mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 15:21:35 +00:00
491 lines
12 KiB
C
491 lines
12 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena 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 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
#ifndef __QFILES_H__
|
|
#define __QFILES_H__
|
|
|
|
//
|
|
// qfiles.h: quake file formats
|
|
// This file must be identical in the quake and utils directories
|
|
//
|
|
|
|
//Ignore __attribute__ on non-gcc platforms
|
|
#ifndef __GNUC__
|
|
#ifndef __attribute__
|
|
#define __attribute__(x)
|
|
#endif
|
|
#endif
|
|
|
|
// surface geometry should not exceed these limits
|
|
#define SHADER_MAX_VERTEXES 1000
|
|
#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
|
|
|
|
|
|
// the maximum size of game relative pathnames
|
|
#define MAX_QPATH 64
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
QVM files
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
#define VM_MAGIC 0x12721444
|
|
#define VM_MAGIC_VER2 0x12721445
|
|
typedef struct {
|
|
int vmMagic;
|
|
|
|
int instructionCount;
|
|
|
|
int codeOffset;
|
|
int codeLength;
|
|
|
|
int dataOffset;
|
|
int dataLength;
|
|
int litLength; // ( dataLength - litLength ) should be byteswapped on load
|
|
int bssLength; // zero filled memory appended to datalength
|
|
|
|
//!!! below here is VM_MAGIC_VER2 !!!
|
|
int jtrgLength; // number of jump table targets
|
|
} vmHeader_t;
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
.MD3 triangle model file format
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
|
|
#define MD3_VERSION 15
|
|
|
|
// limits
|
|
#define MD3_MAX_LODS 3
|
|
#define MD3_MAX_TRIANGLES 8192 // per surface
|
|
#define MD3_MAX_VERTS 4096 // per surface
|
|
#define MD3_MAX_SHADERS 256 // per surface
|
|
#define MD3_MAX_FRAMES 1024 // per model
|
|
#define MD3_MAX_SURFACES 32 // per model
|
|
#define MD3_MAX_TAGS 16 // per frame
|
|
|
|
// vertex scales
|
|
#define MD3_XYZ_SCALE (1.0/64)
|
|
|
|
typedef struct md3Frame_s {
|
|
vec3_t bounds[2];
|
|
vec3_t localOrigin;
|
|
float radius;
|
|
char name[16];
|
|
} md3Frame_t;
|
|
|
|
typedef struct md3Tag_s {
|
|
char name[MAX_QPATH]; // tag name
|
|
vec3_t origin;
|
|
vec3_t axis[3];
|
|
} md3Tag_t;
|
|
|
|
/*
|
|
** md3Surface_t
|
|
**
|
|
** CHUNK SIZE
|
|
** header sizeof( md3Surface_t )
|
|
** shaders sizeof( md3Shader_t ) * numShaders
|
|
** triangles[0] sizeof( md3Triangle_t ) * numTriangles
|
|
** st sizeof( md3St_t ) * numVerts
|
|
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
|
|
*/
|
|
typedef struct {
|
|
int ident; //
|
|
|
|
char name[MAX_QPATH]; // polyset name
|
|
|
|
int flags;
|
|
int numFrames; // all surfaces in a model should have the same
|
|
|
|
int numShaders; // all surfaces in a model should have the same
|
|
int numVerts;
|
|
|
|
int numTriangles;
|
|
int ofsTriangles;
|
|
|
|
int ofsShaders; // offset from start of md3Surface_t
|
|
int ofsSt; // texture coords are common for all frames
|
|
int ofsXyzNormals; // numVerts * numFrames
|
|
|
|
int ofsEnd; // next surface follows
|
|
} md3Surface_t;
|
|
|
|
typedef struct {
|
|
char name[MAX_QPATH];
|
|
int shaderIndex; // for in-game use
|
|
} md3Shader_t;
|
|
|
|
typedef struct {
|
|
int indexes[3];
|
|
} md3Triangle_t;
|
|
|
|
typedef struct {
|
|
float st[2];
|
|
} md3St_t;
|
|
|
|
typedef struct {
|
|
short xyz[3];
|
|
short normal;
|
|
} md3XyzNormal_t;
|
|
|
|
typedef struct {
|
|
int ident;
|
|
int version;
|
|
|
|
char name[MAX_QPATH]; // model name
|
|
|
|
int flags;
|
|
|
|
int numFrames;
|
|
int numTags;
|
|
int numSurfaces;
|
|
|
|
int numSkins;
|
|
|
|
int ofsFrames; // offset for first frame
|
|
int ofsTags; // numFrames * numTags
|
|
int ofsSurfaces; // first surface, others follow
|
|
|
|
int ofsEnd; // end of file
|
|
} md3Header_t;
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
MDR file format
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
* Here are the definitions for Ravensoft's model format of md4. Raven stores their
|
|
* playermodels in .mdr files, in some games, which are pretty much like the md4
|
|
* format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
|
|
* MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
|
|
* So this comes in handy for anyone who wants to make it possible to load player
|
|
* models from these games.
|
|
* This format has bone tags, which is similar to the thing you have in md3 I suppose.
|
|
* Raven has released their version of md3view under GPL enabling me to add support
|
|
* to this codebase. Thanks to Steven Howes aka Skinner for helping with example
|
|
* source code.
|
|
*
|
|
* - Thilo Schulz (arny@ats.s.bawue.de)
|
|
*/
|
|
|
|
#define MDR_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R')
|
|
#define MDR_VERSION 2
|
|
#define MDR_MAX_BONES 128
|
|
|
|
typedef struct {
|
|
int boneIndex; // these are indexes into the boneReferences,
|
|
float boneWeight; // not the global per-frame bone list
|
|
vec3_t offset;
|
|
} mdrWeight_t;
|
|
|
|
typedef struct {
|
|
vec3_t normal;
|
|
vec2_t texCoords;
|
|
int numWeights;
|
|
mdrWeight_t weights[1]; // variable sized
|
|
} mdrVertex_t;
|
|
|
|
typedef struct {
|
|
int indexes[3];
|
|
} mdrTriangle_t;
|
|
|
|
typedef struct {
|
|
int ident;
|
|
|
|
char name[MAX_QPATH]; // polyset name
|
|
char shader[MAX_QPATH];
|
|
int shaderIndex; // for in-game use
|
|
|
|
int ofsHeader; // this will be a negative number
|
|
|
|
int numVerts;
|
|
int ofsVerts;
|
|
|
|
int numTriangles;
|
|
int ofsTriangles;
|
|
|
|
// Bone references are a set of ints representing all the bones
|
|
// present in any vertex weights for this surface. This is
|
|
// needed because a model may have surfaces that need to be
|
|
// drawn at different sort times, and we don't want to have
|
|
// to re-interpolate all the bones for each surface.
|
|
int numBoneReferences;
|
|
int ofsBoneReferences;
|
|
|
|
int ofsEnd; // next surface follows
|
|
} mdrSurface_t;
|
|
|
|
typedef struct {
|
|
float matrix[3][4];
|
|
} mdrBone_t;
|
|
|
|
typedef struct {
|
|
vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
|
|
vec3_t localOrigin; // midpoint of bounds, used for sphere cull
|
|
float radius; // dist from localOrigin to corner
|
|
char name[16];
|
|
mdrBone_t bones[1]; // [numBones]
|
|
} mdrFrame_t;
|
|
|
|
typedef struct {
|
|
unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
|
|
} mdrCompBone_t;
|
|
|
|
typedef struct {
|
|
vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
|
|
vec3_t localOrigin; // midpoint of bounds, used for sphere cull
|
|
float radius; // dist from localOrigin to corner
|
|
mdrCompBone_t bones[1]; // [numBones]
|
|
} mdrCompFrame_t;
|
|
|
|
typedef struct {
|
|
int numSurfaces;
|
|
int ofsSurfaces; // first surface, others follow
|
|
int ofsEnd; // next lod follows
|
|
} mdrLOD_t;
|
|
|
|
typedef struct {
|
|
int boneIndex;
|
|
char name[32];
|
|
} mdrTag_t;
|
|
|
|
typedef struct {
|
|
int ident;
|
|
int version;
|
|
|
|
char name[MAX_QPATH]; // model name
|
|
|
|
// frames and bones are shared by all levels of detail
|
|
int numFrames;
|
|
int numBones;
|
|
int ofsFrames; // mdrFrame_t[numFrames]
|
|
|
|
// each level of detail has completely separate sets of surfaces
|
|
int numLODs;
|
|
int ofsLODs;
|
|
|
|
int numTags;
|
|
int ofsTags;
|
|
|
|
int ofsEnd; // end of file
|
|
} mdrHeader_t;
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
.BSP file format
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
|
|
#define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'I')
|
|
// little-endian "IBSP"
|
|
|
|
#define BSP_VERSION 46
|
|
|
|
|
|
// there shouldn't be any problem with increasing these values at the
|
|
// expense of more memory allocation in the utilities
|
|
#define MAX_MAP_MODELS 0x400
|
|
#define MAX_MAP_BRUSHES 0x8000
|
|
#define MAX_MAP_ENTITIES 0x800
|
|
#define MAX_MAP_ENTSTRING 0x40000
|
|
#define MAX_MAP_SHADERS 0x400
|
|
|
|
#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
|
|
#define MAX_MAP_FOGS 0x100
|
|
#define MAX_MAP_PLANES 0x20000
|
|
#define MAX_MAP_NODES 0x20000
|
|
#define MAX_MAP_BRUSHSIDES 0x20000
|
|
#define MAX_MAP_LEAFS 0x20000
|
|
#define MAX_MAP_LEAFFACES 0x20000
|
|
#define MAX_MAP_LEAFBRUSHES 0x40000
|
|
#define MAX_MAP_PORTALS 0x20000
|
|
#define MAX_MAP_LIGHTING 0x800000
|
|
#define MAX_MAP_LIGHTGRID 0x800000
|
|
#define MAX_MAP_VISIBILITY 0x200000
|
|
|
|
#define MAX_MAP_DRAW_SURFS 0x20000
|
|
#define MAX_MAP_DRAW_VERTS 0x80000
|
|
#define MAX_MAP_DRAW_INDEXES 0x80000
|
|
|
|
|
|
// key / value pair sizes in the entities lump
|
|
#define MAX_KEY 32
|
|
#define MAX_VALUE 1024
|
|
|
|
// the editor uses these predefined yaw angles to orient entities up or down
|
|
#define ANGLE_UP -1
|
|
#define ANGLE_DOWN -2
|
|
|
|
#define LIGHTMAP_WIDTH 128
|
|
#define LIGHTMAP_HEIGHT 128
|
|
|
|
#define MAX_WORLD_COORD ( 128*1024 )
|
|
#define MIN_WORLD_COORD ( -128*1024 )
|
|
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
|
|
|
|
//=============================================================================
|
|
|
|
|
|
typedef struct {
|
|
int fileofs, filelen;
|
|
} lump_t;
|
|
|
|
#define LUMP_ENTITIES 0
|
|
#define LUMP_SHADERS 1
|
|
#define LUMP_PLANES 2
|
|
#define LUMP_NODES 3
|
|
#define LUMP_LEAFS 4
|
|
#define LUMP_LEAFSURFACES 5
|
|
#define LUMP_LEAFBRUSHES 6
|
|
#define LUMP_MODELS 7
|
|
#define LUMP_BRUSHES 8
|
|
#define LUMP_BRUSHSIDES 9
|
|
#define LUMP_DRAWVERTS 10
|
|
#define LUMP_DRAWINDEXES 11
|
|
#define LUMP_FOGS 12
|
|
#define LUMP_SURFACES 13
|
|
#define LUMP_LIGHTMAPS 14
|
|
#define LUMP_LIGHTGRID 15
|
|
#define LUMP_VISIBILITY 16
|
|
#define HEADER_LUMPS 17
|
|
|
|
typedef struct {
|
|
int ident;
|
|
int version;
|
|
|
|
lump_t lumps[HEADER_LUMPS];
|
|
} dheader_t;
|
|
|
|
typedef struct {
|
|
float mins[3], maxs[3];
|
|
int firstSurface, numSurfaces;
|
|
int firstBrush, numBrushes;
|
|
} dmodel_t;
|
|
|
|
typedef struct {
|
|
char shader[MAX_QPATH];
|
|
int surfaceFlags;
|
|
int contentFlags;
|
|
} dshader_t;
|
|
|
|
// planes x^1 is allways the opposite of plane x
|
|
|
|
typedef struct {
|
|
float normal[3];
|
|
float dist;
|
|
} dplane_t;
|
|
|
|
typedef struct {
|
|
int planeNum;
|
|
int children[2]; // negative numbers are -(leafs+1), not nodes
|
|
int mins[3]; // for frustom culling
|
|
int maxs[3];
|
|
} dnode_t;
|
|
|
|
typedef struct {
|
|
int cluster; // -1 = opaque cluster (do I still store these?)
|
|
int area;
|
|
|
|
int mins[3]; // for frustum culling
|
|
int maxs[3];
|
|
|
|
int firstLeafSurface;
|
|
int numLeafSurfaces;
|
|
|
|
int firstLeafBrush;
|
|
int numLeafBrushes;
|
|
} dleaf_t;
|
|
|
|
typedef struct {
|
|
int planeNum; // positive plane side faces out of the leaf
|
|
int shaderNum;
|
|
} dbrushside_t;
|
|
|
|
typedef struct {
|
|
int firstSide;
|
|
int numSides;
|
|
int shaderNum; // the shader that determines the contents flags
|
|
} dbrush_t;
|
|
|
|
typedef struct {
|
|
char shader[MAX_QPATH];
|
|
int brushNum;
|
|
int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
|
|
} dfog_t;
|
|
|
|
typedef struct {
|
|
vec3_t xyz;
|
|
float st[2];
|
|
float lightmap[2];
|
|
vec3_t normal;
|
|
byte color[4];
|
|
} drawVert_t;
|
|
|
|
#define drawVert_t_cleared(x) drawVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
|
|
|
|
typedef enum {
|
|
MST_BAD,
|
|
MST_PLANAR,
|
|
MST_PATCH,
|
|
MST_TRIANGLE_SOUP,
|
|
MST_FLARE
|
|
} mapSurfaceType_t;
|
|
|
|
typedef struct {
|
|
int shaderNum;
|
|
int fogNum;
|
|
int surfaceType;
|
|
|
|
int firstVert;
|
|
int numVerts;
|
|
|
|
int firstIndex;
|
|
int numIndexes;
|
|
|
|
int lightmapNum;
|
|
int lightmapX, lightmapY;
|
|
int lightmapWidth, lightmapHeight;
|
|
|
|
vec3_t lightmapOrigin;
|
|
vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
|
|
|
|
int patchWidth;
|
|
int patchHeight;
|
|
} dsurface_t;
|
|
|
|
|
|
#endif
|