#include "hash.h" #include "shader.h" #ifdef SKELETALMODELS #include #endif int HLMod_BoneForName(model_t *mod, const char *name); int HLMod_FrameForName(model_t *mod, const char *name); //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; //a frame group (aka: animation) typedef struct { #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. float *boneofs; //numposes*12*numbones #endif qboolean loop; int numposes; float rate; galiaspose_t *poseofs; char name[64]; } galiasgroup_t; typedef struct galiasbone_s galiasbone_t; #ifdef SKELETALMODELS struct galiasbone_s { char name[32]; int parent; float inverse[12]; }; typedef struct FTE_DEPRECATED { //DEPRECATED //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 { int skinwidth; int skinheight; qbyte **ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins. float skinspeed; int numshaders; shader_t **ofsshaders; char name[MAX_QPATH]; } galiasskin_t; 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 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; 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; #ifndef SERVERONLY galiasskin_t *ofsskins; #endif 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; #ifndef SERVERONLY vec2_t *ofs_st_array; vec4_t *ofs_rgbaf; byte_vec4_t *ofs_rgbaub; #endif int groups; galiasgroup_t *groupofs; struct galiasinfo_s *nextsurf; #ifdef SKELETALMODELS float *baseframeofs; /*non-heirachical*/ int numbones; galiasbone_t *ofsbones; int numswtransforms; galisskeletaltransforms_t *ofsswtransforms; vecV_t *ofs_skel_xyz; vec3_t *ofs_skel_norm; vec3_t *ofs_skel_svect; vec3_t *ofs_skel_tvect; byte_vec4_t *ofs_skel_idx; 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. //these exist only in the root mesh. int numtagframes; int numtags; md3tag_t *ofstags; } galiasinfo_t; typedef struct { int (QDECL *RegisterModelFormatText)(void *module, const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize)); int (QDECL *RegisterModelFormatMagic)(void *module, const char *formatname, unsigned int magic, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize)); void (QDECL *UnRegisterModelFormat)(int idx); void (QDECL *UnRegisterAllModelFormats)(void *module); void *(QDECL *ZG_Malloc)(zonegroup_t *ctx, int size); void (QDECL *ConcatTransforms) (float in1[3][4], float in2[3][4], float out[3][4]); void (QDECL *M3x4_Invert) (const float *in1, float *out); void (QDECL *StripExtension) (const char *in, char *out, int outlen); void (QDECL *GenMatrixPosQuat4Scale)(vec3_t pos, vec4_t quat, vec3_t scale, float result[12]); void (QDECL *ForceConvertBoneData)(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount); shader_t *(QDECL *RegisterShader) (const char *name, unsigned int usageflags, const char *shaderscript); shader_t *(QDECL *RegisterSkin) (const char *shadername, const char *modname); void (QDECL *BuildDefaultTexnums)(texnums_t *tn, shader_t *shader); } modplugfuncs_t; #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 Alias_FlushCache(void); void Alias_Shutdown(void); void Alias_Register(void); void Mod_DoCRC(model_t *mod, char *buffer, int buffersize); qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize); #ifdef MAP_PROC qboolean Mod_LoadMap_Proc(model_t *mode, void *buffer); #endif void Mod_AccumulateTextureVectors(vecV_t *vc, vec2_t *tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, index_t *idx, int numidx); void Mod_AccumulateMeshTextureVectors(mesh_t *mesh); void Mod_NormaliseTextureVectors(vec3_t *n, vec3_t *s, vec3_t *t, int v);