fteqw/engine/common/com_mesh.h
Spoike 911f98ffaa fix demo menu with system paths.
tweak some dp compatibility things. probably futile.
moved ode to a plugin.
added screenshot_mega command to take massive screenshots that are not tied to current video mode.
removed offscreen-gecko code completely.
added cvars to rescale offsetmapping from paletted sources, so it can be disabled where its ugly.
added support for zip weak encryption. the password defaults to 'thisispublic'. nothing is fool-proof.
gl: fix stereoscopic rendering.
gl: fix rendertargets with depth.
qc: added support for named builtins that do not have any specific number.
qc: added some new builtins. drawrotpic, drawtextfield, search_getfilemtime, and a few others.
qc: PF_Fixme now attempts to figure out which builtin you tried to call, for more friendly fatal error messages.
qccgui: stepover and stepout are now implemented, as is setnextstatement.
qccgui: added a way to annotate code with the asm statements generated from them.
qccgui: fixed double-clicking a src file.
qccgui: handles multiple .src files more usefully.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4832 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-02-02 08:01:53 +00:00

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6.9 KiB
C

#ifdef __cplusplus
extern "C" {
#endif
#include "hash.h"
#include "shader.h"
#ifdef SKELETALMODELS
#include <stdlib.h>
#endif
int HLMod_BoneForName(model_t *mod, const char *name);
int HLMod_FrameForName(model_t *mod, const char *name);
//a single pose within an animation (note: always refered to via a framegroup, even if there's only one frame in that group).
typedef struct
{
vecV_t *ofsverts;
#ifndef SERVERONLY
vec3_t *ofsnormals;
vec3_t *ofstvector;
vec3_t *ofssvector;
vboarray_t vboverts;
vboarray_t vbonormals;
vboarray_t vbosvector;
vboarray_t vbotvector;
#endif
vec3_t scale;
vec3_t scale_origin;
} galiaspose_t;
//a frame group (aka: animation)
typedef struct
{
#ifdef SKELETALMODELS
skeltype_t skeltype; //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.
float *boneofs; //numposes*12*numbones
#endif
qboolean loop;
int numposes;
float rate;
galiaspose_t *poseofs;
char name[64];
} galiasgroup_t;
typedef struct galiasbone_s galiasbone_t;
#ifdef SKELETALMODELS
struct galiasbone_s
{
char name[32];
int parent;
float inverse[12];
};
typedef struct FTE_DEPRECATED
{
//DEPRECATED
//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
{
shader_t *shader;
qbyte *texels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
char *defaultshader;
char shadername[MAX_QPATH];
texnums_t texnums;
} skinframe_t;
typedef struct
{
int skinwidth;
int skinheight;
float skinspeed;
int numframes;
skinframe_t *frame;
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
typedef struct
{
char name[64];
vec3_t org;
float ang[3][3];
} md3tag_t;
typedef struct galiasinfo_s
{
char surfacename[MAX_QPATH];
unsigned short geomset;
unsigned short geomid;
index_t *ofs_indexes;
int numindexes;
int *ofs_trineighbours;
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.
int numskins;
#ifndef SERVERONLY
galiasskin_t *ofsskins;
#endif
int shares_verts; //used with models with two shaders using the same vertex. set to the surface number to inherit from (or itself).
int shares_bones; //use last mesh's bones. set to the surface number to inherit from (or itself).
int numverts;
#ifndef SERVERONLY
vec2_t *ofs_st_array;
vec4_t *ofs_rgbaf;
byte_vec4_t *ofs_rgbaub;
#endif
int groups;
galiasgroup_t *groupofs;
struct galiasinfo_s *nextsurf;
#ifdef SKELETALMODELS
float *baseframeofs; /*non-heirachical*/
int numbones;
galiasbone_t *ofsbones;
int numswtransforms;
galisskeletaltransforms_t *ofsswtransforms;
vecV_t *ofs_skel_xyz;
vec3_t *ofs_skel_norm;
vec3_t *ofs_skel_svect;
vec3_t *ofs_skel_tvect;
byte_vec4_t *ofs_skel_idx;
vec4_t *ofs_skel_weight;
vboarray_t vbo_skel_verts;
vboarray_t vbo_skel_normals;
vboarray_t vbo_skel_svector;
vboarray_t vbo_skel_tvector;
vboarray_t vbo_skel_bonenum;
vboarray_t vbo_skel_bweight;
#endif
vboarray_t vboindicies;
vboarray_t vbotexcoords;
vboarray_t vborgba; //yeah, just you try reading THAT as an actual word.
//these exist only in the root mesh.
int numtagframes;
int numtags;
md3tag_t *ofstags;
} galiasinfo_t;
typedef struct
{
int version;
int (QDECL *RegisterModelFormatText)(const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
int (QDECL *RegisterModelFormatMagic)(const char *formatname, unsigned int magic, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
void (QDECL *UnRegisterModelFormat)(int idx);
void (QDECL *UnRegisterAllModelFormats)(void);
void *(QDECL *ZG_Malloc)(zonegroup_t *ctx, int size); //ctx=&mod->memgroup and the data will be freed when the model is freed.
void (QDECL *ConcatTransforms) (float in1[3][4], float in2[3][4], float out[3][4]);
void (QDECL *M3x4_Invert) (const float *in1, float *out);
void (QDECL *VectorAngles)(float *forward, float *up, float *result);
void (QDECL *AngleVectors)(const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void (QDECL *GenMatrixPosQuat4Scale)(vec3_t pos, vec4_t quat, vec3_t scale, float result[12]);
void (QDECL *StripExtension) (const char *in, char *out, int outlen);
void (QDECL *ForceConvertBoneData)(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount);
void (QDECL *LinkEdict)(world_t *w, wedict_t *ed, qboolean touchtriggers);
qboolean (QDECL *RegisterPhysicsEngine)(const char *enginename, void(QDECL*World_Bullet_Start)(world_t*world)); //returns false if there's already one active.
void (QDECL *UnregisterPhysicsEngine)(const char *enginename); //returns false if there's already one active.
qboolean (QDECL *GenerateCollisionMesh)(world_t *world, model_t *mod, wedict_t *ed, vec3_t geomcenter);
void (QDECL *ReleaseCollisionMesh) (wedict_t *ed);
} modplugfuncs_t;
#define MODPLUGFUNCS_VERSION 2
#ifdef SKELETALMODELS
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, vecV_t *xyzout, vec3_t *normout);
void QDECL Alias_ForceConvertBoneData(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount);
#endif
qboolean Alias_GAliasBuildMesh(mesh_t *mesh, vbo_t **vbop, galiasinfo_t *inf, int surfnum, entity_t *e, qboolean allowskel);
void Mod_DestroyMesh(galiasinfo_t *galias);
void Alias_FlushCache(void);
void Alias_Shutdown(void);
void Alias_Register(void);
shader_t *Mod_ShaderForSkin(model_t *model, int num);
const char *Mod_SkinNameForNum(model_t *model, int num);
void Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize);
#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);
#ifdef __cplusplus
};
#endif