f08489f141
rewrote messagemode to support utf8 properly, as well as left-arrow etc keys. support for mouse-over images on console links and stuff. added r_lerpmuzzlehack for certain viewmodels. use libtool's dlopen stuff on cygwin to try to cover some cygwin path differences. try to support utf-8 in filenames even in windows (only in nt, 9x is still ascii only). added certificate validation for gnutls. gnutls now enabled by default in linux. d3d11 tweaks. shadowmapping works. tweaks for updated terrain format, to try to fix some inefficiencies/limitations. xmpp plugin can now display avatars (xmpp /set avatars 1) xmpp file transfers supported by default, but capability is disabled by default (can be enabled by hacking config). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4523 fc73d0e0-1445-4013-8a0c-d673dee63da5
176 lines
4.5 KiB
C
176 lines
4.5 KiB
C
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#include "hash.h"
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#include "shader.h"
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#ifdef 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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//a single pose within an animation (note: always refered to via a framegroup, even if there's only one frame in that group).
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typedef struct
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{
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vecV_t *ofsverts;
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#ifndef SERVERONLY
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vec3_t *ofsnormals;
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vec3_t *ofstvector;
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vec3_t *ofssvector;
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vboarray_t vboverts;
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vboarray_t vbonormals;
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vboarray_t vbosvector;
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vboarray_t vbotvector;
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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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//a frame group (aka: animation)
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typedef struct
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{
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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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galiaspose_t *poseofs;
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float *boneofs; //numposes*12*numbones
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char name[64];
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} galiasgroup_t;
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typedef struct galiasbone_s galiasbone_t;
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#ifdef SKELETALMODELS
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struct galiasbone_s
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{
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char name[32];
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int parent;
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float inverse[12];
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};
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typedef struct
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{
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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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{
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int skinwidth;
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int skinheight;
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qbyte **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 numshaders;
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shader_t **ofsshaders;
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char name[MAX_QPATH];
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} galiasskin_t;
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typedef struct
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{
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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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typedef struct
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{
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char name[64];
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vec3_t org;
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float ang[3][3];
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} md3tag_t;
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typedef struct galiasinfo_s
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{
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index_t *ofs_indexes;
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int numindexes;
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int *ofs_trineighbours;
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float lerpcutoff; //hack. should probably be part of the entity structure, but I really don't want new models (and thus code) to have access to this ugly inefficient hack. make your models properly in the first place.
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int numskins;
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#ifndef SERVERONLY
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galiasskin_t *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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vec2_t *ofs_st_array;
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#endif
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int groups;
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galiasgroup_t *groupofs;
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struct galiasinfo_s *nextsurf;
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#ifdef SKELETALMODELS
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float *baseframeofs; /*non-heirachical*/
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int numbones;
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galiasbone_t *ofsbones;
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int numswtransforms;
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galisskeletaltransforms_t *ofsswtransforms;
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vecV_t *ofs_skel_xyz;
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vec3_t *ofs_skel_norm;
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vec3_t *ofs_skel_svect;
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vec3_t *ofs_skel_tvect;
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byte_vec4_t *ofs_skel_idx;
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vec4_t *ofs_skel_weight;
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vboarray_t vbo_skel_verts;
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vboarray_t vbo_skel_normals;
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vboarray_t vbo_skel_svector;
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vboarray_t vbo_skel_tvector;
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vboarray_t vbo_skel_bonenum;
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vboarray_t vbo_skel_bweight;
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#endif
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vboarray_t vboindicies;
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vboarray_t vbotexcoords;
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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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md3tag_t *ofstags;
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} galiasinfo_t;
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float *Alias_GetBonePositions(galiasinfo_t *inf, framestate_t *fstate, float *buffer, int buffersize, qboolean renderable);
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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, vbo_t **vbop, galiasinfo_t *inf, int surfnum, entity_t *e, qboolean allowskel);
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void Alias_FlushCache(void);
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void Alias_Shutdown(void);
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void Alias_Register(void);
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void Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
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qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer);
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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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