mirror of
https://github.com/nzp-team/fteqw.git
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304 lines
9.9 KiB
C
304 lines
9.9 KiB
C
#ifndef COM_MESH_H
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#define COM_MESH_H
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#include "quakedef.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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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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#ifdef HALFLIFEMODELS
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#include "model_hl.h"
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#endif
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struct galiasinfo_s; //per-surface info.
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#ifdef NONSKELETALMODELS
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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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#endif
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typedef struct galiasevent_s
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{
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struct galiasevent_s *next;
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float timestamp;
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int code;
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char *data;
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} galiasevent_t;
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//a frame group (aka: animation)
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typedef struct galiasanimation_s
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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 *(QDECL *GetRawBones)(const struct galiasinfo_s *mesh, const struct galiasanimation_s *a, float time, float *bonematrixstorage, int numbones);
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void *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 *poseendtime; //first starts at 0, anim duration is poseendtime[numposes-1]
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float rate; //average framerate of animation.
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int action;
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float actionweight;
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#ifdef NONSKELETALMODELS
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galiaspose_t *poseofs;
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#endif
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galiasevent_t *events;
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char name[64];
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} galiasanimation_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[64];
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int parent;
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// float radius;
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float inverse[12];
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};
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typedef struct
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{
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//should be load-time only
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//use of this prevents the use of glsl acceleration. the framerate loss is of the order of 90%
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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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shader_t *shader;
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qbyte *texels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
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const char *defaultshader;
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char shadername[MAX_QPATH];
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texnums_t texnums;
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} skinframe_t;
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struct galiasskin_s
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{
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int skinwidth;
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int skinheight;
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float skinspeed;
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int numframes;
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skinframe_t *frame;
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char name[MAX_QPATH];
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};
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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 galiasskin_s galiasskin_t;
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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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//for hitmodel
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unsigned int contents; //default CONTENTS_BODY
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q2csurface_t csurface; //flags, and also collision name, if useful...
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unsigned int surfaceid; //the body reported to qc via trace_surface
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float mindist;
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float maxdist;
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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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vec2_t *ofs_lmst_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 numanimations;
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galiasanimation_t *ofsanimations;
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struct galiasinfo_s *nextsurf;
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#ifdef SKELETALMODELS
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boneidx_t *bonemap; //filled in automatically if our mesh has more gpu bones than we can support
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unsigned int mappedbones;
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unsigned int nummorphs; //extra data after the xyz/norm/stvect arrays
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const float *(QDECL *AnimateMorphs)(const struct galiasinfo_s *surf, const framestate_t *framestate);
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int meshrootbone;
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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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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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bone_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 vbolmtexcoords;
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vboarray_t vborgba; //yeah, just you try reading THAT as an actual word.
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void *vbomem;
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void *ebomem;
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//these exist only in the root mesh.
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#ifdef MD3MODELS
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int numtagframes;
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int numtags;
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md3tag_t *ofstags;
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#else
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FTE_DEPRECATED int numtagframes;
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FTE_DEPRECATED int numtags;
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FTE_DEPRECATED md3tag_t *ofstags;
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#endif
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void *ctx; //loader-specific stuff. must be ZG_Malloced if it lasts beyond the loader.
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unsigned int warned; //passed around at load time, so we don't spam warnings
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} galiasinfo_t;
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struct terrainfuncs_s;
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struct bihleaf_s;
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typedef struct modplugfuncs_s
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{
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int version;
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//format handling
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int (QDECL *RegisterModelFormatText)(const char *formatname, char *magictext, qboolean (QDECL *load) (struct model_s *mod, void *buffer, size_t fsize));
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int (QDECL *RegisterModelFormatMagic)(const char *formatname, qbyte *magic,size_t magicsize, 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);
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//util
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void (QDECL *StripExtension) (const char *in, char *out, int outlen);
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//matrix maths
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void (QDECL *ConcatTransforms) (const float in1[3][4], const 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 *VectorAngles)(const float *forward, const float *up, float *result, qboolean meshpitch);
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void (QDECL *AngleVectors)(const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void (QDECL *GenMatrixPosQuat4Scale)(const vec3_t pos, const vec4_t quat, const vec3_t scale, float result[12]);
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//bone stuff
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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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//texturing
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image_t *(QDECL *GetTexture)(const char *identifier, const char *subpath, unsigned int flags, void *fallbackdata, void *fallbackpalette, int fallbackwidth, int fallbackheight, uploadfmt_t fallbackfmt);
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void (QDECL *AccumulateTextureVectors)(vecV_t *const vc, vec2_t *const tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, const index_t *idx, int numidx, qboolean calcnorms);
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void (QDECL *NormaliseTextureVectors)(vec3_t *n, vec3_t *s, vec3_t *t, int v, qboolean calcnorms);
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model_t *(QDECL *GetModel)(const char *identifier, enum mlverbosity_e verbosity);
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model_t *(QDECL *BeginSubmodelLoad)(const char *identifier);
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qboolean (*LoadEntities)(struct model_s *mod, const char *entdata, size_t entdatasize);
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void (*LoadMapArchive)(struct model_s *mod, void *archivedata, size_t archivesize);
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void (*BIH_Build) (struct model_s *mod, struct bihleaf_s *leafs, size_t numleafs);
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void (*BIH_BuildAlias) (struct model_s *mod, galiasinfo_t *meshes);
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size_t (*ClipPlaneToBrush)(vecV_t *points, size_t maxpoints, void *planes, size_t planestride, size_t numplanes, vec4_t face);
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shader_t *(*RegisterBasicShader)(struct model_s *mod, const char *texname, unsigned int usageflags, const char *shadertext, uploadfmt_t pixelfmt, unsigned int width, unsigned int height, void *pixeldata, void *palettedata);
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void (*Batches_Build)(struct model_s *mod, builddata_t *bd);
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void (*RenderDynamicLightmaps) (struct msurface_s *surf);
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entity_t *(*NewSceneEntity) (void);
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void (*EndSubmodelLoad)(struct model_s *submod, int modelloadstate);
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#if sizeof_index_t==2
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#define plugmodfuncs_name "Models"
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#else
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#define plugmodfuncs_name "Models_IDX" STRINGIFY(sizeof_index_t)
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#endif
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} plugmodfuncs_t;
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#define MODPLUGFUNCS_VERSION 3
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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 Mod_DestroyMesh(galiasinfo_t *galias);
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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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shader_t *Mod_ShaderForSkin(model_t *model, int surfaceidx, int num, float time, texnums_t **out_texnums);
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const char *Mod_SkinNameForNum(model_t *model, int surfaceidx, int num);
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const char *Mod_SurfaceNameForNum(model_t *model, int num);
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const char *Mod_FrameNameForNum(model_t *model, int surfaceidx, int num);
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const char *Mod_SkinNameForNum(model_t *model, int surfaceidx, int num);
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qboolean Mod_FrameInfoForNum(model_t *model, int surfaceidx, int num, char **name, int *numframes, float *duration, qboolean *loop, int *act);
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qboolean Mod_DoCRC(model_t *mod, char *buffer, int buffersize);
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void QDECL Mod_AccumulateTextureVectors(vecV_t *const vc, vec2_t *const tc, vec3_t *nv, vec3_t *sv, vec3_t *tv, const index_t *idx, int numidx, qboolean calcnorms);
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void Mod_AccumulateMeshTextureVectors(mesh_t *mesh);
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void QDECL Mod_NormaliseTextureVectors(vec3_t *n, vec3_t *s, vec3_t *t, int v, qboolean calcnorms);
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void R_Generate_Mesh_ST_Vectors(mesh_t *mesh);
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#ifdef __cplusplus
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};
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#endif
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#endif //COM_MESH_H
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