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483 lines
12 KiB
C
483 lines
12 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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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,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __QFILES_H__
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#define __QFILES_H__
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//
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// qfiles.h: quake file formats
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// This file must be identical in the quake and utils directories
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//
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// surface geometry should not exceed these limits
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#define SHADER_MAX_VERTEXES 65536
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#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
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// the maximum size of game relative pathnames
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#define MAX_QPATH 64
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/*
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========================================================================
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QVM files
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========================================================================
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*/
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#define VM_MAGIC 0x12721444
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#define VM_MAGIC_VER2 0x12721445
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typedef struct {
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int32_t vmMagic;
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int32_t instructionCount;
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int32_t codeOffset;
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int32_t codeLength;
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int32_t dataOffset;
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int32_t dataLength;
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int32_t litLength; // ( dataLength - litLength ) should be byteswapped on load
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int32_t bssLength; // zero filled memory appended to datalength
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//!!! below here is VM_MAGIC_VER2 !!!
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int32_t jtrgLength; // number of jump table targets
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} vmHeader_t;
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/*
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========================================================================
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.MD3 triangle model file format
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========================================================================
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*/
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#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
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#define MD3_VERSION 15
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// limits
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#define MD3_MAX_LODS 3
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#define MD3_MAX_TRIANGLES 65535 // per surface
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#define MD3_MAX_VERTS 32768 // per surface
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#define MD3_MAX_SHADERS 256 // per surface
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#define MD3_MAX_FRAMES 4096 // per model
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#define MD3_MAX_SURFACES 128 // per model
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#define MD3_MAX_TAGS 64 // per frame
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// vertex scales
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#define MD3_XYZ_SCALE (1.0/64)
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typedef struct md3Frame_s {
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vec3_t bounds[2];
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vec3_t localOrigin;
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float radius;
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char name[16];
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} md3Frame_t;
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typedef struct md3Tag_s {
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char name[MAX_QPATH]; // tag name
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vec3_t origin;
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vec3_t axis[3];
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} md3Tag_t;
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/*
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** md3Surface_t
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**
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** CHUNK SIZE
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** header sizeof( md3Surface_t )
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** shaders sizeof( md3Shader_t ) * numShaders
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** triangles[0] sizeof( md3Triangle_t ) * numTriangles
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** st sizeof( md3St_t ) * numVerts
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** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
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*/
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typedef struct {
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int32_t ident; //
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char name[MAX_QPATH]; // polyset name
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int32_t flags;
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int32_t numFrames; // all surfaces in a model should have the same
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int32_t numShaders; // all surfaces in a model should have the same
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int32_t numVerts;
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int32_t numTriangles;
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uint32_t ofsTriangles;
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uint32_t ofsShaders; // offset from start of md3Surface_t
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uint32_t ofsSt; // texture coords are common for all frames
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uint32_t ofsXyzNormals; // numVerts * numFrames
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uint32_t ofsEnd; // next surface follows
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} md3Surface_t;
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typedef struct {
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char name[MAX_QPATH];
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int shaderIndex; // for in-game use
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} md3Shader_t;
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typedef struct {
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int indexes[3];
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} md3Triangle_t;
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typedef struct {
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float st[2];
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} md3St_t;
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typedef struct {
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short xyz[3];
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short normal;
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} md3XyzNormal_t;
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typedef struct {
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int32_t ident;
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int32_t version;
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char name[MAX_QPATH]; // model name
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uint32_t flags;
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int32_t numFrames;
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int32_t numTags;
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int32_t numSurfaces;
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int32_t numSkins;
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uint32_t ofsFrames; // offset for first frame
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uint32_t ofsTags; // numFrames * numTags
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uint32_t ofsSurfaces; // first surface, others follow
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uint32_t ofsEnd; // end of file
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} md3Header_t;
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/*
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==============================================================================
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MDR file format
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==============================================================================
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*/
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/*
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* Here are the definitions for Ravensoft's model format of md4. Raven stores their
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* playermodels in .mdr files, in some games, which are pretty much like the md4
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* format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
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* MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
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* So this comes in handy for anyone who wants to make it possible to load player
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* models from these games.
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* This format has bone tags, which is similar to the thing you have in md3 I suppose.
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* Raven has released their version of md3view under GPL enabling me to add support
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* to this codebase. Thanks to Steven Howes aka Skinner for helping with example
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* source code.
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*
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* - Thilo Schulz (arny@ats.s.bawue.de)
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*/
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#define MDR_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R')
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#define MDR_VERSION 2
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#define MDR_MAX_BONES 128
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typedef struct {
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int boneIndex; // these are indexes into the boneReferences,
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float boneWeight; // not the global per-frame bone list
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vec3_t offset;
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} mdrWeight_t;
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typedef struct {
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vec3_t normal;
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vec2_t texCoords;
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int numWeights;
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mdrWeight_t weights[1]; // variable sized
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} mdrVertex_t;
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typedef struct {
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int indexes[3];
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} mdrTriangle_t;
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typedef struct {
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int ident;
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char name[MAX_QPATH]; // polyset name
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char shader[MAX_QPATH];
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int shaderIndex; // for in-game use
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int ofsHeader; // this will be a negative number
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int numVerts;
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int ofsVerts;
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int numTriangles;
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int ofsTriangles;
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// Bone references are a set of ints representing all the bones
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// present in any vertex weights for this surface. This is
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// needed because a model may have surfaces that need to be
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// drawn at different sort times, and we don't want to have
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// to re-interpolate all the bones for each surface.
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int numBoneReferences;
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int ofsBoneReferences;
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int ofsEnd; // next surface follows
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} mdrSurface_t;
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typedef struct {
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float matrix[3][4];
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} mdrBone_t;
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typedef struct {
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vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
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vec3_t localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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char name[16];
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mdrBone_t bones[1]; // [numBones]
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} mdrFrame_t;
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typedef struct {
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unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
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} mdrCompBone_t;
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typedef struct {
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vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
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vec3_t localOrigin; // midpoint of bounds, used for sphere cull
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float radius; // dist from localOrigin to corner
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mdrCompBone_t bones[1]; // [numBones]
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} mdrCompFrame_t;
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typedef struct {
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int numSurfaces;
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int ofsSurfaces; // first surface, others follow
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int ofsEnd; // next lod follows
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} mdrLOD_t;
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typedef struct {
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int boneIndex;
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char name[32];
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} mdrTag_t;
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typedef struct {
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int ident;
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int version;
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char name[MAX_QPATH]; // model name
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// frames and bones are shared by all levels of detail
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int numFrames;
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int numBones;
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int ofsFrames; // mdrFrame_t[numFrames]
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// each level of detail has completely separate sets of surfaces
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int numLODs;
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int ofsLODs;
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int numTags;
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int ofsTags;
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int ofsEnd; // end of file
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} mdrHeader_t;
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/*
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==============================================================================
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.BSP file format
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==============================================================================
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*/
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#define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'I')
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// little-endian "IBSP"
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#define BSP_VERSION 46
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// there shouldn't be any problem with increasing these values at the
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// expense of more memory allocation in the utilities
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#define MAX_MAP_MODELS 0x400
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#define MAX_MAP_BRUSHES 0x8000
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#define MAX_MAP_ENTITIES 0x800
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#define MAX_MAP_ENTSTRING 0x40000
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#define MAX_MAP_SHADERS 0x400
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#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
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#define MAX_MAP_FOGS 0x100
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#define MAX_MAP_PLANES 0x20000
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#define MAX_MAP_NODES 0x20000
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#define MAX_MAP_BRUSHSIDES 0x20000
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#define MAX_MAP_LEAFS 0x20000
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#define MAX_MAP_LEAFFACES 0x20000
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#define MAX_MAP_LEAFBRUSHES 0x40000
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#define MAX_MAP_PORTALS 0x20000
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#define MAX_MAP_LIGHTING 0x800000
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#define MAX_MAP_LIGHTGRID 0x800000
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#define MAX_MAP_VISIBILITY 0x200000
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#define MAX_MAP_DRAW_SURFS 0x800000
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#define MAX_MAP_DRAW_VERTS 0x800000
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#define MAX_MAP_DRAW_INDEXES 0x800000
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// key / value pair sizes in the entities lump
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#define MAX_KEY 32
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#define MAX_VALUE 1024
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// the editor uses these predefined yaw angles to orient entities up or down
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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#define LIGHTMAP_WIDTH 128
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#define LIGHTMAP_HEIGHT 128
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#define MAX_WORLD_COORD ( 128*1024 )
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#define MIN_WORLD_COORD ( -128*1024 )
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#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
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//=============================================================================
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typedef struct {
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int32_t fileofs;
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int32_t filelen;
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} lump_t;
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#define LUMP_ENTITIES 0
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#define LUMP_SHADERS 1
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#define LUMP_PLANES 2
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#define LUMP_NODES 3
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#define LUMP_LEAFS 4
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#define LUMP_LEAFSURFACES 5
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#define LUMP_LEAFBRUSHES 6
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#define LUMP_MODELS 7
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#define LUMP_BRUSHES 8
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#define LUMP_BRUSHSIDES 9
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#define LUMP_DRAWVERTS 10
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#define LUMP_DRAWINDEXES 11
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#define LUMP_FOGS 12
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#define LUMP_SURFACES 13
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#define LUMP_LIGHTMAPS 14
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#define LUMP_LIGHTGRID 15
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#define LUMP_VISIBILITY 16
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#define HEADER_LUMPS 17
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typedef struct {
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int ident;
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int version;
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lump_t lumps[HEADER_LUMPS];
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} dheader_t;
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typedef struct {
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float mins[3], maxs[3];
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int firstSurface, numSurfaces;
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int firstBrush, numBrushes;
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} dmodel_t;
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typedef struct {
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char shader[MAX_QPATH];
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int surfaceFlags;
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int contentFlags;
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} dshader_t;
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// planes x^1 is always the opposite of plane x
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typedef struct {
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float normal[3];
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float dist;
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} dplane_t;
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typedef struct {
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int planeNum;
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int children[2]; // negative numbers are -(leafs+1), not nodes
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int mins[3]; // for frustom culling
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int maxs[3];
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} dnode_t;
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typedef struct {
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int cluster; // -1 = opaque cluster (do I still store these?)
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int area;
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int mins[3]; // for frustum culling
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int maxs[3];
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int firstLeafSurface;
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int numLeafSurfaces;
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int firstLeafBrush;
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int numLeafBrushes;
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} dleaf_t;
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typedef struct {
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int planeNum; // positive plane side faces out of the leaf
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int shaderNum;
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} dbrushside_t;
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typedef struct {
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int firstSide;
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int numSides;
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int shaderNum; // the shader that determines the contents flags
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} dbrush_t;
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typedef struct {
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char shader[MAX_QPATH];
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int brushNum;
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int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
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} dfog_t;
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typedef struct {
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vec3_t xyz;
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float st[2];
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float lightmap[2];
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vec3_t normal;
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color4ub_t color;
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} drawVert_t;
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typedef enum {
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MST_BAD,
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MST_PLANAR,
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MST_PATCH,
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MST_TRIANGLE_SOUP,
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MST_FLARE
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} mapSurfaceType_t;
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typedef struct {
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int shaderNum;
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int fogNum;
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int surfaceType;
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int firstVert;
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int numVerts;
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int firstIndex;
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int numIndexes;
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int lightmapNum;
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int lightmapX, lightmapY;
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int lightmapWidth, lightmapHeight;
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vec3_t lightmapOrigin;
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vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
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int patchWidth;
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int patchHeight;
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} dsurface_t;
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#endif
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