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https://github.com/nzp-team/dquakeplus.git
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356 lines
10 KiB
C
356 lines
10 KiB
C
/*
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
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free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
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warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details. You should have received a copy of the GNU General Public License along with this program; if not, write
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to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. fromquake.h -
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model_hl.h - halflife model structure
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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*/
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#define HLPOLYHEADER (('T' << 24) + ('S' << 16) + ('D' << 8) + 'I') /* little-endian "IDST" */
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#define HLMDLHEADER "IDST"
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#define MAXSTUDIOTRIANGLES 20000 // TODO: tune this
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#define MAXSTUDIOVERTS 2048 // TODO: tune this
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#define MAXSTUDIOSEQUENCES 256 // total animation sequences
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#define MAXSTUDIOSKINS 100 // total textures
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#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
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#define MAXSTUDIOBONES 128 // total bones actually used
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#define MAXSTUDIOMODELS 32 // sub-models per model
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#define MAXSTUDIOBODYPARTS 32
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#define MAXSTUDIOGROUPS 4
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#define MAXSTUDIOANIMATIONS 512 // per sequence
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#define MAXSTUDIOMESHES 256
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#define MAXSTUDIOEVENTS 1024
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#define MAXSTUDIOPIVOTS 256
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#define MAXSTUDIOCONTROLLERS 8
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/*
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-----------------------------------------------------------------------------------------------------------------------
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main model header
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int filetypeid; //IDSP
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int version; //10
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char name[64];
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int filesize;
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vec3_t unknown3[5];
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int flags;
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int numbones;
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int boneindex;
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int numcontrollers;
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int controllerindex;
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int unknown5[2];
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int numseq;
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int seqindex;
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int numseqgroups; // demand loaded sequences
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int seqgroups;
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int numtextures;
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int textures;
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int texturedataindex;
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int numskinref; // replaceable textures
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int numskinfamilies;
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int skins;
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int numbodyparts;
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int bodypartindex;
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int unknown9[8];
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} hlmdl_header_t;
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typedef struct
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{
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int id;
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int version;
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char name[64];
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int length;
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vec3_t eyeposition; // ideal eye position
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vec3_t min; // ideal movement hull size
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vec3_t max;
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vec3_t bbmin; // clipping bounding box
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vec3_t bbmax;
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int flags;
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int numbones; // bones
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int boneindex;
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int numbonecontrollers; // bone controllers
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int bonecontrollerindex;
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int numhitboxes; // complex bounding boxes
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int hitboxindex;
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int numseq; // animation sequences
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int seqindex;
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int numseqgroups; // demand loaded sequences
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int seqgroupindex;
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int numtextures; // raw textures
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int textureindex;
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int texturedataindex;
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int numskinref; // replaceable textures
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int numskinfamilies;
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int skinindex;
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int numbodyparts;
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int bodypartindex;
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int numattachments; // queryable attachable points
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int attachmentindex;
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int soundtable;
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int soundindex;
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int soundgroups;
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int soundgroupindex;
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int numtransitions; // animation node to animation node transition graph
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int transitionindex;
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} studiohdr_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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skin info
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-----------------------------------------------------------------------------------------------------------------------
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*/
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// lighting options
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#define STUDIO_NF_FLATSHADE 0x0001
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#define STUDIO_NF_CHROME 0x0002
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#define STUDIO_NF_FULLBRIGHT 0x0004
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typedef struct
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{
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char name[64];
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int flags;
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int w; /* width */
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int h; /* height */
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int i; /* index */
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} hlmdl_tex_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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body part index
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[64];
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int nummodels;
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int base;
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int modelindex;
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} hlmdl_bodypart_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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meshes
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int numtris;
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int index;
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int skinindex;
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int numnorms; // per mesh normals
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int normindex; // normal vec3_t
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} hlmdl_mesh_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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bones
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[32];
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int parent;
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int unknown1;
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int bonecontroller[6];
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float value[6];
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float scale[6];
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} hlmdl_bone_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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bone controllers
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int name;
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int type;
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float start;
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float end;
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int unknown1;
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int index;
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} hlmdl_bonecontroller_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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halflife model descriptor
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[64];
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int type;
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float boundingradius;
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int nummesh;
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int meshindex;
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int numverts;
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int vertinfoindex;
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int vertindex;
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int numnorms;
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int norminfoindex;
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int normindex;
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int numgroups;
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int groupindex;
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} hlmdl_model_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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animation
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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unsigned short offset[6];
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} hlmdl_anim_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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animation frames
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef union
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{
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struct
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{
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byte valid;
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byte total;
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} num;
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short value;
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} hlmdl_animvalue_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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sequence descriptions
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[32];
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float timing;
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int unknown1[5];
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int numframes;
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int unknown2[2];
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int motiontype;
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int motionbone;
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vec3_t unknown3;
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int unknown4[2];
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vec3_t unknown5[2];
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int unknown6;
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int index;
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int unknown7[2];
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float unknown[4];
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int unknown8;
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int seqindex;
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int unknown9[4];
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} hlmdl_sequencelist_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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sequence groups
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[96]; /* should be split label[32] and name[64] */
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void * cache;
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int data;
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} hlmdl_sequencedata_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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halflife model internal structure
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int sequence;
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int frame; /* Current animation sequence and frame */
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float frametime; /* Time of last frame drawn */
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float controller[4]; /* Position of bone controllers */
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float adjust[4];
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/* Static pointers */
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hlmdl_header_t *header;
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hlmdl_tex_t *textures;
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hlmdl_bone_t *bones;
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hlmdl_bonecontroller_t *bonectls;
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} hlmodel_t;
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typedef struct //this is stored as the cache. an hlmodel_t is generated when drawing
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{
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int header;
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int textures;
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int bones;
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int bonectls;
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} hlmodelcache_t;
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// lighting options
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#define STUDIO_NF_FLATSHADE 0x0001
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#define STUDIO_NF_CHROME 0x0002
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#define STUDIO_NF_FULLBRIGHT 0x0004
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// motion flags
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#define STUDIO_X 0x0001
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#define STUDIO_Y 0x0002
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#define STUDIO_Z 0x0004
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#define STUDIO_XR 0x0008
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#define STUDIO_YR 0x0010
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#define STUDIO_ZR 0x0020
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#define STUDIO_LX 0x0040
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#define STUDIO_LY 0x0080
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#define STUDIO_LZ 0x0100
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#define STUDIO_AX 0x0200
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#define STUDIO_AY 0x0400
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#define STUDIO_AZ 0x0800
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#define STUDIO_AXR 0x1000
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#define STUDIO_AYR 0x2000
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#define STUDIO_AZR 0x4000
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#define STUDIO_TYPES 0x7FFF
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#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
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// sequence flags
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#define STUDIO_LOOPING 0x0001
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// bone flags
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#define STUDIO_HAS_NORMALS 0x0001
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#define STUDIO_HAS_VERTICES 0x0002
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#define STUDIO_HAS_BBOX 0x0004
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#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them
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#define RAD_TO_STUDIO (32768.0/M_PI)
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#define STUDIO_TO_RAD (M_PI/32768.0)
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/* HL mathlib prototypes: */
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void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion);
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void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM);
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//void UploadTexture(hlmdl_tex_t *ptexture, qbyte *data, qbyte *pal);
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/* HL drawing */
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qboolean Mod_LoadHLModel (model_t *mod, void *buffer);
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int HL_CurSequence(hlmodel_t model);
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int HL_NewSequence(hlmodel_t * model, int _inew);
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void HL_SetController(hlmodel_t *model, int num, float value);
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void R_DrawHLModel(entity_t *curent);
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