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# ifndef COM_MESH_H
# define COM_MESH_H
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# include "quakedef.h"
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# ifdef __cplusplus
extern " C " {
# endif
# include "hash.h"
# include "shader.h"
# ifdef SKELETALMODELS
# include <stdlib.h>
# endif
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# ifdef HALFLIFEMODELS
# include "model_hl.h"
# endif
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struct galiasinfo_s ; //per-surface info.
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# ifdef NONSKELETALMODELS
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//a single pose within an animation (note: always refered to via a framegroup, even if there's only one frame in that group).
typedef struct
{
vecV_t * ofsverts ;
# ifndef SERVERONLY
vec3_t * ofsnormals ;
vec3_t * ofstvector ;
vec3_t * ofssvector ;
vboarray_t vboverts ;
vboarray_t vbonormals ;
vboarray_t vbosvector ;
vboarray_t vbotvector ;
# endif
vec3_t scale ;
vec3_t scale_origin ;
} galiaspose_t ;
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# endif
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typedef struct galiasevent_s
{
struct galiasevent_s * next ;
float timestamp ;
int code ;
char * data ;
} galiasevent_t ;
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//a frame group (aka: animation)
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typedef struct galiasanimation_s
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{
# ifdef SKELETALMODELS
skeltype_t skeltype ; //for models with transforms, states that bones need to be transformed from their parent.
//this is actually bad, and can result in bones shortening as they interpolate.
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float * ( QDECL * GetRawBones ) ( const struct galiasinfo_s * mesh , const struct galiasanimation_s * a , float time , float * bonematrixstorage , int numbones ) ;
void * boneofs ; //numposes*12*numbones
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# endif
qboolean loop ;
int numposes ;
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//float *poseendtime; //first starts at 0, anim duration is poseendtime[numposes-1]
float rate ; //average framerate of animation.
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# ifdef NONSKELETALMODELS
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galiaspose_t * poseofs ;
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# endif
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galiasevent_t * events ;
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char name [ 64 ] ;
} galiasanimation_t ;
typedef struct galiasbone_s galiasbone_t ;
# ifdef SKELETALMODELS
struct galiasbone_s
{
char name [ 32 ] ;
int parent ;
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// float radius;
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float inverse [ 12 ] ;
} ;
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typedef struct
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{
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//should be load-time only
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//use of this prevents the use of glsl acceleration. the framerate loss is of the order of 90%
//skeletal poses refer to this.
int vertexindex ;
int boneindex ;
vec4_t org ;
# ifndef SERVERONLY
vec3_t normal ;
# endif
} galisskeletaltransforms_t ;
# endif
//we can't be bothered with animating skins.
//We'll load up to four of them but after that you're on your own
# ifndef SERVERONLY
typedef struct
{
shader_t * shader ;
qbyte * texels ; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
const char * defaultshader ;
char shadername [ MAX_QPATH ] ;
texnums_t texnums ;
} skinframe_t ;
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struct galiasskin_s
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{
int skinwidth ;
int skinheight ;
float skinspeed ;
int numframes ;
skinframe_t * frame ;
char name [ MAX_QPATH ] ;
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} ;
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typedef struct
{
char name [ MAX_QPATH ] ;
texnums_t texnum ;
unsigned int tcolour ;
unsigned int bcolour ;
unsigned int pclass ;
int skinnum ;
unsigned int subframe ;
bucket_t bucket ;
} galiascolourmapped_t ;
# endif
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typedef struct galiasskin_s galiasskin_t ;
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typedef struct
{
char name [ 64 ] ;
vec3_t org ;
float ang [ 3 ] [ 3 ] ;
} md3tag_t ;
typedef struct galiasinfo_s
{
char surfacename [ MAX_QPATH ] ;
unsigned short geomset ;
unsigned short geomid ;
index_t * ofs_indexes ;
int numindexes ;
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//for hitmodel
unsigned int contents ; //default CONTENTS_BODY
q2csurface_t csurface ; //flags, and also collision name, if useful...
unsigned int surfaceid ; //the body reported to qc via trace_surface
float mindist ;
float maxdist ;
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int * ofs_trineighbours ;
float lerpcutoff ; //hack. should probably be part of the entity structure, but I really don't want new models (and thus code) to have access to this ugly inefficient hack. make your models properly in the first place.
int numskins ;
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//#ifndef SERVERONLY
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galiasskin_t * ofsskins ;
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//#endif
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int shares_verts ; //used with models with two shaders using the same vertex. set to the surface number to inherit from (or itself).
int shares_bones ; //use last mesh's bones. set to the surface number to inherit from (or itself).
int numverts ;
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//#ifndef SERVERONLY
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vec2_t * ofs_st_array ;
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vec2_t * ofs_lmst_array ;
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vec4_t * ofs_rgbaf ;
byte_vec4_t * ofs_rgbaub ;
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//#endif
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int numanimations ;
galiasanimation_t * ofsanimations ;
struct galiasinfo_s * nextsurf ;
# ifdef SKELETALMODELS
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boneidx_t * bonemap ; //filled in automatically if our mesh has more gpu bones than we can support
unsigned int mappedbones ;
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unsigned int nummorphs ; //extra data after the xyz/norm/stvect arrays
const float * ( QDECL * AnimateMorphs ) ( const struct galiasinfo_s * surf , const framestate_t * framestate ) ;
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int meshrootbone ;
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float * baseframeofs ; /*non-heirachical*/
int numbones ;
galiasbone_t * ofsbones ;
vecV_t * ofs_skel_xyz ;
vec3_t * ofs_skel_norm ;
vec3_t * ofs_skel_svect ;
vec3_t * ofs_skel_tvect ;
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bone_vec4_t * ofs_skel_idx ;
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vec4_t * ofs_skel_weight ;
vboarray_t vbo_skel_verts ;
vboarray_t vbo_skel_normals ;
vboarray_t vbo_skel_svector ;
vboarray_t vbo_skel_tvector ;
vboarray_t vbo_skel_bonenum ;
vboarray_t vbo_skel_bweight ;
# endif
vboarray_t vboindicies ;
vboarray_t vbotexcoords ;
vboarray_t vborgba ; //yeah, just you try reading THAT as an actual word.
void * vbomem ;
void * ebomem ;
//these exist only in the root mesh.
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# ifdef MD3MODELS
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int numtagframes ;
int numtags ;
md3tag_t * ofstags ;
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# else
FTE_DEPRECATED int numtagframes ;
FTE_DEPRECATED int numtags ;
FTE_DEPRECATED md3tag_t * ofstags ;
# endif
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void * ctx ; //loader-specific stuff. must be ZG_Malloced if it lasts beyond the loader.
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unsigned int warned ; //passed around at load time, so we don't spam warnings
} galiasinfo_t ;
struct terrainfuncs_s ;
typedef struct modplugfuncs_s
{
int version ;
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//format handling
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int ( QDECL * RegisterModelFormatText ) ( const char * formatname , char * magictext , qboolean ( QDECL * load ) ( struct model_s * mod , void * buffer , size_t fsize ) ) ;
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int ( QDECL * RegisterModelFormatMagic ) ( const char * formatname , qbyte * magic , size_t magicsize , qboolean ( QDECL * load ) ( struct model_s * mod , void * buffer , size_t fsize ) ) ;
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void ( QDECL * UnRegisterModelFormat ) ( int idx ) ;
void ( QDECL * UnRegisterAllModelFormats ) ( void ) ;
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//util
void ( QDECL * StripExtension ) ( const char * in , char * out , int outlen ) ;
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//matrix maths
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void ( QDECL * ConcatTransforms ) ( const float in1 [ 3 ] [ 4 ] , const float in2 [ 3 ] [ 4 ] , float out [ 3 ] [ 4 ] ) ;
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void ( QDECL * M3x4_Invert ) ( const float * in1 , float * out ) ;
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void ( QDECL * VectorAngles ) ( const float * forward , const float * up , float * result , qboolean meshpitch ) ;
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void ( QDECL * AngleVectors ) ( const vec3_t angles , vec3_t forward , vec3_t right , vec3_t up ) ;
void ( QDECL * GenMatrixPosQuat4Scale ) ( const vec3_t pos , const vec4_t quat , const vec3_t scale , float result [ 12 ] ) ;
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//bone stuff
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void ( QDECL * ForceConvertBoneData ) ( skeltype_t sourcetype , const float * sourcedata , size_t bonecount , galiasbone_t * bones , skeltype_t desttype , float * destbuffer , size_t destbonecount ) ;
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//texturing
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image_t * ( QDECL * GetTexture ) ( const char * identifier , const char * subpath , unsigned int flags , void * fallbackdata , void * fallbackpalette , int fallbackwidth , int fallbackheight , uploadfmt_t fallbackfmt ) ;
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void ( QDECL * AccumulateTextureVectors ) ( vecV_t * const vc , vec2_t * const tc , vec3_t * nv , vec3_t * sv , vec3_t * tv , const index_t * idx , int numidx , qboolean calcnorms ) ;
void ( QDECL * NormaliseTextureVectors ) ( vec3_t * n , vec3_t * s , vec3_t * t , int v , qboolean calcnorms ) ;
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model_t * ( QDECL * GetModel ) ( const char * identifier , enum mlverbosity_e verbosity ) ;
# define plugmodfuncs_name "Models"
} plugmodfuncs_t ;
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# define MODPLUGFUNCS_VERSION 2
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# ifdef SKELETALMODELS
void Alias_TransformVerticies ( float * bonepose , galisskeletaltransforms_t * weights , int numweights , vecV_t * xyzout , vec3_t * normout ) ;
void QDECL Alias_ForceConvertBoneData ( skeltype_t sourcetype , const float * sourcedata , size_t bonecount , galiasbone_t * bones , skeltype_t desttype , float * destbuffer , size_t destbonecount ) ;
# endif
qboolean Alias_GAliasBuildMesh ( mesh_t * mesh , vbo_t * * vbop , galiasinfo_t * inf , int surfnum , entity_t * e , qboolean allowskel ) ;
void Mod_DestroyMesh ( galiasinfo_t * galias ) ;
void Alias_FlushCache ( void ) ;
void Alias_Shutdown ( void ) ;
void Alias_Register ( void ) ;
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shader_t * Mod_ShaderForSkin ( model_t * model , int surfaceidx , int num , float time , texnums_t * * out_texnums ) ;
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const char * Mod_SkinNameForNum ( model_t * model , int surfaceidx , int num ) ;
const char * Mod_SurfaceNameForNum ( model_t * model , int num ) ;
const char * Mod_FrameNameForNum ( model_t * model , int surfaceidx , int num ) ;
const char * Mod_SkinNameForNum ( model_t * model , int surfaceidx , int num ) ;
qboolean Mod_FrameInfoForNum ( model_t * model , int surfaceidx , int num , char * * name , int * numframes , float * duration , qboolean * loop ) ;
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qboolean Mod_DoCRC ( model_t * mod , char * buffer , int buffersize ) ;
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void QDECL Mod_AccumulateTextureVectors ( vecV_t * const vc , vec2_t * const tc , vec3_t * nv , vec3_t * sv , vec3_t * tv , const index_t * idx , int numidx , qboolean calcnorms ) ;
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void Mod_AccumulateMeshTextureVectors ( mesh_t * mesh ) ;
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void QDECL Mod_NormaliseTextureVectors ( vec3_t * n , vec3_t * s , vec3_t * t , int v , qboolean calcnorms ) ;
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void R_Generate_Mesh_ST_Vectors ( mesh_t * mesh ) ;
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# ifdef __cplusplus
} ;
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# endif
# endif //COM_MESH_H