doom3-bfg/neo/renderer/Model_obj.h

63 lines
2.4 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2021 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __MODEL_OBJ_H__
#define __MODEL_OBJ_H__
/*
===============================================================================
Wavefront OBJ loader.
This is meant to be a very simple model format and we don't even care for .mtl files
because we want all material properties to be defined through the D3 material system
===============================================================================
*/
struct objObject_t
{
idStrStatic< MAX_OSPATH > material;
idList<idVec3> vertexes;
idList<idVec2> texcoords;
idList<idVec3> normals;
idList<triIndex_t> indexes;
};
struct objModel_t
{
ID_TIME_T timeStamp;
idList<objObject_t*, TAG_MODEL> objects;
};
objModel_t* OBJ_Load( const char* fileName );
void OBJ_Free( objModel_t* obj );
#endif /* !__MODEL_OBJ_H__ */