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fteqw/engine/common/com_mesh.h
Spoike 7f6c2054d9 threaded loading code and associated/extensive tweaks.
unified image loading code a little between renderers.
support switching worldmodel in csqc. also associated bugfixes.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4758 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-10-05 20:04:11 +00:00

212 lines
6.2 KiB
C

#include "hash.h"
#include "shader.h"
#ifdef SKELETALMODELS
#include <stdlib.h>
#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
{
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.
char *defaultshader;
char shadername[MAX_QPATH];
texnums_t texnums;
} skinframe_t;
typedef struct
{
int skinwidth;
int skinheight;
float skinspeed;
int numframes;
skinframe_t *frame;
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 version;
int (QDECL *RegisterModelFormatText)(const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
int (QDECL *RegisterModelFormatMagic)(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);
void *(QDECL *ZG_Malloc)(zonegroup_t *ctx, int size); //ctx=&mod->memgroup and the data will be freed when the model is freed.
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);
} modplugfuncs_t;
#define MODPLUGFUNCS_VERSION 1
#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);
shader_t *Mod_ShaderForSkin(model_t *model, int num);
const char *Mod_SkinNameForNum(model_t *model, int num);
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);