d6d0105d3c
Added a higher quality particle config. Quick hack for crepuscular rays. added new command, eg: pr_dumpplatform -FFTE -O csplat used package reporting on servers, auto package downloading on clients, should be fully implemented. Smoothed out players a little. Added option to menus. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3926 fc73d0e0-1445-4013-8a0c-d673dee63da5
164 lines
4.1 KiB
C
164 lines
4.1 KiB
C
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#include "hash.h"
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#include "shader.h"
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#if defined(ZYMOTICMODELS) || defined(MD5MODELS)
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#define SKELETALMODELS
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#include <stdlib.h>
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#endif
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int HLMod_BoneForName(model_t *mod, char *name);
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int HLMod_FrameForName(model_t *mod, char *name);
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typedef struct {
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int ofs_indexes;
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int numindexes;
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int ofs_trineighbours;
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int numskins;
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#ifndef SERVERONLY
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int ofsskins;
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#endif
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int shares_verts; //used with models with two shaders using the same vertex. set to the surface number to inherit from (or itself).
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int shares_bones; //use last mesh's bones. set to the surface number to inherit from (or itself).
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int numverts;
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#ifndef SERVERONLY
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int ofs_st_array;
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#endif
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int groups;
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int groupofs;
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int baseframeofs; /*non-heirachical*/
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int nextsurf;
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#ifdef SKELETALMODELS
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int numbones;
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int ofsbones;
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int numswtransforms;
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int ofsswtransforms;
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int ofs_skel_xyz;
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int ofs_skel_norm;
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int ofs_skel_svect;
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int ofs_skel_tvect;
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int ofs_skel_idx;
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int ofs_skel_weight;
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#endif
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//these exist only in the root mesh.
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int numtagframes;
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int numtags;
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int ofstags;
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} galiasinfo_t;
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//frame is an index into this
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typedef struct {
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#ifdef SKELETALMODELS
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qboolean isheirachical; //for models with transforms, states that bones need to be transformed from their parent.
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//this is actually bad, and can result in bones shortening as they interpolate.
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#endif
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qboolean loop;
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int numposes;
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float rate;
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int poseofs;
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char name[64];
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} galiasgroup_t;
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typedef struct {
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int ofsverts;
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#ifndef SERVERONLY
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int ofsnormals;
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int ofstvector;
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int ofssvector;
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#endif
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vec3_t scale;
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vec3_t scale_origin;
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} galiaspose_t;
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#ifdef SKELETALMODELS
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typedef struct galiasbone_s {
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char name[32];
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int parent;
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} galiasbone_t;
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typedef struct {
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//skeletal poses refer to this.
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int vertexindex;
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int boneindex;
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vec4_t org;
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#ifndef SERVERONLY
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vec3_t normal;
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#endif
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} galisskeletaltransforms_t;
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#endif
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//we can't be bothered with animating skins.
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//We'll load up to four of them but after that you're on your own
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#ifndef SERVERONLY
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typedef struct {
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int skinwidth;
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int skinheight;
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int ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
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float skinspeed;
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int texnums;
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int ofstexnums;
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char name [MAX_QPATH];
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} galiasskin_t;
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typedef struct {
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char name[MAX_QPATH];
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texnums_t texnum;
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unsigned int tcolour;
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unsigned int bcolour;
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unsigned int pclass;
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int skinnum;
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unsigned int subframe;
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bucket_t bucket;
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} galiascolourmapped_t;
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#endif
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float *Alias_GetBonePositions(galiasinfo_t *inf, framestate_t *fstate, float *buffer, int buffersize);
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#ifdef SKELETALMODELS
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void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, vecV_t *xyzout, vec3_t *normout);
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#endif
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qboolean Alias_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int surfnum, entity_t *e, qboolean allowskel);
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void Alias_FlushCache(void);
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void Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
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qboolean Mod_LoadQ1Model (model_t *mod, void *buffer);
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#ifdef MD2MODELS
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qboolean Mod_LoadQ2Model (model_t *mod, void *buffer);
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#endif
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#ifdef MD3MODELS
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qboolean Mod_LoadQ3Model(model_t *mod, void *buffer);
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#endif
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#ifdef ZYMOTICMODELS
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qboolean Mod_LoadZymoticModel(model_t *mod, void *buffer);
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#endif
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#ifdef DPMMODELS
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qboolean Mod_LoadDarkPlacesModel(model_t *mod, void *buffer);
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#endif
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#ifdef PSKMODELS
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qboolean Mod_LoadPSKModel(model_t *mod, void *buffer);
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#endif
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#ifdef INTERQUAKEMODELS
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qboolean Mod_LoadInterQuakeModel(model_t *mod, void *buffer);
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#endif
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#ifdef MD5MODELS
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qboolean Mod_LoadMD5MeshModel(model_t *mod, void *buffer);
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qboolean Mod_LoadCompositeAnim(model_t *mod, void *buffer);
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#endif
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#ifdef MAP_PROC
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qboolean Mod_LoadMap_Proc(model_t *mode, void *buffer);
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#endif
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void Mod_AccumulateTextureVectors(vecV_t *vc, vec2_t *tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, index_t *idx, int numidx);
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void Mod_AccumulateMeshTextureVectors(mesh_t *mesh);
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void Mod_NormaliseTextureVectors(vec3_t *n, vec3_t *s, vec3_t *t, int v);
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