mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-23 12:32:23 +00:00
429 lines
10 KiB
C++
429 lines
10 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef _QERTYPE_H
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#define _QERTYPE_H
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#define MAXPOINTS 16
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class texdef_t
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{
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public:
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texdef_t()
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{
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name = "";
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shift[0] = shift[1] = 0.0;
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rotate = 0;
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scale[0] = scale[1] = 0;
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value = 0;
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}
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~texdef_t()
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{
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if ( name && name[0] ) {
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delete []name;
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}
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name = NULL;
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}
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void SetName( const char *p )
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{
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if ( name && name[0] ) {
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delete []name;
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}
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if ( p && p[0] ) {
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name = strcpy( new char[strlen(p)+1], p );
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}
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else {
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name = "";
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}
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}
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texdef_t& operator =(const texdef_t& rhs)
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{
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if ( &rhs != this ) {
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SetName(rhs.name);
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shift[0] = rhs.shift[0];
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shift[1] = rhs.shift[1];
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rotate = rhs.rotate;
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scale[0] = rhs.scale[0];
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scale[1] = rhs.scale[1];
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value = rhs.value;
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}
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return *this;
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}
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//char name[128];
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char * name;
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float shift[2];
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float rotate;
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float scale[2];
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int value;
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};
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// Timo
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// new brush primitive texdef
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//typedef struct brushprimit_texdef_s
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//{
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// float coords[2][3];
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//} brushprimit_texdef_t;
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class brushprimit_texdef_t {
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public:
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float coords[2][3];
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brushprimit_texdef_t() {
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memset(&coords, 0, sizeof(coords));
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coords[0][0] = 1.0;
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coords[1][1] = 1.0;
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}
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};
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class texturewin_t
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{
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public:
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texturewin_t() {
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memset(&brushprimit_texdef.coords, 0, sizeof(brushprimit_texdef.coords));
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brushprimit_texdef.coords[0][0] = 1.0;
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brushprimit_texdef.coords[1][1] = 1.0;
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}
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~texturewin_t() {
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}
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int width, height;
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int originy;
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// add brushprimit_texdef_t for brush primitive coordinates storage
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brushprimit_texdef_t brushprimit_texdef;
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int m_nTotalHeight;
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// surface plugin, must be casted to a IPluginTexdef*
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void* pTexdef;
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texdef_t texdef;
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};
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#define QER_TRANS 0x00000001
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#define QER_NOCARVE 0x00000002
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typedef struct qtexture_s
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{
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struct qtexture_s *next;
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char name[64]; // includes partial directory and extension
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int width, height;
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int contents;
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int flags;
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int value;
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int texture_number; // gl bind number
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// name of the .shader file
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char shadername[1024]; // old shader stuff
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bool bFromShader; // created from a shader
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float fTrans; // amount of transparency
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int nShaderFlags; // qer_ shader flags
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idVec3 color; // for flat shade mode
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bool inuse; // true = is present on the level
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// cast this one to an IPluginQTexture if you are using it
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// NOTE: casting can be done with a GETPLUGINQTEXTURE defined in isurfaceplugin.h
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// TODO: if the __ISURFACEPLUGIN_H_ header is used, use a union { void *pData; IPluginQTexture *pPluginQTexture } kind of thing ?
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void *pData;
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//++timo FIXME: this is the actual filename of the texture
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// this will be removed after shader code cleanup
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char filename[64];
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} qtexture_t;
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//++timo texdef and brushprimit_texdef are static
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// TODO : do dynamic ?
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typedef struct face_s
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{
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struct face_s *next;
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struct face_s *original; //used for vertex movement
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idVec3 planepts[3];
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idVec3 orgplanepts[3]; // used for arbitrary rotation
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texdef_t texdef;
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idPlane plane;
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idPlane originalPlane;
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bool dirty;
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idWinding *face_winding;
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idVec3 d_color;
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const idMaterial *d_texture;
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// Timo new brush primit texdef
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brushprimit_texdef_t brushprimit_texdef;
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// cast this one to an IPluginTexdef if you are using it
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// NOTE: casting can be done with a GETPLUGINTEXDEF defined in isurfaceplugin.h
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// TODO: if the __ISURFACEPLUGIN_H_ header is used, use a union { void *pData; IPluginTexdef *pPluginTexdef } kind of thing ?
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void *pData;
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} face_t;
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typedef struct {
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idVec3 xyz;
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float sideST[2];
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float capST[2];
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} curveVertex_t;
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typedef struct {
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curveVertex_t v[2];
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} sideVertex_t;
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#define MIN_PATCH_WIDTH 3
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#define MIN_PATCH_HEIGHT 3
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#define MAX_PATCH_WIDTH 64
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#define MAX_PATCH_HEIGHT 64
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// patch type info
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// type in lower 16 bits, flags in upper
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// endcaps directly follow this patch in the list
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// types
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#define PATCH_GENERIC 0x00000000 // generic flat patch
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#define PATCH_CYLINDER 0x00000001 // cylinder
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#define PATCH_BEVEL 0x00000002 // bevel
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#define PATCH_ENDCAP 0x00000004 // endcap
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#define PATCH_HEMISPHERE 0x00000008 // hemisphere
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#define PATCH_CONE 0x00000010 // cone
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#define PATCH_TRIANGLE 0x00000020 // simple tri, assumes 3x3 patch
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// behaviour styles
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#define PATCH_CAP 0x00001000 // flat patch applied as a cap
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#define PATCH_SEAM 0x00002000 // flat patch applied as a seam
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#define PATCH_THICK 0x00004000 // patch applied as a thick portion
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// styles
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#define PATCH_BEZIER 0x00000000 // default bezier
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#define PATCH_BSPLINE 0x10000000 // bspline
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#define PATCH_TYPEMASK 0x00000fff //
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#define PATCH_BTYPEMASK 0x0000f000 //
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#define PATCH_STYLEMASK 0xffff0000 //
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struct brush_s;
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typedef struct brush_s brush_t;
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typedef struct {
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int width, height; // in control points, not patches
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int horzSubdivisions;
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int vertSubdivisions;
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bool explicitSubdivisions;
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int contents, flags, value, type;
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const idMaterial *d_texture;
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idDrawVert *verts;
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//idDrawVert *ctrl;
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brush_t * pSymbiot;
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bool bSelected;
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bool bOverlay;
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int nListID;
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int nListIDCam;
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int nListSelected;
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idDict * epairs;
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// cast this one to an IPluginTexdef if you are using it
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// NOTE: casting can be done with a GETPLUGINTEXDEF defined in isurfaceplugin.h
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// TODO: if the __ISURFACEPLUGIN_H_ header is used, use a union { void *pData; IPluginTexdef *pPluginTexdef } kind of thing ?
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void * pData;
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ID_INLINE idDrawVert &ctrl( int col, int row ) {
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if ( col < 0 || col >= width || row < 0 || row >= height ) {
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common->Warning( "patchMesh_t::ctrl: control point out of range" );
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return verts[0];
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}
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else {
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return verts[row * width + col];
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}
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}
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} patchMesh_t;
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enum {
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LIGHT_TARGET,
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LIGHT_RIGHT,
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LIGHT_UP,
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LIGHT_RADIUS,
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LIGHT_X,
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LIGHT_Y,
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LIGHT_Z,
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LIGHT_START,
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LIGHT_END,
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LIGHT_CENTER
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};
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typedef struct brush_s
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{
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struct brush_s *prev, *next; // links in active/selected
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struct brush_s *oprev, *onext; // links in entity
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brush_t * list; //keep a handy link to the list its in
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struct entity_s *owner;
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idVec3 mins, maxs;
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idVec3 lightCenter; // for moving the shading center of point lights
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idVec3 lightRight;
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idVec3 lightTarget;
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idVec3 lightUp;
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idVec3 lightRadius;
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idVec3 lightOffset;
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idVec3 lightColor;
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idVec3 lightStart;
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idVec3 lightEnd;
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bool pointLight;
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bool startEnd;
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int lightTexture;
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bool trackLightOrigin; // this brush is a special case light brush
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bool entityModel;
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face_t *brush_faces;
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bool bModelFailed;
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//
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// curve brush extensions
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// all are derived from brush_faces
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bool hiddenBrush;
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bool forceWireFrame;
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bool forceVisibile;
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patchMesh_t *pPatch;
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struct entity_s *pUndoOwner;
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int undoId; //undo ID
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int redoId; //redo ID
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int ownerId; //entityId of the owner entity for undo
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// TTimo: HTREEITEM is MFC, some plugins really don't like it
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#ifdef QERTYPES_USE_MFC
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int numberId; // brush number
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HTREEITEM itemOwner; // owner for grouping
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#else
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int numberId;
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DWORD itemOwner;
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#endif
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idRenderModel *modelHandle;
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// brush primitive only
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idDict epairs;
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} brush_t;
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#define MAX_FLAGS 8
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typedef struct trimodel_t
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{
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idVec3 v[3];
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float st[3][2];
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} trimodel;
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// eclass show flags
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#define ECLASS_LIGHT 0x00000001
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#define ECLASS_ANGLE 0x00000002
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#define ECLASS_PATH 0x00000004
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#define ECLASS_MISCMODEL 0x00000008
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#define ECLASS_PLUGINENTITY 0x00000010
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#define ECLASS_PROJECTEDLIGHT 0x00000020
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#define ECLASS_WORLDSPAWN 0x00000040
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#define ECLASS_SPEAKER 0x00000080
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#define ECLASS_PARTICLE 0x00000100
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#define ECLASS_ROTATABLE 0x00000200
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#define ECLASS_CAMERAVIEW 0x00000400
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#define ECLASS_MOVER 0x00000800
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#define ECLASS_ENV 0x00001000
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#define ECLASS_COMBATNODE 0x00002000
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#define ECLASS_LIQUID 0x00004000
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enum EVAR_TYPES {
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EVAR_STRING,
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EVAR_INT,
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EVAR_FLOAT,
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EVAR_BOOL,
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EVAR_COLOR,
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EVAR_MATERIAL,
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EVAR_MODEL,
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EVAR_GUI,
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EVAR_SOUND
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};
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typedef struct evar_s {
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int type;
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idStr name;
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idStr desc;
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} evar_t;
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typedef struct eclass_s
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{
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struct eclass_s *next;
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idStr name;
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bool fixedsize;
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bool unknown; // wasn't found in source
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idVec3 mins, maxs;
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idVec3 color;
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texdef_t texdef;
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idStr comments;
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idStr desc;
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idRenderModel *modelHandle;
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idRenderModel *entityModel;
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int nFrame;
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unsigned int nShowFlags;
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idStr defMaterial;
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idDict args;
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idDict defArgs;
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idList<evar_t> vars;
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HMODULE hPlug;
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} eclass_t;
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extern eclass_t *eclass;
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/*
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** window bits
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*/
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#define W_CAMERA 0x0001
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#define W_XY 0x0002
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#define W_XY_OVERLAY 0x0004
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#define W_Z 0x0008
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#define W_TEXTURE 0x0010
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#define W_Z_OVERLAY 0x0020
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#define W_CONSOLE 0x0040
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#define W_ENTITY 0x0080
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#define W_CAMERA_IFON 0x0100
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#define W_XZ 0x0200 //--| only used for patch vertex manip stuff
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#define W_YZ 0x0400 //--|
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#define W_MEDIA 0x1000
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#define W_GAME 0x2000
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#define W_ALL 0xFFFFFFFF
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// used in some Drawing routines
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enum VIEWTYPE {YZ, XZ, XY};
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#endif
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