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fteqw/engine/gl/model_hl.h
2022-01-07 03:18:00 +00:00

350 lines
9.9 KiB
C

/*
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
details. You should have received a copy of the GNU General Public License along with this program; if not, write
to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. fromquake.h -
model_hl.h - halflife model structure
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*/
#define HLPOLYHEADER (('T' << 24) + ('S' << 16) + ('D' << 8) + 'I') /* little-endian "IDST" */
#define HLMDLHEADER "IDST"
/* flags - eukara */
#define HLMDLFL_FLAT 0x0001
#define HLMDLFL_CHROME 0x0002
#define HLMDLFL_FULLBRIGHT 0x0004
#define HLSHADER_FULLBRIGHT \
"{\n" \
"program defaultskin\n" \
"{\n" \
"map $diffuse\n" \
"}\n" \
"}\n"
#define HLSHADER_CHROME \
"{\n" \
"program defaultskin#CHROME\n" \
"{\n" \
"map $diffuse\n" \
"tcgen environment\n" \
"rgbgen lightingdiffuse\n" \
"}\n" \
"}\n"
#define HLSHADER_FULLBRIGHTCHROME \
"{\n" \
"program defaultskin#CHROME\n" \
"{\n" \
"map $diffuse\n" \
"tcgen environment\n" \
"}\n" \
"}\n"
/*
-----------------------------------------------------------------------------------------------------------------------
main model header
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
int filetypeid; //IDSP
int version; //10
char name[64];
int filesize;
vec3_t unknown3[5];
int unknown4; //flags
int numbones;
int boneindex;
int numcontrollers;
int controllerindex;
int num_hitboxes;
int ofs_hitboxes;
int numseq;
int seqindex;
int unknown6; //external sequences
int seqgroups;
int numtextures;
int textures;
int unknown7; //something to do with external textures
int skinrefs;
int skingroups;
int skins;
int numbodyparts;
int bodypartindex;
int num_attachments;
int ofs_attachments;
int unknown9[6]; //sounds, transitions
} hlmdl_header_t;
/*
-----------------------------------------------------------------------------------------------------------------------
skin info
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[64];
int flags; /*flat, chrome, fullbright*/
int w; /* width */
int h; /* height */
int offset; /* index */
} hlmdl_tex_t;
/*
-----------------------------------------------------------------------------------------------------------------------
body part index
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[64];
int nummodels;
int base;
int modelindex;
} hlmdl_bodypart_t;
/*
-----------------------------------------------------------------------------------------------------------------------
meshes
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
int numtris;
int index;
int skinindex;
int unknown2;
int unknown3;
} hlmdl_mesh_t;
/*
-----------------------------------------------------------------------------------------------------------------------
bones
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[32];
int parent;
int unknown1;
int bonecontroller[6];
float value[6];
float scale[6];
} hlmdl_bone_t;
typedef struct
{
char name[32]; //I assume
int unk;
int bone;
vec3_t org;
vec3_t unk2[3];
} hlmdl_attachment_t;
typedef struct
{
int bone;
int body; //value reported to gamecode on impact
vec3_t mins;
vec3_t maxs;
} hlmdl_hitbox_t;
/*
-----------------------------------------------------------------------------------------------------------------------
bone controllers
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
int name;
int type;
float start;
float end;
int unknown1;
int index;
} hlmdl_bonecontroller_t;
/*
-----------------------------------------------------------------------------------------------------------------------
halflife submodel descriptor
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[64];
int unknown1;
float unknown2;
int nummesh;
int meshindex;
int numverts;
int vertinfoindex;
int vertindex;
int unknown3[2];
int normindex;
int unknown4[2];
} hlmdl_submodel_t;
/*
-----------------------------------------------------------------------------------------------------------------------
animation
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
unsigned short offset[6];
} hlmdl_anim_t;
/*
-----------------------------------------------------------------------------------------------------------------------
animation frames
-----------------------------------------------------------------------------------------------------------------------
*/
typedef union
{
struct {
qbyte valid;
qbyte total;
} num;
short value;
} hlmdl_animvalue_t;
/*
-----------------------------------------------------------------------------------------------------------------------
sequence descriptions
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[32];
float timing;
int loop;
int action;
int actionweight;
int num_events;
int ofs_events;
int numframes;
int unknown2[2];
int motiontype;
int motionbone;
vec3_t unknown3;
int unknown4[2];
vec3_t bbox[2];
int hasblendseq;
int index;
int unknown7[2];
float unknown[4];
int unknown8;
unsigned int seqindex;
int unknown9[4];
} hlmdl_sequencelist_t;
typedef struct
{
int pose;
int code;
int unknown1;
char data[64];
} hlmdl_event_t;
/*
-----------------------------------------------------------------------------------------------------------------------
sequence groups
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[96]; /* should be split label[32] and name[64] */
unsigned int cache;
int data;
} hlmdl_sequencedata_t;
typedef struct
{
int magic; //IDSQ
int version; //10
char name[64];
int unk1;
} hlmdl_sequencefile_t;
/*
-----------------------------------------------------------------------------------------------------------------------
halflife model internal structure
-----------------------------------------------------------------------------------------------------------------------
*/
#define MAX_ANIM_GROUPS 16 //submodel files containing anim data.
typedef struct //this is stored as the cache. an hlmodel_t is generated when drawing
{
//updated while rendering...
float controller[5]; /* Position of bone controllers */
float adjust[5];
hlmdl_header_t *header;
hlmdl_bone_t *bones;
hlmdl_bonecontroller_t *bonectls;
hlmdl_sequencefile_t *animcache[MAX_ANIM_GROUPS];
zonegroup_t *memgroup;
struct hlmodelshaders_s
{
char name[MAX_QPATH];
char *defaultshadertext;
texnums_t defaulttex;
shader_t *shader;
int w, h;
int atlasid;
unsigned short x,y;
} *shaders;
short *skinref;
int numskinrefs;
int numskingroups;
int numgeomsets;
struct
{
int numalternatives;
struct hlalternative_s
{
int numsubmeshes;
mesh_t *submesh;
} *alternatives;
} *geomset;
mesh_t mesh;
vbo_t vbo;
qboolean vbobuilt;
} hlmodel_t;
/* HL mathlib prototypes: */
void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion);
void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM);
//void UploadTexture(hlmdl_tex_t *ptexture, qbyte *data, qbyte *pal);
qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize);
/* physics stuff */
void *Mod_GetHalfLifeModelData(model_t *mod);
//reflectioney things, including bone data
int HLMDL_BoneForName(model_t *mod, const char *name);
int HLMDL_FrameForName(model_t *mod, const char *name);
int HLMDL_FrameForAction(model_t *mod, int actionid);
const char *HLMDL_FrameNameForNum(model_t *model, int surfaceidx, int num);
qboolean HLMDL_FrameInfoForNum(model_t *model, int surfaceidx, int num, char **name, int *numframes, float *duration, qboolean *loop, int *act);
qboolean HLMDL_GetModelEvent(model_t *model, int animation, int eventidx, float *timestamp, int *eventcode, char **eventdata);
int HLMDL_GetNumBones(model_t *mod, qboolean tagstoo);
int HLMDL_GetBoneParent(model_t *mod, int bonenum);
const char *HLMDL_GetBoneName(model_t *mod, int bonenum);
int HLMDL_GetBoneData(model_t *model, int firstbone, int lastbone, const framestate_t *fstate, float *result);
int HLMDL_GetAttachment(model_t *model, int tagnum, float *resultmatrix);
#ifdef HAVE_CLIENT
//stuff only useful for clients that need to draw stuff
void R_DrawHLModel(entity_t *curent);
void HLMDL_DrawHitBoxes(entity_t *ent);
void R_HalfLife_GenerateBatches(entity_t *rent, batch_t **batches);
void R_HalfLife_TouchTextures(model_t *mod);
#endif