dd8628eb2a
added a couple extra effects to r_particledesc high try and solve the trailparticles madness once and for all by autodetecting which set of arguments is used. fix some annoyances with menuqc. rebuild fs cache when doing vid_restart, to avoid insane reload times. add profiling support. qcc: be more permissive with {a,b,} in array definitions. tweaked logfrag builtin to not loose frags quite so easily. should be more robust now. Whether tools agree or not is a different matter... but there's always the possibility that it'll just work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4644 fc73d0e0-1445-4013-8a0c-d673dee63da5
203 lines
6.1 KiB
C
203 lines
6.1 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, const char *name);
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int HLMod_FrameForName(model_t *mod, const 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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skeltype_t skeltype; //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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float *boneofs; //numposes*12*numbones
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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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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 FTE_DEPRECATED
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{
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//DEPRECATED
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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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char surfacename[MAX_QPATH];
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unsigned short geomset;
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unsigned short geomid;
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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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vec4_t *ofs_rgbaf;
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byte_vec4_t *ofs_rgbaub;
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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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vboarray_t vborgba; //yeah, just you try reading THAT as an actual word.
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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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typedef struct
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{
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int (QDECL *RegisterModelFormatText)(void *module, const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
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int (QDECL *RegisterModelFormatMagic)(void *module, const char *formatname, unsigned int magic, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
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void (QDECL *UnRegisterModelFormat)(int idx);
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void (QDECL *UnRegisterAllModelFormats)(void *module);
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void *(QDECL *ZG_Malloc)(zonegroup_t *ctx, int size);
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void (QDECL *ConcatTransforms) (float in1[3][4], float in2[3][4], float out[3][4]);
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void (QDECL *M3x4_Invert) (const float *in1, float *out);
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void (QDECL *StripExtension) (const char *in, char *out, int outlen);
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void (QDECL *GenMatrixPosQuat4Scale)(vec3_t pos, vec4_t quat, vec3_t scale, float result[12]);
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void (QDECL *ForceConvertBoneData)(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount);
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shader_t *(QDECL *RegisterShader) (const char *name, unsigned int usageflags, const char *shaderscript);
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shader_t *(QDECL *RegisterSkin) (const char *shadername, const char *modname);
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void (QDECL *BuildDefaultTexnums)(texnums_t *tn, shader_t *shader);
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} modplugfuncs_t;
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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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void QDECL Alias_ForceConvertBoneData(skeltype_t sourcetype, const float *sourcedata, size_t bonecount, galiasbone_t *bones, skeltype_t desttype, float *destbuffer, size_t destbonecount);
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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, size_t fsize);
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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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