive lock\r
-       const geBitmap *        Bmp,\r
-       geBitmap **                     Target,\r
-       int                                     MinimumMip,\r
-       int                                     MaximumMip,\r
-       gePixelFormat           Format,\r
-       geBoolean                       RespectColorKey,\r
-       uint32                          ColorKey);\r
-                                                                       // not really const, stores lock-count, but *data* is const\r
-                                                                       // will do a format conversion!\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_LockForReadNative(\r
-       const geBitmap *        Bmp,\r
-       geBitmap **                     Target,\r
-       int                                     MinimumMip,\r
-       int                                     MaximumMip);\r
-                                                                       // lock for read in a format that gaurantee no conversions\r
-                                                                       // then do GetInfo on the locks to see what you have!\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_LockForWrite(  // an exclusive lock\r
-       geBitmap *                      Bmp,\r
-       geBitmap **                     Target,\r
-       int                                     MinimumMip,\r
-       int                                     MaximumMip);\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_LockForWriteFormat(\r
-       geBitmap *                      Bmp,\r
-       geBitmap **                     Target,\r
-       int                                     MinimumMip,\r
-       int                                     MaximumMip,\r
-       gePixelFormat           Format);\r
-                                                                       // Format must be one of the two returned in GetInfo !!\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_UnLock(geBitmap *Bmp); // must be done on All locked mips\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_UnLockArray(geBitmap **Locks,int Size);\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_SetFormat(geBitmap *Bmp, \r
-                                                       gePixelFormat NewFormat, \r
-                                                       geBoolean RespectColorKey, uint32 ColorKey,\r
-                                                       const geBitmap_Palette * Palette);\r
-       // _SetFormat may cause you to lose color information!\r
-       // SetFormat does a conversion!\r
-       // if NewFormat is palettized and Palette is NULL, we create a palette for the bitmap!\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_SetFormatMin(geBitmap *Bmp,gePixelFormat NewFormat);\r
-                                                               // the Min version keeps colorkey & palette from the old format\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_SetColorKey(geBitmap *Bmp, geBoolean HasColorKey, uint32 ColorKey, geBoolean Smart);\r
-       // SetColorKey discards old colorkey information!\r
-       //      does not do a conversion (changes the colorkey in the current data\r
-       // if 'Smart' is on, we don't set HasColorKey to true unless it is actually used!\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_GetAverageColor(const geBitmap *Bmp,int *pR,int *pG,int *pB);\r
-       // tells you the average color; computes it and caches it out\r
-\r
-GENESISAPI geBitmap_Palette *  GENESISCC       geBitmap_GetPalette(const geBitmap *Bmp);\r
-GENESISAPI geBoolean                   GENESISCC       geBitmap_SetPalette(geBitmap *Bmp, const geBitmap_Palette *Palette);\r
-       // _SetPal tries to _CreateRef your Palette, so no copy occurs & palettes may be shared\r
-       // you may _Destroy() palette after using it to set (though its bits may not be freed)\r
-       //      (hence Palette is *not* const)\r
-       // Warning : SetPalette on any mip changes the palette of ALL mips !\r
-       // see Palette note at _UnLock\r
-       // _SetPal destroys the bitmap's original palette and refs the new one, \r
-       //              so if you setpal with the bitmap's palette, there is no net change in ref counts (good!)\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_HasAlpha(const geBitmap * Bmp);\r
-       // returns true if bitmap has *any* type of alpha\r
-\r
-GENESISAPI geBitmap *  GENESISCC       geBitmap_GetAlpha(const geBitmap *Bmp);\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_SetAlpha(geBitmap *Bmp, const geBitmap *AlphaBmp);\r
-       // we Ref the AlphaBmp, so you may destroy it after calling Set()\r
-       // it may be NULL\r
-       // there's only one Alpha per bitmap (for the top Mip) right now\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_SetGammaCorrection(geBitmap *Bmp,geFloat Gamma,geBoolean Apply);\r
-       // this Gamma does not change the *original* (system/secondary) bits\r
-       //      it only affects the appearance when drawn\r
-       // note : if you write to the gamma corrected bits, you must gamma correct manually if you\r
-       //      wish to fit in smoothly with the previous data\r
-       // warning : if you use this function with many different gammas, performance will suffer!\r
-       //      use one global gamma for all bitmaps!  try to let the engine manage gamma for you,\r
-       //      via geEngine_SetGamma !\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_SetPreferredFormat(geBitmap *Bmp,gePixelFormat Format);\r
-GENESISAPI gePixelFormat       GENESISCC       geBitmap_GetPreferredFormat(const geBitmap *Bmp);\r
-\r
-GENESISAPI void *              GENESISCC       geBitmap_GetBits(geBitmap *Bmp);        // works only on a Lock()\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_RefreshMips(geBitmap *Bmp);    // rebuilds mips; *tries* to be smart & not overwrite manually-fixed mips\r
-                                                                                               // RefreshMips does *not* build mips that don't exist\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_UpdateMips(geBitmap *Bmp,int SourceMip,int TargetMip); \r
-                                                                                               // will create the target if it doesn't exist;\r
-                                                                                               // will overwrite manually-fixed mips!\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_SetMipCount(geBitmap *Bmp,int Count);\r
-                                                                                               // creates or destroys to match the new count\r
-\r
-GENESISAPI geBoolean   GENESISCC       geBitmap_ClearMips(geBitmap *Bmp);      // Destroy all mips (except the first) !\r
-                                                                                               // use with care! this is not polite!\r
-\r
-// Shortcuts\r
-GENESISAPI int                 GENESISCC       geBitmap_Width(const geBitmap *Bitmap);\r
-GENESISAPI int                 GENESISCC       geBitmap_Height(const geBitmap *Bitmap);\r
-GENESISAPI uint32              GENESISCC       geBitmap_MipBytes(const geBitmap * Bitmap,int mip);\r
-\r
-/**\r
-*\r
-* if Bitmap is a lock for read, functions that modify it return failure\r
-* if Bitmap is a lock for write, functions that modify it attempt to\r
-*      modify the owner of the lock\r
-*\r
-* warning : if you lock multiple mips for write, and then modify one of the mips\r
-*              (such as via SetPalette) it may affect the owner and all sibling mips!\r
-*              doing different SetPalettes with different palettes on different locked mips \r
-*              has undefined behavior!\r
-*\r
-**/\r
-\r
-#ifdef _DEBUG\r
-\r
-GENESISAPI uint32              GENESISCC       geBitmap_Debug_GetCount(void);\r
-\r
-GENESISAPI uint32              GENESISCC       geBitmap_Debug_GetRefs(void);\r
-       // assert this is zero before you shutdown !\r
-\r
-#endif\r
-\r
-/***********************************************************************************/\r
-\r
-typedef enum\r
-{\r
-       GE_BITMAP_STREAMING_ERROR=0,\r
-       GE_BITMAP_STREAMING_NOT,\r
-       GE_BITMAP_STREAMING_STARTED,\r
-       GE_BITMAP_STREAMING_IDLE,\r
-       GE_BITMAP_STREAMING_CHANGED,\r
-       GE_BITMAP_STREAMING_DATADONE,\r
-       GE_BITMAP_STREAMING_DONE,\r
-} geBitmap_StreamingStatus;\r
-\r
-GENESISAPI geBitmap_StreamingStatus GENESISCC geBitmap_GetStreamingStatus(const geBitmap *Bmp);\r
-\r
-               /** on a file which is streaming, the sequence of returns looks like :\r
-\r
-                       GE_BITMAP_STREAMING_IDLE\r
-                       GE_BITMAP_STREAMING_CHANGED\r
-                       GE_BITMAP_STREAMING_IDLE\r
-                       GE_BITMAP_STREAMING_IDLE\r
-                       GE_BITMAP_STREAMING_CHANGED\r
-                       ...\r
-                       GE_BITMAP_STREAMING_DONE\r
-                       GE_BITMAP_STREAMING_NOT\r
-                       GE_BITMAP_STREAMING_NOT\r
-                       GE_BITMAP_STREAMING_NOT\r
-                       ...\r
-\r
-               Status >= GE_BITMAP_STREAMING_STARTED means streaming has started & is in progress\r
-\r
-               the user should never see _STARTED or _DATADONE\r
-\r
-               ***/\r
-\r
-/***********************************************************************************/\r
-\r
-// palette methods :\r
-\r
-GENESISAPI geBitmap_Palette *  GENESISCC       geBitmap_Palette_Create(gePixelFormat Format,int Size);\r
-\r
-GENESISAPI geBitmap_Palette *  GENESISCC       geBitmap_Palette_CreateCopy(const geBitmap_Palette *Palette);\r
-\r
-GENESISAPI geBitmap_Palette *  GENESISCC       geBitmap_Palette_CreateFromFile(geVFile *F);\r
-\r
-GENESISAPI geBitmap_Palette *  GENESISCC       geBitmap_Palette_CreateFromBitmap(geBitmap * Bmp,geBoolean Slow);\r
-                                                                                               // does GetPalette, and if NULL, then\r
-                                                                                               // it create an optimal palette for a\r
-                                                                                               //      non-palettized bitmap\r
-                                                                                               //      (this is a create, you must destroy later!)\r
-                                                                                               // put Slow == TRUE for higher quality & slower\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_SortColors(geBitmap_Palette * P,geBoolean Slower);\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_CreateRef(geBitmap_Palette *Palette);\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_Destroy(geBitmap_Palette ** ppPalette);\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_WriteToFile(const geBitmap_Palette *Palette,geVFile *F);\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_SetFormat(geBitmap_Palette * Palette,gePixelFormat Format);\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_Copy(const geBitmap_Palette * Src,geBitmap_Palette * Target);\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_GetInfo(const  geBitmap_Palette *P,geBitmap_Info *Into);\r
-                                                                                               // get the info as if it were a bitmap; Into->Height == 1\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_Lock(geBitmap_Palette *Palette, void **pBits, gePixelFormat *pFormat,int *pSize);\r
-                                                                                               // pFormat & pSize are optional\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_UnLock(geBitmap_Palette *Palette);\r
-                                                                                       // palette unlock does NOT notify the bitmap that the palette has changed.\r
-                                                                                       // call Bitmap_SetPalette() with the same palette pointer \r
-                                                                                       //      to tell the bitmap that it must to some processing\r
-                                                                                       // (don't worry, it won't duplicate it or copy it onto itself)\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_GetData(const geBitmap_Palette *P,      void *Into,gePixelFormat Format,int Colors);\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_SetData(      geBitmap_Palette *P,const void *From,gePixelFormat Format,int Colors);\r
-                                                                                       // does Lock/UnLock for you\r
-                                                                                       // From and Into are arrays of Colors*gePixelFormat_BytesPerPel bytes\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_SetEntryColor(      geBitmap_Palette *P,int Color,int R,int G,int B,int A);\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_GetEntryColor(const geBitmap_Palette *P,int Color,int *R,int *G,int *B,int *A);\r
-                                                                                       // Set/Get does Lock/Unlock for you ; these are slow! do not use these to work on all the colors!\r
-\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_SetEntry(      geBitmap_Palette *P,int Color,uint32 Pixel);\r
-GENESISAPI geBoolean           GENESISCC       geBitmap_Palette_GetEntry(const geBitmap_Palette *P,int Color,uint32 *Pixel);\r
-\r
-/***********************************************************************************/\r
-\r
-/************************************************************************\r
-\r
-A brief tutorial on the Bitmap system, by Charles Bloom, cbloom@wildtangent.com\r
-\r
-The Bitmap is a smart wrapper for complex functionality.  You give it hints to\r
-the opaque Bitmap object, and it tries its best to follow those hints, but it\r
-may not always do so.  The Bitmap is the owner of its bits; you must Lock the\r
-bitmap to get permission to touch those bits, and UnLock to tell the bitmap\r
-you are done.  The format may change between two Locks.  Bitmaps can also be\r
-multiply owned, so you should account for the fact that others may touch your\r
-bitmap between your uses.\r
-\r
-The Bitmap contains one or two pixel-sets representing an image.  The "primary" is\r
-a fast-blitting version of the image, and the "secondary" is a storage version\r
-(eventually wavelet compressed) which can be used to rebuild the primary if it is\r
-freed or damaged.  Both cary a generalized format.\r
-\r
-Let's do an example.  I want to load a bitmap, set it up for drawing with the\r
-genesis Engine, and then blit some interactive stuff into it.\r
-\r
-************************************************************************/\r
-\r
-#if 0\r
-// {\r
-//-----------------------------------------------------------------------------\r
-\r
-void Init(geEngine * Engine);\r
-void Shutdown(void);\r
-void Draw(void);\r
-void DrawPolite(void);\r
-\r
-static geBitmap * myBM = NULL;\r
-static geEngine * myEngine = NULL;\r
-\r
-void Init(geEngine * Engine)\r
-{\r
-geBoolean success;\r
-geBitmap_Info Info;\r
-\r
-       myEngine = Engine;      // this is not looked well upon; for ease of demonstration only!\r
-       assert(Engine);\r
-\r
-       myBM = geBitmap_CreateFromFileName(NULL,"mybitmap.bmp");\r
-\r
-       // CreateFromFile can load windows BMP files, or custom GeBm files.\r
-\r
-       assert(myBM);\r
-\r
-       // get the main info; I don't care about the secondary, so leave it NULL\r
-\r
-       success = geBitmap_GetInfo(myBM,&Info,NULL);\r
-       assert(success);\r
-\r
-       // make sure I loaded a bitmap in the format I understand !\r
-\r
-       if ( Info.Format == GE_PIXELFORMAT_8BIT_PAL )\r
-       {\r
-               // I want palette index 255 to act as transparency, so I must use SetColorKey\r
-\r
-               success = geBitmap_SetColorKey(myBM,GE_TRUE,255);\r
-               assert(success);\r
-\r
-               // just for fun, let's modify the palette:\r
-               if (1)\r
-               {\r
-               geBitmap_Palette * Pal;\r
-\r
-                       // get the palette ; I don't care if its primary or secondary, so\r
-                       /// I don't use the Info.Palette field\r
-\r
-                       Pal = geBitmap_GetPalette(myBM);\r
-                       assert(Pal);\r
-\r
-                       // I'm only fiddling one entry, so don't bother with a full Lock() UnLock()\r
-                       //  sequence on the palette\r
-\r
-                       // make palette index zero bright red; we use alpha = 255 for opaque\r
-\r
-                       success = geBitmap_Palette_SetEntryColor(Pal,0,255,0,0,255);\r
-                       assert(success);\r
-\r
-                       // tell the bitmap system you've changed the palette; this function\r
-                       //  is smart enough to not do unecessary copies or whatever.\r
-\r
-                       success = geBitmap_SetPalette(myBM,Pal);\r
-                       assert(success);\r
-               }\r
-\r
-       }\r
-       else\r
-       {\r
-               // otherwise, treat black as transparent, in whatever format I have\r
-\r
-               success = geBitmap_SetColorKey(myBM,GE_TRUE,gePixelFormat_ComposePixel(Info.Format,0,0,0,0));\r
-               assert(success);\r
-       }       \r
-\r
-       // note that I did NOT use SetFormat.  SetFormat may do a conversion, and since the original\r
-       //      bitmap was created without colorkey, it would have been converted to a new format but\r
-       //      kept its property of having no colorkey!\r
-       // (SetFormat will fiddle the bits and whatever way necessary to keep bitmaps as visually similar\r
-       //              as possible)\r
-\r
-       // I want to fiddle the fast format in 565 later, so cue the bitmap to try to give me that format.\r
-\r
-       success = geBitmap_SetPreferredFormat(myBM,GE_PIXELFORMAT_16BIT_565_RGB);\r
-       assert(success);\r
-\r
-       // Add it to the engine so it can be used for drawing.\r
-\r
-       success = geEngine_AddBitmap(myEngine,myBM);\r
-       assert(success);\r
-}\r
-\r
-void Shutdown(void)\r
-{\r
-geBoolean WasDestroyed;\r
-\r
-       assert(myBM);\r
-       \r
-       // clean up\r
-\r
-       geEngine_RemoveBitmap(myEngine,myBM);\r
-\r
-       WasDestroyed = geBitmap_Destroy(&myBM);\r
-\r
-       // someone else might have done _CreateRef on our bitmap,\r
-       //  so we can't be sure it's actually destroyed.\r
-       // this code is still ready to be run again with a new call to Init()\r
-\r
-       //assert(WasDestroyed);\r
-\r
-       myBM = NULL;\r
-       myEngine = NULL;\r
-}\r
-\r
-void Draw(void)\r
-{\r
-geBitmap * Lock;\r
-geBoolean success;\r
-geBitmap_Info Info;\r
-uint16 *bits,*bptr;\r
-int x,y;\r
-\r
-       // lets fiddle the bits.\r
-       // we need to lock the bitmap for write.\r
-       //      LockForWrite is an exclusive lock, unlike LockForRead which is non-blocking\r
-       // request our favorite format, and only lock Mip 0 (the full size bitmap)\r
-\r
-       success = geBitmap_LockForWriteFormat(myBM,&Lock,0,0,GE_PIXELFORMAT_16BIT_565_RGB);\r
-       if ( ! success )\r
-       {\r
-               // well, we tried to be nice; if we were very polite, we would do a LockForWrite\r
-               // here, and try to fiddle the bits in whatever format we got; However, we aren't\r
-               // that polite, so we just do a _SetFormat\r
-               //\r
-               // note that we are destroying the original bitmap by changing its format\r
-               // we should only do this if we are going to draw into the bitmap\r
-\r
-               success = geBitmap_SetFormat(myBM,GE_PIXELFORMAT_16BIT_565_RGB,GE_TRUE,0,NULL);\r
-               assert(success);\r
-\r
-               // now we should be able to get the bits we want, *but* they may not be the\r
-               // primary (fast) format; oh well, it's the best we can do...\r
-               // (if you must have the fastest bits, then use only _LockForWrite, never LockForWriteFormat,\r
-               // which might have to do a conversion)\r
-\r
-               success = geBitmap_LockForWriteFormat(myBM,&Lock,0,0,GE_PIXELFORMAT_16BIT_565_RGB);\r
-               assert(success);\r
-       }\r
-\r
-       // now Lock is our bitmap in 565\r
-       // we do a GetInfo because the Lock's info could be different than\r
-       //      the original bitmap's (particularly the Palette & the Stride)\r
-\r
-       success = geBitmap_GetInfo(Lock,&Info,NULL);\r
-       assert(success);\r
-\r
-       // you can only call _GetBits on a locked bitmap\r
-\r
-       bits = geBitmap_GetBits(Lock);\r
-       assert( bits );\r
-\r
-       bptr = bits;\r
-       for(y=0; y < Info.Height; y++)\r
-       {\r
-               for(x=0; x < Info.Width; x++)\r
-               {\r
-               uint16 R,G,B;\r
-                       // make a silly 565 gradient\r
-                       R = x & 0x1F;\r
-                       G = x & 0x3F;\r
-                       B = y & 0x1F;\r
-\r
-                       *bptr++ = (R<<11) + (G<<5) + B;\r
-               }\r
-\r
-               // note that bptr is a word pointer, and Stride is in pixels :\r
-\r
-               bptr += Info.Stride -  Info.Width;\r
-       }\r
-       bits = bptr = NULL;\r
-\r
-       // you call Unlock on all the mips you locked - not on the original bitmap!\r
-\r
-       success = geBitmap_UnLock(Lock);\r
-       assert(success);\r
-\r
-       // now, we only fiddled the full-size Mip, and there might be more,\r
-       //  so lets percolate the changes into the smaller mips:\r
-\r
-       success = geBitmap_RefreshMips(myBM);\r
-       assert(success);\r
-\r
-       // a null rect means use the whole bitmap;\r
-       // Engine_DrawBitmap blits a 2d decal to the framebuffer (fast)\r
-\r
-       success = geEngine_DrawBitmap(myEngine,myBM,NULL,0,0);\r
-       assert(success);\r
-\r
-}\r
-\r
-void DrawPolite(void)\r
-{\r
-geBitmap * Lock;\r
-geBoolean success;\r
-geBitmap_Info Info;\r
-void *bits;\r
-int x,y;\r
-\r
-       // this function does the same thing as Draw() , but is more polite\r
-       // lock in the fastest format (whatever it is)\r
-       // because we did SetPreferred, this should be 565_RGB, but might not be\r
-\r
-       success = geBitmap_LockForWrite(myBM,&Lock,0,0);\r
-       assert(success);\r
-\r
-       success = geBitmap_GetInfo(Lock,&Info,NULL);\r
-       assert(success);\r
-\r
-       bits = geBitmap_GetBits(Lock);\r
-       assert( bits );\r
-\r
-       if ( Info.Format == GE_PIXELFORMAT_16BIT_565_RGB )\r
-       {\r
-       uint16 *wptr;\r
-\r
-               // our favorite format\r
-\r
-               wptr = bits;\r
-               for(y=0; y < Info.Height; y++)\r
-               {\r
-                       for(x=0; x < Info.Width; x++)\r
-                       {\r
-                       uint16 R,G,B;\r
-                               // make a silly 565 gradient\r
-                               R = x & 0x1F;\r
-                               G = x & 0x3F;\r
-                               B = y & 0x1F;\r
-\r
-                               *wptr++ = (R<<11) + (G<<5) + B;\r
-                       }\r
-                       wptr += Info.Stride -  Info.Width;\r
-               }\r
-       }\r
-       else\r
-       {\r
-       uint8 * bptr;\r
-\r
-               // oh well, do our best\r
-               // bitmaps must have had a good reason to not give us the format we preferred,\r
-\r
-               bptr = bits;\r
-               for(y=0; y < Info.Height; y++)\r
-               {\r
-                       for(x=0; x < Info.Width; x++)\r
-                       {\r
-                       uint32 R,G,B;\r
-\r
-                               // put a color in any format\r
-\r
-                               R = (x & 0x1F)<<3;\r
-                               G = (x & 0x3F)<<2;\r
-                               B = (y & 0x1F)<<3;\r
-\r
-                               // we use alpha of 255 for opaque\r
-\r
-                               gePixelFormat_PutColor(Info.Format,&bptr,R,G,B,255);\r
-                       }\r
-\r
-                       bptr += (Info.Stride -  Info.Width) * gePixelFormat_BytesPerPel(Info.Format);\r
-               }\r
-       }\r
-       bits = NULL;\r
-\r
-       // same as before:\r
-\r
-       success = geBitmap_UnLock(Lock);\r
-       assert(success);\r
-\r
-       success = geBitmap_RefreshMips(myBM);\r
-       assert(success);\r
-\r
-       success = geEngine_DrawBitmap(myEngine,myBM,NULL,0,0);\r
-       assert(success);\r
-\r
-}\r
-\r
-// end tutorial on the Bitmap system\r
-//-----------------------------------------------------------------------------\r
-// }\r
-\r
-/***********************************************************************************/\r
-\r
-#endif\r
-#ifdef __cplusplus\r
-}\r
-#endif\r
-\r
-\r
-#endif\r
-\r
-\r
similarity index 92%
rename from G3D/Bitmap/bitmap_blitdata.c
rename to G3D/BitmapBlitData.c
index 314c337..7ab07cc 100644 (file)
 #include       <stdlib.h>\r
 #include       <string.h>\r
 \r
-#include       "basetype.h"\r
-#include       "getypes.h"\r
-#include       "ram.h"\r
-\r
-#include       "bitmap.h"\r
-#include       "bitmap._h"\r
-#include       "bitmap.__h"\r
-#include       "bitmap_blitdata.h"\r
-\r
-#include       "vfile.h"\r
+#include       "BaseType.h"\r
+#include       "GeTypes.h"\r
+#include       "Ram.h"\r
+#include       "Bitmap.h"\r
+#include       "Bitmap._h"\r
+#include       "Bitmap.__h"\r
+#include       "BitmapBlitData.h"\r
+#include       "VFile.h"\r
 #include       "ErrorLog.h"\r
-\r
-#include       "palcreate.h"\r
-#include       "palettize.h"\r
-\r
-#include       "tsc.h"\r
+#include       "PALCreate.h"\r
+#include       "Palettize.h"\r
+#include       "TSC.h"\r
 \r
 #ifdef DO_TIMER\r
 #include       "timer.h"\r
@@ -1456,7 +1452,8 @@ geBoolean BlitData_DePalettize(void)
                                for(y=SizeY;y--;)\r
                                {\r
 \r
-                                       #ifdef DONT_USE_ASM\r
+                    // FIXME: asm code\r
+                                       //#ifdef DONT_USE_ASM\r
 \r
                                        for(x=SizeX;x--;)\r
                                        {\r
@@ -1464,7 +1461,7 @@ geBoolean BlitData_DePalettize(void)
                                                *DstPtr++ = PalData[pal];\r
                                        }\r
 \r
-                                       #else\r
+                                       /*#else\r
 \r
                                        #pragma message("Bitmap_Blitdata :using assembly DePalettize code")\r
                                        // {} is this minimal push safe in _fastcall ? aparently so!\r
@@ -1499,7 +1496,7 @@ geBoolean BlitData_DePalettize(void)
                                        SrcPtr += SizeX;\r
                                        DstPtr += SizeX;\r
 \r
-                                       #endif\r
+                                       #endif*/\r
 \r
                                        SrcPtr += SrcXtra;\r
                                        DstPtr += DstXtra;\r
@@ -1525,7 +1522,8 @@ geBoolean BlitData_DePalettize(void)
 \r
                                for(y=SizeY;y--;)\r
                                {\r
-                                       #ifdef DONT_USE_ASM\r
+                    // FIXME: asm code\r
+                                       //#ifdef DONT_USE_ASM\r
 \r
                                        for(x=SizeX;x--;)\r
                                        {\r
@@ -1533,7 +1531,7 @@ geBoolean BlitData_DePalettize(void)
                                                *DstPtr++ = PalData[pal];\r
                                        }\r
 \r
-                                       #else\r
+                                       /*#else\r
 \r
                                        #if 1 // {\r
                                        if ( (SizeX&1) == 0 )\r
@@ -1579,40 +1577,6 @@ geBoolean BlitData_DePalettize(void)
                                                        sub ecx,2\r
                                                        jnz moredata2_z\r
 \r
-#if 0 //{ \r
-                                               // the old bad way:\r
-                                               // 0.000710 secs\r
-                                               moredata2_z:\r
-\r
-                                                       //xor edx,edx   //xor edx,0 ; sneaky trick?\r
-\r
-                                                       //mov al, BYTE PTR [esi]\r
-                                                       movzx eax, BYTE PTR [esi]\r
-                                                       inc esi\r
-\r
-                                                       movzx edx, WORD PTR [ebp + eax*2]\r
-                                                       //mov dx, WORD PTR [ebp + eax*2]\r
-\r
-                                                       movzx eax, BYTE PTR [esi]\r
-                                                       inc esi\r
-\r
-                                                       // make room fo a new dx\r
-                                                       //shl edx,16\r
-                                                       //mov dx, WORD PTR [ebp + eax*2]        // !! STALL !! ; movzx eax, [] instead?\r
-                                                       // byte order is wrong; fix with rol; 1 clock\r
-                                                       //rol edx,16\r
-\r
-                                                       movzx eax, WORD PTR [ebp + eax*2]       // can I do this?\r
-                                                       shl eax,16\r
-                                                       xor edx,eax\r
-\r
-                                                       mov DWORD PTR [edi], edx\r
-                                                       add edi,4\r
-\r
-                                                       sub ecx,2\r
-                                                       jnz moredata2_z\r
-#endif //}\r
-\r
                                                        pop ebp\r
                                                        //popa\r
                                                }\r
@@ -1659,7 +1623,7 @@ geBoolean BlitData_DePalettize(void)
                                        SrcPtr += SizeX;\r
                                        DstPtr += SizeX;\r
 \r
-                                       #endif\r
+                                       #endif */\r
 \r
                                        SrcPtr += SrcXtra;\r
                                        DstPtr += DstXtra;\r
@@ -1704,7 +1668,8 @@ geBoolean BlitData_DePalettize(void)
                                for(y=SizeY;y--;)\r
                                {\r
 \r
-                                       #ifdef DONT_USE_ASM\r
+                    // FIXME: asm code\r
+                                       //#ifdef DONT_USE_ASM\r
                                        {\r
                                        uint8 *PalPtr;\r
 \r
@@ -1718,7 +1683,7 @@ geBoolean BlitData_DePalettize(void)
                                                }\r
 \r
                                        }\r
-                                       #else\r
+                                       /*#else\r
 \r
                                        __asm\r
                                        {\r
@@ -1758,7 +1723,7 @@ geBoolean BlitData_DePalettize(void)
                                        SrcPtr += SizeX;\r
                                        DstPtr += SizeX*3;\r
 \r
-                                       #endif\r
+                                       #endif */\r
 \r
                                        SrcPtr += SrcXtra;\r
                                        DstPtr += DstXtra;\r
@@ -1775,7 +1740,8 @@ geBoolean BlitData_DePalettize(void)
                                DstPtr  = (uint32 *)DstData;\r
                                for(y=SizeY;y--;)\r
                                {\r
-                                       #ifdef DONT_USE_ASM\r
+                    // FIXME: asm code\r
+                                       //#ifdef DONT_USE_ASM\r
 \r
                                        for(x=SizeX;x--;)\r
                                        {\r
@@ -1783,7 +1749,7 @@ geBoolean BlitData_DePalettize(void)
                                                *DstPtr++ = PalData[pal];\r
                                        }\r
 \r
-                                       #else\r
+                                       /*#else\r
 \r
                                        assert( (((uint32)PalData)&3) == 0);\r
                                        assert( (((uint32)DstPtr)&3) == 0);\r
@@ -1817,7 +1783,7 @@ geBoolean BlitData_DePalettize(void)
                                        SrcPtr += SizeX;\r
                                        DstPtr += SizeX;\r
 \r
-                                       #endif\r
+                                       #endif*/\r
 \r
                                        SrcPtr += SrcXtra;\r
                                        DstPtr += DstXtra;\r
similarity index 94%
rename from G3D/Bitmap/bitmap_gamma.c
rename to G3D/BitmapGamma.c
index fe17bdb..60fbb81 100644 (file)
 /*                                                                                      */\r
 /****************************************************************************************/\r
 \r
-\r
-#include "bitmap._h"\r
-#include "bitmap.__h"\r
-#include "bitmap_gamma.h"\r
-#include "pixelformat.h"\r
-#include "errorlog.h"\r
 #include <assert.h>\r
 #include <math.h>\r
+#include "Bitmap._h"\r
+#include "Bitmap.__h"\r
+#include "BitmapGamma.h"\r
+#include "PixelFormat.h"\r
+#include "ErrorLog.h"\r
 \r
 /*}{*******************************************************/\r
 \r
similarity index 100%
rename from G3D/Bitmap/bitmap_gamma.h
rename to G3D/BitmapGamma.h
similarity index 95%
rename from G3D/Engine/BitmapList.c
rename to G3D/BitmapList.c
index 9e05bb6..6b573de 100644 (file)
 /*  Copyright (C) 1999 WildTangent, Inc. All Rights Reserved           */\r
 /*                                                                                      */\r
 /****************************************************************************************/\r
-#include <Assert.h>\r
-\r
+#include <assert.h>\r
 #ifdef _DEBUG\r
 #include <windows.h>\r
 #endif\r
-\r
 #include <stdio.h>\r
 #include <memory.h>\r
 \r
 #include "DCommon.h"\r
 #include "Bitmap.h"\r
 #include "Bitmap._h"\r
-#include "list.h"\r
-#include "mempool.h"\r
-#include "errorlog.h"\r
-#include "ram.h"\r
+#include "List.h"\r
+#include "MemPool.h"\r
+#include "ErrorLog.h"\r
+#include "Ram.h"\r
 //#include "tsc.h"\r
 \r
 struct BitmapList\r
similarity index 95%
rename from G3D/Engine/BitmapList.h
rename to G3D/BitmapList.h
index f84c329..dcf09d2 100644 (file)
@@ -22,9 +22,9 @@
 #ifndef BITMAPLIST_H\r
 #define BITMAPLIST_H\r
 \r
-#include "G3D/GeTypes.h"\r
-#include "G3D/Engine/Drivers/DCommon.h"\r
-#include "G3D/Bitmap.h"\r
+#include "GeTypes.h"\r
+#include "DCommon.h"\r
+#include "Bitmap.h"\r
 \r
 typedef struct BitmapList              BitmapList;\r
 \r
similarity index 92%
rename from G3D/Actor/body._h
rename to G3D/Body._h
index 06f7db2..9ccf476 100644 (file)
 #ifndef GE_BODY__H\r
 #define GE_BODY__H \r
 \r
-#include "basetype.h"\r
-#include "xform3d.h"\r
-#include "body.h"\r
-#include "strblock.h"\r
-#include "bitmap.h"\r
+#include "BaseType.h"\r
+#include "XForm3d.h"\r
+#include "Body.h"\r
+#include "StrBlock.h"\r
+#include "Bitmap.h"\r
 \r
 \r
 #ifdef __cplusplus\r
@@ -112,7 +112,7 @@ typedef struct geBody
 } geBody;\r
 \r
 #if defined(DEBUG) || !defined(NDEBUG)\r
-geBoolean GENESISCC geBody_SanityCheck(const geBody *B);\r
+static geBoolean GENESISCC geBody_SanityCheck(const geBody *B);\r
 #endif\r
 \r
 \r
similarity index 96%
rename from G3D/Actor/body.c
rename to G3D/Body.c
index a002942..df40233 100644 (file)
 /****************************************************************************************/\r
 #include <assert.h>                                            //assert()\r
 #include <string.h>                                            //strlen(), strcpy()\r
-#include <math.h>                                              //fabs()\r
+#include <math.h>                                              //fabs()\r
 #include <stdio.h>                                             //sscanf\r
 \r
-#include "body.h"\r
-#include "body._h"\r
-#include "ram.h"\r
-#include "errorlog.h"\r
+#include "Body.h"\r
+#include "Body._h"\r
+#include "Ram.h"\r
+#include "ErrorLog.h"\r
 \r
 \r
 #define MAX(aa,bb)   ( (aa)>(bb)?(aa):(bb) )\r
@@ -37,7 +37,7 @@
 \r
 \r
 #if defined(DEBUG) || !defined(NDEBUG)\r
-static geBoolean GENESISCC geBody_SanityCheck(const geBody *B)\r
+geBoolean GENESISCC geBody_SanityCheck(const geBody *B)\r
 {\r
        int i,j,k;\r
        int Lod,FaceCount,VertexCount,NormalCount,BoneCount;\r
similarity index 95%
rename from G3D/Actor/bodyinst.c
rename to G3D/BodyInst.c
index 48bf919..c659b5b 100644 (file)
 /****************************************************************************************/\r
 #include <assert.h>                                            //assert()\r
 \r
-#include "body._h"\r
-#include "bodyinst.h"\r
-#include "ram.h"\r
-#include "errorlog.h"\r
-#include "strblock.h"\r
+#include "Body._h"\r
+#include "BodyInst.h"\r
+#include "Ram.h"\r
+#include "ErrorLog.h"\r
+#include "StrBlock.h"\r
 \r
 \r
 \r
similarity index 95%
rename from G3D/Actor/bodyinst.h
rename to G3D/BodyInst.h
index f079679..0119cd6 100644 (file)
  */\r
 \r
 \r
-#include "basetype.h"\r
-#include "xform3d.h"\r
-#include "body.h"\r
+#include "BaseType.h"\r
+#include "XForm3d.h"\r
+#include "Body.h"\r
 #include "XFArray.h"\r
-#include "camera.h"\r
+#include "Camera.h"\r
 \r
 \r
 #ifdef __cplusplus\r
@@ -125,4 +125,4 @@ const geBodyInst_Geometry *GENESISCC geBodyInst_GetGeometry(
 #endif\r
 \r
 #endif\r
-               
\ No newline at end of file
+               \r
index f4881ce..8be8d20 100644 (file)
@@ -1,2 +1,16 @@
-ADD_LIBRARY             (Genesis3D STATIC Box.c CRC32.c CSNetMgr.c Camera.c Entities.c ErrorLog.c ExtBox.c Font.c Ge.c
-                                   GeAssert.c Log.c Matrix33.c MemPool.c NetPlay.c)
+SET                     (GENESIS3D_SOURCE ACorona.c AStreak.c Actor.c BMP.c Bitmap.c BitmapBlitData.c BitmapGamma.c
+                                          BitmapList.c Body.c BodyInst.c Box.c CRC32.c CSNetMgr.c Camera.c Corona.c
+                                          DirTree.c DirTreeCommon.c Electric.c Engine.c Entities.c ErrorLog.c
+                                          ExtBox.c Fog.c Font.c FontBmp.c Frustum.c FsDos.c FsMemory.c FsVfs.c
+                                          GBSPFile.c Ge.c GeAssert.c Genesis3d.c Light.c List.c Log.c Logo.c LogoActor.c
+                                          Matrix33.c MemPool.c Motion.c NetPlay.c PALCreate.c PALOptimize.c Palettize.c
+                                          Path.c PhysicsJoint.c PhysicsObject.c PhysicsSystem.c PixelFormat.c Plane.c
+                                          Pose.c PoweredBy.c Puppet.c QKFrame.c Quaternion.c Ram.c RamDLL.c Sound.c
+                                          Sound3d.c Sprite.c StrBlock.c Streak.c Surface.c System.c TClip.c TKArray.c
+                                          TKEvents.c TSC.c Timer.c Trace.c User.c VFile.c VKFrame.c Vec3d.c Vis.c
+                                          WBitmap.c WebUrl.c WgClip.c World.c XFArray.c XForm3d.c YUV.c)
+
+ADD_LIBRARY             (G3D STATIC ${GENESIS3D_SOURCE})
+
+ADD_LIBRARY             (Genesis3D SHARED ${GENESIS3D_SOURCE})
+TARGET_LINK_LIBRARIES   (Genesis3D dplay dplayx gdi32 msvcrt ole32 winmm)
index 5a86985..48f73a7 100644 (file)
@@ -26,7 +26,7 @@
 #include "Camera.h"\r
 #include "Ram.h"\r
 #include "ErrorLog.h"\r
-#include "G3D/Engine/Drivers/DCommon.h"\r
+#include "DCommon.h"\r
 \r
 typedef struct geCamera \r
 {\r
similarity index 100%
rename from G3D/Engine/Logo/CORONA.c
rename to G3D/Corona.c
similarity index 100%
rename from G3D/Engine/Drivers/DCommon.h
rename to G3D/DCommon.h
index 6d7764a..5d3acfb 100644 (file)
 #include       <stdlib.h>\r
 #include       <string.h>\r
 \r
-#include       "basetype.h"\r
-#include       "ram.h"\r
-\r
-#include       "dirtree.h"\r
-#include       "dirtree-common.h"\r
+#include       "BaseType.h"\r
+#include       "Ram.h"\r
+#include       "DirTree.h"\r
+#include       "DirTreeCommon.h"\r
 \r
 #define        DIRTREE_FILE_SIGNATURE  MAKEFOURCC('D', 'T', '0', '1')\r
 static int DirTree_SignatureBase=0x696C6345;\r
index 2610be5..6f88e5a 100644 (file)
@@ -22,7 +22,7 @@
 #ifndef        DIRTREE_H\r
 #define        DIRTREE_H\r
 \r
-#include       "vfile.h"\r
+#include       "VFile.h"\r
 \r
 typedef struct DirTree                 DirTree;\r
 typedef struct DirTree_Finder  DirTree_Finder;\r
index 8137354..2d2b318 100644 (file)
@@ -23,8 +23,8 @@
 #include       <assert.h>\r
 #include       <string.h>\r
 \r
-#include       "ram.h"\r
-#include       "dirtree-common.h"\r
+#include       "Ram.h"\r
+#include       "DirTreeCommon.h"\r
 \r
 char * DuplicateString(const char *String)\r
 {\r
@@ -103,4 +103,4 @@ void        indent(int i)
        while   (i--)\r
                printf(" ");\r
 }\r
-#endif
\ No newline at end of file
+#endif\r
index 46da5ae..4972c81 100644 (file)
@@ -23,7 +23,7 @@
 #define        DIRTREE_COMMON_H\r
 \r
 \r
-#include       "vfile.h"\r
+#include       "VFile.h"\r
 \r
 typedef        struct  DirTree_Header\r
 {\r
@@ -50,4 +50,4 @@ geBoolean     PathHasDir(const char *Path);
 static void    indent(int i);\r
 #endif\r
 \r
-#endif
\ No newline at end of file
+#endif\r
similarity index 95%
rename from G3D/Engine/Logo/electric.c
rename to G3D/Electric.c
index 6dca954..88a24e7 100644 (file)
 #include       <math.h>\r
 #include       <assert.h>\r
 \r
-#include       "genesis.h"\r
+#include       "Genesis.h"\r
 #include       "ErrorLog.h"\r
-\r
 #include       "Electric.h"\r
-#include       "ram.h"\r
+#include       "Ram.h"\r
 \r
 static int             logBase2(int n)\r
 {\r
similarity index 100%
rename from G3D/Engine/Logo/electric.h
rename to G3D/Electric.h
similarity index 96%
rename from G3D/Engine/Engine.c
rename to G3D/Engine.c
index 77d2cb5..835f63e 100644 (file)
 #include <stdlib.h> // _MAX_PATH\r
 #include <direct.h>    // getcwd\r
 \r
-#include "engine.h"\r
-\r
-#include "Errorlog.h"\r
+#include "Engine.h"\r
+#include "ErrorLog.h"\r
 #include "DCommon.h"\r
 #include "BitmapList.h"\r
 #include "Bitmap.h"\r
 #include "Bitmap._h"\r
 #include "World.h"\r
-#include "log.h"\r
+#include "Log.h"\r
 \r
 //#define DO_ADDREMOVE_MESSAGES\r
 #ifndef _DEBUG\r
@@ -1984,7 +1983,8 @@ static void Engine_DrawFontBuffer(geEngine *Engine)
 \r
 static void SubLarge(LARGE_INTEGER *start, LARGE_INTEGER *end, LARGE_INTEGER *delta)\r
 {\r
-       _asm {\r
+    // FIXME: replace this by gcc acm code or real C\r
+       /*_asm {\r
                mov ebx,dword ptr [start]\r
                mov esi,dword ptr [end]\r
 \r
@@ -1997,7 +1997,7 @@ static void SubLarge(LARGE_INTEGER *start, LARGE_INTEGER *end, LARGE_INTEGER *de
                mov ebx,dword ptr [delta]\r
                mov dword ptr [ebx+0],eax\r
                mov dword ptr [ebx+4],edx\r
-       }\r
+       }*/\r
 }\r
 \r
 \r
similarity index 96%
rename from G3D/Engine/Engine.h
rename to G3D/Engine.h
index 77d8fd5..ebf052a 100644 (file)
 #ifndef GE_ENGINE_H\r
 #define GE_ENGINE_H\r
 \r
-#include "include/Genesis.h"\r
+#include "Genesis.h"\r
 #include "System.h"\r
-#include "G3D/World/World.h"\r
-#include "include/Bitmap.h"\r
+#include "World.h"\r
+#include "Bitmap.h"\r
 #include "BitmapList.h"\r
 \r
 #ifdef __cplusplus\r
diff --git a/G3D/Engine/Drivers/D3D7xDrv/D3DDrv.mak b/G3D/Engine/Drivers/D3D7xDrv/D3DDrv.mak
deleted file mode 100644 (file)
index 454edfc..0000000
+++ /dev/null
@@ -1,284 +0,0 @@
-# Microsoft Developer Studio Generated NMAKE File, Based on D3DDrv.dsp\r
-!IF "$(CFG)" == ""\r
-CFG=D3DDrv - Win32 Debug\r
-!MESSAGE No configuration specified. Defaulting to D3DDrv - Win32 Debug.\r
-!ENDIF \r
-\r
-!IF "$(CFG)" != "D3DDrv - Win32 Release" && "$(CFG)" != "D3DDrv - Win32 Debug"\r
-!MESSAGE Invalid configuration "$(CFG)" specified.\r
-!MESSAGE You can specify a configuration when running NMAKE\r
-!MESSAGE by defining the macro CFG on the command line. For example:\r
-!MESSAGE \r
-!MESSAGE NMAKE /f "D3DDrv.mak" CFG="D3DDrv - Win32 Debug"\r
-!MESSAGE \r
-!MESSAGE Possible choices for configuration are:\r
-!MESSAGE \r
-!MESSAGE "D3DDrv - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")\r
-!MESSAGE "D3DDrv - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")\r
-!MESSAGE \r
-!ERROR An invalid configuration is specified.\r
-!ENDIF \r
-\r
-!IF "$(OS)" == "Windows_NT"\r
-NULL=\r
-!ELSE \r
-NULL=nul\r
-!ENDIF \r
-\r
-CPP=cl.exe\r
-MTL=midl.exe\r
-RSC=rc.exe\r
-\r
-!IF  "$(CFG)" == "D3DDrv - Win32 Release"\r
-\r
-OUTDIR=.\Release\r
-INTDIR=.\Release\r
-# Begin Custom Macros\r
-OutDir=.\Release\r
-# End Custom Macros\r
-\r
-ALL : "$(OUTDIR)\D3DDrv.dll"\r
-\r
-\r
-CLEAN :\r
-       -@erase "$(INTDIR)\D3d_err.obj"\r
-       -@erase "$(INTDIR)\D3d_fx.obj"\r
-       -@erase "$(INTDIR)\D3d_main.obj"\r
-       -@erase "$(INTDIR)\D3dcache.obj"\r
-       -@erase "$(INTDIR)\D3ddrv.obj"\r
-       -@erase "$(INTDIR)\DDMemMgr.obj"\r
-       -@erase "$(INTDIR)\Gspan.obj"\r
-       -@erase "$(INTDIR)\Pcache.obj"\r
-       -@erase "$(INTDIR)\Render.obj"\r
-       -@erase "$(INTDIR)\Scene.obj"\r
-       -@erase "$(INTDIR)\THandle.obj"\r
-       -@erase "$(INTDIR)\tpage.obj"\r
-       -@erase "$(INTDIR)\vc60.idb"\r
-       -@erase "$(OUTDIR)\D3DDrv.dll"\r
-       -@erase "$(OUTDIR)\D3DDrv.exp"\r
-       -@erase "$(OUTDIR)\D3DDrv.lib"\r
-\r
-"$(OUTDIR)" :\r
-    if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"\r
-\r
-CPP_PROJ=/nologo /MT /W3 /GX /O2 /X /I "..\..\.." /I "..\..\..\..\SdkDx6Sdk\Include" /I "..\\" /I "..\..\..\..\Sdk\Dx6Sdk\Include" /I "..\D3DDrv" /I "..\..\..\Support" /I "..\..\..\..\MsDev60\Include" /I "..\..\..\Math" /I "..\..\..\Bitmap" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "D3DDRV_EXPORTS" /Fp"$(INTDIR)\D3DDrv.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c \r
-MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32 \r
-BSC32=bscmake.exe\r
-BSC32_FLAGS=/nologo /o"$(OUTDIR)\D3DDrv.bsc" \r
-BSC32_SBRS= \\r
-       \r
-LINK32=link.exe\r
-LINK32_FLAGS=/nologo /dll /incremental:no /pdb:"$(OUTDIR)\D3DDrv.pdb" /machine:I386 /nodefaultlib /out:"$(OUTDIR)\D3DDrv.dll" /implib:"$(OUTDIR)\D3DDrv.lib" \r
-LINK32_OBJS= \\r
-       "$(INTDIR)\D3d_err.obj" \\r
-       "$(INTDIR)\D3d_fx.obj" \\r
-       "$(INTDIR)\D3d_main.obj" \\r
-       "$(INTDIR)\D3dcache.obj" \\r
-       "$(INTDIR)\D3ddrv.obj" \\r
-       "$(INTDIR)\DDMemMgr.obj" \\r
-       "$(INTDIR)\Gspan.obj" \\r
-       "$(INTDIR)\Pcache.obj" \\r
-       "$(INTDIR)\Render.obj" \\r
-       "$(INTDIR)\Scene.obj" \\r
-       "$(INTDIR)\THandle.obj" \\r
-       "$(INTDIR)\tpage.obj" \\r
-       "..\..\..\..\MSDev60\lib\Wininet.lib" \\r
-       "..\..\..\..\MSDev60\lib\Comdlg32.lib" \\r
-       "..\..\..\..\MSDev60\lib\Gdi32.lib" \\r
-       "..\..\..\..\MSDev60\lib\Kernel32.lib" \\r
-       "..\..\..\..\MSDev60\lib\Libcmt.lib" \\r
-       "..\..\..\..\MSDev60\lib\Oldnames.lib" \\r
-       "..\..\..\..\MSDev60\lib\Shell32.lib" \\r
-       "..\..\..\..\MSDev60\lib\User32.lib" \\r
-       "..\..\..\..\MSDev60\lib\Uuid.lib" \\r
-       "..\..\..\..\MSDev60\lib\Advapi32.lib" \\r
-       "..\..\..\..\Sdk\Dx6sdk\Lib\dxguid.lib" \\r
-       "..\..\..\..\Sdk\Dx6sdk\Lib\ddraw.lib" \\r
-       "..\..\..\..\Sdk\Dx6sdk\Lib\d3dim.lib"\r
-\r
-"$(OUTDIR)\D3DDrv.dll" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)\r
-    $(LINK32) @<<\r
-  $(LINK32_FLAGS) $(LINK32_OBJS)\r
-<<\r
-\r
-!ELSEIF  "$(CFG)" == "D3DDrv - Win32 Debug"\r
-\r
-OUTDIR=.\Debug\r
-INTDIR=.\Debug\r
-# Begin Custom Macros\r
-OutDir=.\Debug\r
-# End Custom Macros\r
-\r
-ALL : "$(OUTDIR)\D3DDrv.dll"\r
-\r
-\r
-CLEAN :\r
-       -@erase "$(INTDIR)\D3d_err.obj"\r
-       -@erase "$(INTDIR)\D3d_fx.obj"\r
-       -@erase "$(INTDIR)\D3d_main.obj"\r
-       -@erase "$(INTDIR)\D3dcache.obj"\r
-       -@erase "$(INTDIR)\D3ddrv.obj"\r
-       -@erase "$(INTDIR)\DDMemMgr.obj"\r
-       -@erase "$(INTDIR)\Gspan.obj"\r
-       -@erase "$(INTDIR)\Pcache.obj"\r
-       -@erase "$(INTDIR)\Render.obj"\r
-       -@erase "$(INTDIR)\Scene.obj"\r
-       -@erase "$(INTDIR)\THandle.obj"\r
-       -@erase "$(INTDIR)\tpage.obj"\r
-       -@erase "$(INTDIR)\vc60.idb"\r
-       -@erase "$(INTDIR)\vc60.pdb"\r
-       -@erase "$(OUTDIR)\D3DDrv.dll"\r
-       -@erase "$(OUTDIR)\D3DDrv.exp"\r
-       -@erase "$(OUTDIR)\D3DDrv.ilk"\r
-       -@erase "$(OUTDIR)\D3DDrv.lib"\r
-       -@erase "$(OUTDIR)\D3DDrv.pdb"\r
-\r
-"$(OUTDIR)" :\r
-    if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"\r
-\r
-CPP_PROJ=/nologo /MTd /W3 /GX /Zi /Od /X /I "..\..\.." /I "..\..\..\Math" /I "..\\" /I "..\..\..\..\Sdk\Dx6Sdk\Include" /I "..\D3DDrv" /I "..\..\..\Support" /I "..\..\..\..\MsDev60\Include" /I "..\..\..\Bitmap" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "D3DDRV_EXPORTS" /Fp"$(INTDIR)\D3DDrv.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /GZ /c \r
-MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32 \r
-BSC32=bscmake.exe\r
-BSC32_FLAGS=/nologo /o"$(OUTDIR)\D3DDrv.bsc" \r
-BSC32_SBRS= \\r
-       \r
-LINK32=link.exe\r
-LINK32_FLAGS=/nologo /dll /incremental:yes /pdb:"$(OUTDIR)\D3DDrv.pdb" /debug /machine:I386 /nodefaultlib /out:"$(OUTDIR)\D3DDrv.dll" /implib:"$(OUTDIR)\D3DDrv.lib" /pdbtype:sept \r
-LINK32_OBJS= \\r
-       "$(INTDIR)\D3d_err.obj" \\r
-       "$(INTDIR)\D3d_fx.obj" \\r
-       "$(INTDIR)\D3d_main.obj" \\r
-       "$(INTDIR)\D3dcache.obj" \\r
-       "$(INTDIR)\D3ddrv.obj" \\r
-       "$(INTDIR)\DDMemMgr.obj" \\r
-       "$(INTDIR)\Gspan.obj" \\r
-       "$(INTDIR)\Pcache.obj" \\r
-       "$(INTDIR)\Render.obj" \\r
-       "$(INTDIR)\Scene.obj" \\r
-       "$(INTDIR)\THandle.obj" \\r
-       "$(INTDIR)\tpage.obj" \\r
-       "..\..\..\..\MSDev60\lib\Wininet.lib" \\r
-       "..\..\..\..\MSDev60\lib\Comdlg32.lib" \\r
-       "..\..\..\..\MSDev60\lib\Gdi32.lib" \\r
-       "..\..\..\..\MSDev60\lib\Kernel32.lib" \\r
-       "..\..\..\..\MSDev60\lib\Libcmtd.lib" \\r
-       "..\..\..\..\MSDev60\lib\Oldnames.lib" \\r
-       "..\..\..\..\MSDev60\lib\Shell32.lib" \\r
-       "..\..\..\..\MSDev60\lib\User32.lib" \\r
-       "..\..\..\..\MSDev60\lib\Uuid.lib" \\r
-       "..\..\..\..\MSDev60\lib\Advapi32.lib" \\r
-       "..\..\..\..\Sdk\Dx6sdk\Lib\dxguid.lib" \\r
-       "..\..\..\..\Sdk\Dx6sdk\Lib\ddraw.lib" \\r
-       "..\..\..\..\Sdk\Dx6sdk\Lib\d3dim.lib"\r
-\r
-"$(OUTDIR)\D3DDrv.dll" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)\r
-    $(LINK32) @<<\r
-  $(LINK32_FLAGS) $(LINK32_OBJS)\r
-<<\r
-\r
-!ENDIF \r
-\r
-.c{$(INTDIR)}.obj::\r
-   $(CPP) @<<\r
-   $(CPP_PROJ) $< \r
-<<\r
-\r
-.cpp{$(INTDIR)}.obj::\r
-   $(CPP) @<<\r
-   $(CPP_PROJ) $< \r
-<<\r
-\r
-.cxx{$(INTDIR)}.obj::\r
-   $(CPP) @<<\r
-   $(CPP_PROJ) $< \r
-<<\r
-\r
-.c{$(INTDIR)}.sbr::\r
-   $(CPP) @<<\r
-   $(CPP_PROJ) $< \r
-<<\r
-\r
-.cpp{$(INTDIR)}.sbr::\r
-   $(CPP) @<<\r
-   $(CPP_PROJ) $< \r
-<<\r
-\r
-.cxx{$(INTDIR)}.sbr::\r
-   $(CPP) @<<\r
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index b7bd355..0000000
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diff --git a/G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.dsw b/G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.dsw
deleted file mode 100644 (file)
index f94560c..0000000
+++ /dev/null
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diff --git a/G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.ncb b/G3D/Engine/Drivers/D3D7xDrv/D3DDrv7x.ncb
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deleted file mode 100644 (file)
index a6cfd82..0000000
+++ /dev/null
@@ -1,44 +0,0 @@
-<html>\r
-<body>\r
-<pre>\r
-<h1>Build Log</h1>\r
-<h3>\r
---------------------Configuration: D3DDrv7x - Win32 Release--------------------\r
-</h3>\r
-<h3>Command Lines</h3>\r
-Creating temporary file "C:\DOCUME~1\RALPHD~1\LOCALS~1\Temp\RSP1D.tmp" with contents\r
-[\r
-/nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "D3DDRV_EXPORTS" /Fp"Release/D3DDrv7x.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c \r
-"D:\Release\G3D\Engine\Drivers\D3D7xDrv\D3d_main.cpp"\r
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-.\Release\D3d_err.obj\r
-.\Release\D3d_fx.obj\r
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-.\Release\D3ddrv7x.obj\r
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-.\Release\THandle.obj\r
-.\Release\tpage.obj\r
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-<h3>Output Window</h3>\r
-Compiling...\r
-D3d_main.cpp\r
-Linking...\r
-   Creating library Release/D3DDrv7x.lib and object Release/D3DDrv7x.exp\r
-\r
-\r
-\r
-<h3>Results</h3>\r
-D3DDrv7x.dll - 0 error(s), 0 warning(s)\r
-</pre>\r
-</body>\r
-</html>\r
diff --git a/G3D/Engine/Drivers/D3D7xDrv/mssccprj.scc b/G3D/Engine/Drivers/D3D7xDrv/mssccprj.scc
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index 848e217..0000000
+++ /dev/null
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index 48953e3..0000000
+++ /dev/null
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diff --git a/G3D/Engine/Drivers/D3D8Drv/D3DDriver.dsw b/G3D/Engine/Drivers/D3D8Drv/D3DDriver.dsw
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index 6109fe3..0000000
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@@ -1,29 +0,0 @@
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diff --git a/G3D/Engine/Drivers/D3D8Drv/D3DDriver.ncb b/G3D/Engine/Drivers/D3D8Drv/D3DDriver.ncb
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index e9fea99..0000000
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diff --git a/G3D/Engine/Drivers/D3D8Drv/D3DDriver.opt b/G3D/Engine/Drivers/D3D8Drv/D3DDriver.opt
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diff --git a/G3D/Engine/Drivers/D3D8Drv/D3DDriver.plg b/G3D/Engine/Drivers/D3D8Drv/D3DDriver.plg
deleted file mode 100644 (file)
index e4e67e9..0000000
+++ /dev/null
@@ -1,44 +0,0 @@
-<html>\r
-<body>\r
-<pre>\r
-<h1>Build Log</h1>\r
-<h3>\r
---------------------Configuration: D3DDriver - Win32 Release--------------------\r
-</h3>\r
-<h3>Command Lines</h3>\r
-Creating temporary file "C:\DOCUME~1\RALPHD~1\LOCALS~1\Temp\RSP35.tmp" with contents\r
-[\r
-/nologo /MT /W3 /GX /O2 /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "D3DDRIVER_EXPORTS" /D "STRICT" /D "D3DDRV_EXPORTS" /Fp"Release/D3DDriver.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c \r
-"D:\Release\G3D\Engine\Drivers\D3D8Drv\D3d_main.cpp"\r
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-Creating command line "cl.exe @C:\DOCUME~1\RALPHD~1\LOCALS~1\Temp\RSP35.tmp" \r
-Creating temporary file "C:\DOCUME~1\RALPHD~1\LOCALS~1\Temp\RSP36.tmp" with contents\r
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-kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib dxguid.lib ddraw.lib d3d8.lib /nologo /dll /incremental:no /pdb:"Release/D3DDrv.pdb" /machine:I386 /out:"..\Release\D3DDrv.dll" /implib:"Release/D3DDrv.lib" /libpath:"..\geGlobals\Lib" \r
-.\Release\D3D_ERR.OBJ\r
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-.\Release\D3dcache.obj\r
-.\Release\D3ddrv.obj\r
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-.\Release\Pcache.obj\r
-.\Release\Render.obj\r
-.\Release\Scene.obj\r
-.\Release\THandle.obj\r
-.\Release\tpage.obj\r
-]\r
-Creating command line "link.exe @C:\DOCUME~1\RALPHD~1\LOCALS~1\Temp\RSP36.tmp"\r
-<h3>Output Window</h3>\r
-Compiling...\r
-D3d_main.cpp\r
-Linking...\r
-   Creating library Release/D3DDrv.lib and object Release/D3DDrv.exp\r
-\r
-\r
-\r
-<h3>Results</h3>\r
-D3DDrv.dll - 0 error(s), 0 warning(s)\r
-</pre>\r
-</body>\r
-</html>\r
diff --git a/G3D/Engine/Drivers/D3DDrv/D3DDrv.dsp b/G3D/Engine/Drivers/D3DDrv/D3DDrv.dsp
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index 931f9f9..0000000
+++ /dev/null
@@ -1,207 +0,0 @@
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-# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102\r
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