eukara
1c5e82bec7
Half-Life models did not have these flags, but games/mods starting in 2003 and later (Day of Defeat, Condition Zero etc.) use these for plants, trees, cars and anything else desiring masked textures.
362 lines
10 KiB
C
362 lines
10 KiB
C
/*
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
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free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
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warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details. You should have received a copy of the GNU General Public License along with this program; if not, write
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to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. fromquake.h -
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model_hl.h - halflife model structure
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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*/
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#define HLPOLYHEADER (('T' << 24) + ('S' << 16) + ('D' << 8) + 'I') /* little-endian "IDST" */
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#define HLMDLHEADER "IDST"
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/* flags - eukara */
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#define HLMDLFL_FLAT 0x0001
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#define HLMDLFL_CHROME 0x0002
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#define HLMDLFL_FULLBRIGHT 0x0004
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#define HLMDLFL_MASKED 0x0040
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#define HLMDLFL_ALPHASOLID 0x0800
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#define HLSHADER_FULLBRIGHT \
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"{\n" \
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"program defaultskin\n" \
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"{\n" \
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"map $diffuse\n" \
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"}\n" \
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"}\n"
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#define HLSHADER_CHROME \
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"{\n" \
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"program defaultskin#CHROME\n" \
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"{\n" \
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"map $diffuse\n" \
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"tcgen environment\n" \
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"rgbgen lightingdiffuse\n" \
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"}\n" \
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"}\n"
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#define HLSHADER_MASKED \
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"{\n" \
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"program defaultskin#MASK=0.5\n" \
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"{\n" \
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"map $diffuse\n" \
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"rgbgen lightingdiffuse\n" \
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"alphaFunc GE128\n" \
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"}\n" \
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"}\n"
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#define HLSHADER_FULLBRIGHTCHROME \
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"{\n" \
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"program defaultskin#CHROME\n" \
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"{\n" \
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"map $diffuse\n" \
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"tcgen environment\n" \
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"}\n" \
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"}\n"
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/*
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-----------------------------------------------------------------------------------------------------------------------
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main model header
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int filetypeid; //IDSP
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int version; //10
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char name[64];
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int filesize;
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vec3_t unknown3[5];
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int unknown4; //flags
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int numbones;
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int boneindex;
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int numcontrollers;
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int controllerindex;
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int num_hitboxes;
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int ofs_hitboxes;
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int numseq;
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int seqindex;
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int unknown6; //external sequences
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int seqgroups;
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int numtextures;
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int textures;
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int unknown7; //something to do with external textures
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int skinrefs;
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int skingroups;
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int skins;
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int numbodyparts;
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int bodypartindex;
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int num_attachments;
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int ofs_attachments;
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int unknown9[6]; //sounds, transitions
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} hlmdl_header_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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skin info
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[64];
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int flags; /*flat, chrome, fullbright*/
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int w; /* width */
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int h; /* height */
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int offset; /* index */
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} hlmdl_tex_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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body part index
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[64];
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int nummodels;
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int base;
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int modelindex;
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} hlmdl_bodypart_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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meshes
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int numtris;
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int index;
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int skinindex;
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int unknown2;
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int unknown3;
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} hlmdl_mesh_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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bones
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[32];
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int parent;
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int unknown1;
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int bonecontroller[6];
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float value[6];
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float scale[6];
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} hlmdl_bone_t;
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typedef struct
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{
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char name[32]; //I assume
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int unk;
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int bone;
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vec3_t org;
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vec3_t unk2[3];
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} hlmdl_attachment_t;
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typedef struct
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{
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int bone;
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int body; //value reported to gamecode on impact
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vec3_t mins;
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vec3_t maxs;
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} hlmdl_hitbox_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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bone controllers
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int name;
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int type;
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float start;
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float end;
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int unknown1;
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int index;
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} hlmdl_bonecontroller_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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halflife submodel descriptor
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[64];
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int unknown1;
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float unknown2;
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int nummesh;
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int meshindex;
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int numverts;
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int vertinfoindex;
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int vertindex;
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int unknown3[2];
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int normindex;
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int unknown4[2];
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} hlmdl_submodel_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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animation
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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unsigned short offset[6];
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} hlmdl_anim_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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animation frames
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef union
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{
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struct {
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qbyte valid;
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qbyte total;
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} num;
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short value;
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} hlmdl_animvalue_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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sequence descriptions
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[32];
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float timing;
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int loop;
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int action;
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int actionweight;
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int num_events;
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int ofs_events;
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int numframes;
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int unknown2[2];
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int motiontype;
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int motionbone;
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vec3_t unknown3;
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int unknown4[2];
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vec3_t bbox[2];
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int hasblendseq;
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int index;
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int unknown7[2];
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float unknown[4];
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int unknown8;
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unsigned int seqindex;
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int unknown9[4];
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} hlmdl_sequencelist_t;
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typedef struct
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{
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int pose;
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int code;
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int unknown1;
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char data[64];
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} hlmdl_event_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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sequence groups
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[96]; /* should be split label[32] and name[64] */
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unsigned int cache;
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int data;
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} hlmdl_sequencedata_t;
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typedef struct
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{
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int magic; //IDSQ
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int version; //10
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char name[64];
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int unk1;
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} hlmdl_sequencefile_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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halflife model internal structure
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-----------------------------------------------------------------------------------------------------------------------
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*/
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#define MAX_ANIM_GROUPS 16 //submodel files containing anim data.
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typedef struct //this is stored as the cache. an hlmodel_t is generated when drawing
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{
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//updated while rendering...
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float controller[5]; /* Position of bone controllers */
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float adjust[5];
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hlmdl_header_t *header;
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hlmdl_bone_t *bones;
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hlmdl_bonecontroller_t *bonectls;
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hlmdl_sequencefile_t *animcache[MAX_ANIM_GROUPS];
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zonegroup_t *memgroup;
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struct hlmodelshaders_s
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{
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char name[MAX_QPATH];
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char *defaultshadertext;
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texnums_t defaulttex;
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shader_t *shader;
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int w, h;
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int atlasid;
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unsigned short x,y;
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} *shaders;
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short *skinref;
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int numskinrefs;
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int numskingroups;
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int numgeomsets;
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struct
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{
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int numalternatives;
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struct hlalternative_s
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{
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int numsubmeshes;
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mesh_t *submesh;
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} *alternatives;
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} *geomset;
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mesh_t mesh;
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vbo_t vbo;
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qboolean vbobuilt;
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} hlmodel_t;
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/* HL mathlib prototypes: */
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void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion);
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void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM);
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//void UploadTexture(hlmdl_tex_t *ptexture, qbyte *data, qbyte *pal);
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qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize);
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/* physics stuff */
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void *Mod_GetHalfLifeModelData(model_t *mod);
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//reflectioney things, including bone data
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int HLMDL_BoneForName(model_t *mod, const char *name);
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int HLMDL_FrameForName(model_t *mod, const char *name);
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int HLMDL_FrameForAction(model_t *mod, int actionid);
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const char *HLMDL_FrameNameForNum(model_t *model, int surfaceidx, int num);
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qboolean HLMDL_FrameInfoForNum(model_t *model, int surfaceidx, int num, char **name, int *numframes, float *duration, qboolean *loop, int *act);
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qboolean HLMDL_GetModelEvent(model_t *model, int animation, int eventidx, float *timestamp, int *eventcode, char **eventdata);
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int HLMDL_GetNumBones(model_t *mod, qboolean tagstoo);
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int HLMDL_GetBoneParent(model_t *mod, int bonenum);
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const char *HLMDL_GetBoneName(model_t *mod, int bonenum);
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int HLMDL_GetBoneData(model_t *model, int firstbone, int lastbone, const framestate_t *fstate, float *result);
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int HLMDL_GetAttachment(model_t *model, int tagnum, float *resultmatrix);
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#ifdef HAVE_CLIENT
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//stuff only useful for clients that need to draw stuff
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void R_DrawHLModel(entity_t *curent);
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void HLMDL_DrawHitBoxes(entity_t *ent);
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void R_HalfLife_GenerateBatches(entity_t *rent, batch_t **batches);
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void R_HalfLife_TouchTextures(model_t *mod);
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#endif
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