raze/polymer/build/include/mdsprite.h

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#ifndef _mdsprite_h_
# define _mdsprite_h_
#ifdef __POWERPC__
#define SHIFTMOD32(a) ((a)&31)
#else
#define SHIFTMOD32(a) (a)
#endif
typedef struct
{
int mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
int shadeoff;
float scale, bscale, zadd;
GLuint *texid; // skins
int flags;
} mdmodel;
typedef struct _mdanim_t
{
int startframe, endframe;
int fpssc, flags;
struct _mdanim_t *next;
} mdanim_t;
#define MDANIM_LOOP 0
#define MDANIM_ONESHOT 1
typedef struct _mdskinmap_t
{
unsigned char palette, filler[3]; // Build palette number
int skinnum, surfnum; // Skin identifier, surface number
char *fn; // Skin filename
GLuint texid[HICEFFECTMASK+1]; // OpenGL texture numbers for effect variations
struct _mdskinmap_t *next;
float param;
char *palmap;int size;
} mdskinmap_t;
//This MD2 code is based on the source code from David Henry (tfc_duke(at)hotmail.com)
// Was at http://tfc.duke.free.fr/us/tutorials/models/md2.htm
// Available from http://web.archive.org/web/20030816010242/http://tfc.duke.free.fr/us/tutorials/models/md2.htm
// Now at http://tfc.duke.free.fr/coding/md2.html (in French)
//He probably wouldn't recognize it if he looked at it though :)
typedef struct { float x, y, z; } point3d;
typedef struct
{
int id, vers, skinxsiz, skinysiz, framebytes; //id:"IPD2", vers:8
int numskins, numverts, numuv, numtris, numglcmds, numframes;
int ofsskins, ofsuv, ofstris, ofsframes, ofsglcmds, ofseof; //ofsskins: skin names (64 bytes each)
} md2head_t;
typedef struct { unsigned char v[3], ni; } md2vert_t; //compressed vertex coords (x,y,z)
typedef struct
{
point3d mul, add; //scale&translation vector
char name[16]; //frame name
md2vert_t verts[1]; //first vertex of this frame
} md2frame_t;
typedef struct { short u, v; } md2uv_t;
typedef struct
{
unsigned short v[3];
unsigned short u[3];
} md2tri_t;
typedef struct
{
//WARNING: This top block is a union between md2model&md3model: Make sure it matches!
int mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
int shadeoff;
float scale, bscale, zadd;
GLuint *texid; // texture ids for base skin if no mappings defined
int flags;
int numframes, cframe, nframe, fpssc, usesalpha;
float oldtime, curtime, interpol;
mdanim_t *animations;
mdskinmap_t *skinmap;
int numskins, skinloaded; // set to 1+numofskin when a skin is loaded and the tex coords are modified,
//MD2 specific stuff:
int numverts, numglcmds, framebytes, *glcmds;
char *frames;
char *basepath; // pointer to string of base path
char *skinfn; // pointer to first of numskins 64-char strings
md2uv_t *uv;
md2tri_t* tris;
} md2model;
typedef struct { char nam[64]; int i; } md3shader_t; //ascz path of shader, shader index
typedef struct { int i[3]; } md3tri_t; //indices of tri
typedef struct { float u, v; } md3uv_t;
typedef struct { signed short x, y, z; unsigned char nlat, nlng; } md3xyzn_t; //xyz are [10:6] ints
typedef struct
{
point3d min, max, cen; //bounding box&origin
float r; //radius of bounding sphere
char nam[16]; //ascz frame name
} md3frame_t;
typedef struct
{
char nam[64]; //ascz tag name
point3d p, x, y, z; //tag object pos&orient
} md3tag_t;
typedef struct
{
int id; //IDP3(0x33806873)
char nam[64]; //ascz surface name
int flags; //?
int numframes, numshaders, numverts, numtris; //numframes same as md3head,max shade=~256,vert=~4096,tri=~8192
int ofstris;
int ofsshaders;
int ofsuv;
int ofsxyzn;
int ofsend;
// DO NOT read directly to this structure
// the following block is NOT in the file format
// be sure to use the SIZEOF_MD3SURF_T macro
md3tri_t *tris;
md3shader_t *shaders;
md3uv_t *uv;
md3xyzn_t *xyzn;
} md3surf_t;
#define SIZEOF_MD3SURF_T (sizeof(md3surf_t)-4*sizeof(void*))
typedef struct
{
int id, vers; //id=IDP3(0x33806873), vers=15
char nam[64]; //ascz path in PK3
int flags; //?
int numframes, numtags, numsurfs, numskins; //max=~1024,~16,~32,numskins=artifact of MD2; use shader field instead
int ofsframes;
int ofstags;
int ofssurfs;
int eof;
// DO NOT read directly to this structure
// the following block is NOT in the file format
// be sure to use the SIZEOF_MD3HEAD_T macro
md3frame_t *frames;
md3tag_t *tags;
md3surf_t *surfs;
} md3head_t;
#define SIZEOF_MD3HEAD_T (sizeof(md3head_t)-3*sizeof(void*))
typedef struct
{
//WARNING: This top block is a union between md2model&md3model: Make sure it matches!
int mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
int shadeoff;
float scale, bscale, zadd;
unsigned int *texid; // texture ids for base skin if no mappings defined
int flags;
int numframes, cframe, nframe, fpssc, usesalpha;
float oldtime, curtime, interpol;
mdanim_t *animations;
mdskinmap_t *skinmap;
int numskins, skinloaded; // set to 1+numofskin when a skin is loaded and the tex coords are modified,
//MD3 specific
md3head_t head;
point3d *muladdframes;
unsigned short *indexes;
unsigned short *vindexes;
float *maxdepths;
GLuint* vbos;
} md3model;
#define VOXBORDWIDTH 1 //use 0 to save memory, but has texture artifacts; 1 looks better...
#define VOXUSECHAR 0
#if (VOXUSECHAR != 0)
typedef struct { unsigned char x, y, z, u, v; } vert_t;
#else
typedef struct { unsigned short x, y, z, u, v; } vert_t;
#endif
typedef struct { vert_t v[4]; } voxrect_t;
typedef struct
{
//WARNING: This top block is a union of md2model,md3model,voxmodel: Make sure it matches!
int mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
int shadeoff;
float scale, bscale, zadd;
unsigned int *texid; // skins for palettes
int flags;
//VOX specific stuff:
voxrect_t *quad; int qcnt, qfacind[7];
int *mytex, mytexx, mytexy;
int xsiz, ysiz, zsiz;
float xpiv, ypiv, zpiv;
int is8bit;
} voxmodel;
typedef struct
{
// maps build tiles to particular animation frames of a model
int modelid;
int skinnum;
int framenum; // calculate the number from the name when declaring
float smoothduration;
int next;
char pal;
} tile2model_t;
#define EXTRATILES MAXTILES
EXTERN tile2model_t tile2model[MAXTILES+EXTRATILES];
EXTERN mdmodel **models;
void updateanimation(md2model *m, spritetype *tspr);
int mdloadskin(md2model *m, int number, int pal, int surf);
#endif // !_mdsprite_h_