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fteqw/engine/common/com_mesh.h
Spoike 6e3f69f504 d3d rendering is diabled (framestate, read later - merged will compile just sw+gl for now).
fte particle scripts are disabled (classic works).
I'll fix these in the new year.
Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here.
Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time.
Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete.
Added more info to glsl custom shaders.
Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
2008-12-23 02:55:20 +00:00

142 lines
3.1 KiB
C

#include "hash.h"
#include "shader.h"
#if defined(ZYMOTICMODELS) || defined(MD5MODELS)
#define SKELETALMODELS
#include <stdlib.h>
#endif
#define MAX_BONES 256
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;
#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;
} 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 {
int base;
int bump;
int fullbright;
int upperoverlay;
int loweroverlay;
#ifdef Q3SHADERS
shader_t *shader;
#endif
} galiastexnum_t;
typedef struct {
char name[MAX_QPATH];
galiastexnum_t texnum;
unsigned int tcolour;
unsigned int bcolour;
int skinnum;
bucket_t bucket;
} galiascolourmapped_t;
#endif
float *Alias_GetBonePositions(galiasinfo_t *inf, framestate_t *fstate, float *buffer, int buffersize);
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, float *xyzout);
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