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https://github.com/nzp-team/fteqw.git
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5172823341
tweaked cl_maxfps a little. now sticks much closer to the desired rate. also tweaked cl_netfps. clamps 77fps to 13ms frames (read: 76.9 fps) in an attempt to avoid tripping up any framerate checks (we had previously been using a lower net rate with occasional 14ms frames). viewspace particles are now a thing. greater control over spawning particles. its now possible to spawn particles only in slime, etc. fix soundlength builtin. preliminary version of r_dynamic -1, which can give some significant framerate boosts on certain maps. fix halflife bsp texture issues. rewrote worker thread logic. workers now work as a single pool, instead of independent pools. this means that you don't have to wait for a specific thread to finish before it can load new stuff, reducing overall load times some more. worker_count cvar allows reconfiguring the number of active workers. can be changed any time. updated mod_terrain_create command. should be more useful now and make more sense when first loaded. fix lit support. apparently its been broken for a while. brush editor now has csg subtraction. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4990 fc73d0e0-1445-4013-8a0c-d673dee63da5
254 lines
7.8 KiB
C
254 lines
7.8 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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/*
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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 unknown4;
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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 unknown6;
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int seqgroups;
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int numtextures;
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int textures;
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int unknown7[3];
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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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/*
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-----------------------------------------------------------------------------------------------------------------------
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skin info
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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 flags;
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int w; /* width */
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int h; /* height */
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int offset; /* 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 unknown2;
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int unknown3;
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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 unknown1;
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float unknown2;
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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 unknown3[5];
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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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qbyte valid;
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qbyte 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 loop;
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int unknown1[4];
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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 bbox[2];
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int hasblendseq;
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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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unsigned 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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unsigned int cache;
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int data;
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} hlmdl_sequencedata_t;
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typedef struct
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{
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int magic; //IDSQ
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int version; //10
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char name[64];
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int unk1;
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} hlmdl_sequencefile_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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float controller[5]; /* Position of bone controllers */
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float adjust[5];
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/* Static pointers */
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hlmdl_header_t *header;
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hlmdl_bone_t *bones;
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hlmdl_bonecontroller_t *bonectls;
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struct hlmodelshaders_s *shaders;
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hlmdl_sequencefile_t **animcache;
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zonegroup_t *memgroup;
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} hlmodel_t;
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#define MAX_ANIM_GROUPS 16 //submodel files containing anim data.
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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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hlmdl_header_t *header;
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hlmdl_bone_t *bones;
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hlmdl_bonecontroller_t *bonectls;
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hlmdl_sequencefile_t *animcache[MAX_ANIM_GROUPS];
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struct hlmodelshaders_s
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{
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char name[MAX_QPATH];
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texnums_t defaulttex;
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shader_t *shader;
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int w, h;
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} *shaders;
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short *skins;
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int numskins;
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} hlmodelcache_t;
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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 QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize);
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void R_DrawHLModel(entity_t *curent);
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/* physics stuff */
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void *Mod_GetHalfLifeModelData(model_t *mod);
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