/* =========================================================================== 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 16384 // per surface #define MD3_MAX_VERTS 8192 // per surface #define MD3_MAX_SHADERS 512 // per surface #define MD3_MAX_FRAMES 2048 // per model #define MD3_MAX_SURFACES 64 // per model #define MD3_MAX_TAGS 32 // 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; /* ============================================================================== MD4 file format ============================================================================== */ #define MD4_IDENT (('4'<<24)+('P'<<16)+('D'<<8)+'I') #define MD4_VERSION 1 #define MD4_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; } md4Weight_t; typedef struct { vec3_t normal; vec2_t texCoords; int numWeights; md4Weight_t weights[1]; // variable sized } md4Vertex_t; typedef struct { int indexes[3]; } md4Triangle_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 } md4Surface_t; typedef struct { float matrix[3][4]; } md4Bone_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 md4Bone_t bones[1]; // [numBones] } md4Frame_t; typedef struct { int numSurfaces; int ofsSurfaces; // first surface, others follow int ofsEnd; // next lod follows } md4LOD_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 ofsBoneNames; // char name[ MAX_QPATH ] int ofsFrames; // md4Frame_t[numFrames] // each level of detail has completely separate sets of surfaces int numLODs; int ofsLODs; int ofsEnd; // end of file } md4Header_t; /* * 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) */ // If you want to enable support for Raven's .mdr / md4 format, uncomment the next // line. #define RAVENMD4 #ifdef RAVENMD4 #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; #endif /* ============================================================================== .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