1
0
Fork 0
forked from fte/fteqw
fteqw/engine/common/com_mesh.h
Spoike 22bb395305 hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
Fixed svc_setangles and sv_bigcoords.
Model code is now responsible for transforming traces instead of it being generic. This fixes rotating things getting stuck in players in hexen2.
The renderer now generates a list of surfaces to draw. Backend now performs rotations/scaling per entity. This fixes sorting order, at least when not using realtime lights.
Hidden items in the hexen2 inventory that you do not have.
Added colourmapping for hexen2.
Should be easier to click on menu items for hexen2.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3602 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-28 17:14:38 +00:00

151 lines
3.7 KiB
C

#include "hash.h"
#include "shader.h"
#if defined(ZYMOTICMODELS) || defined(MD5MODELS)
#define SKELETALMODELS
#include <stdlib.h>
#endif
#define MAX_BONES 256
int HLMod_BoneForName(model_t *mod, char *name);
int HLMod_FrameForName(model_t *mod, char *name);
typedef struct {
int ofs_indexes;
int numindexes;
int ofs_trineighbours;
int numskins;
#ifndef SERVERONLY
int ofsskins;
#endif
qboolean sharesverts; //used with models with two shaders using the same vertex - use last mesh's verts
qboolean sharesbones; //use last mesh's bones (please, never set this on the first mesh!)
int numverts;
#ifndef SERVERONLY
int ofs_st_array;
#endif
int groups;
int groupofs;
int nextsurf;
#ifdef SKELETALMODELS
int numbones;
int ofsbones;
int numtransforms;
int ofstransforms;
#endif
//these exist only in the root mesh.
int numtagframes;
int numtags;
int ofstags;
} galiasinfo_t;
//frame is an index into this
typedef struct {
#ifdef SKELETALMODELS
qboolean isheirachical; //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.
#endif
qboolean loop;
int numposes;
float rate;
int poseofs;
char name[64];
} galiasgroup_t;
typedef struct {
int ofsverts;
#ifndef SERVERONLY
int ofsnormals;
int ofstvector;
int ofssvector;
#endif
vec3_t scale;
vec3_t scale_origin;
} galiaspose_t;
#ifdef SKELETALMODELS
typedef struct {
char name[32];
int parent;
} galiasbone_t;
typedef struct {
//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;
int ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
float skinspeed;
int texnums;
int ofstexnums;
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
float *Alias_GetBonePositions(galiasinfo_t *inf, framestate_t *fstate, float *buffer, int buffersize);
#ifdef SKELETALMODELS
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, vecV_t *xyzout, vec3_t *normout);
#endif
qboolean Alias_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf,
entity_t *e,
float alpha, qboolean nolightdir);
void Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
qboolean Mod_LoadQ1Model (model_t *mod, void *buffer);
#ifdef MD2MODELS
qboolean Mod_LoadQ2Model (model_t *mod, void *buffer);
#endif
#ifdef MD3MODELS
qboolean Mod_LoadQ3Model(model_t *mod, void *buffer);
#endif
#ifdef ZYMOTICMODELS
qboolean Mod_LoadZymoticModel(model_t *mod, void *buffer);
qboolean Mod_LoadDarkPlacesModel(model_t *mod, void *buffer);
#endif
#ifdef MD5MODELS
qboolean Mod_LoadMD5MeshModel(model_t *mod, void *buffer);
qboolean Mod_LoadCompositeAnim(model_t *mod, void *buffer);
#endif
#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);