mirror of
https://github.com/DrBeef/Raze.git
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e30dc82676
* moving polymost_voxdraw into polymost.cpp. * consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder. * integrate Blood's voxel init code into the main function. * some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
200 lines
5 KiB
C++
200 lines
5 KiB
C++
#ifndef mdsprite_h_
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# define mdsprite_h_
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#ifdef USE_OPENGL
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#include "palette.h"
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#include "gl_hwtexture.h"
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#include "model_kvx.h"
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#if defined(_M_IX86) || defined(_M_AMD64) || defined(__i386) || defined(__x86_64)
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#define SHIFTMOD32(a) (a)
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#else
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#define SHIFTMOD32(a) ((a)&31)
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#endif
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#define IDP2_MAGIC 0x32504449
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#define IDP3_MAGIC 0x33504449
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class FGameTexture;
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struct mdmodel_t
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{
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int32_t mdnum, shadeoff;
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float scale, bscale, zadd, yoffset;
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FGameTexture *texture;
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int32_t flags;
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};
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struct mdanim_t
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{
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int32_t startframe, endframe;
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int32_t fpssc, flags;
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mdanim_t* next;
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};
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struct mdskinmap_t
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{
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uint8_t palette, flags, filler[2]; // Build palette number, flags the same as hightiles
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int32_t skinnum, surfnum; // Skin identifier, surface number
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FTextureID texture;
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mdskinmap_t* next;
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float param, specpower, specfactor;
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};
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struct idmodel_t : public mdmodel_t
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{
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int32_t numframes, cframe, nframe, fpssc, usesalpha;
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float oldtime, curtime, interpol;
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mdanim_t *animations;
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mdskinmap_t *skinmap;
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int32_t numskins, skinloaded;
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};
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#define MDANIM_LOOP 0
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#define MDANIM_ONESHOT 1
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//This MD2 code is based on the source code from David Henry (tfc_duke(at)hotmail.com)
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// Was at http://tfc.duke.free.fr/us/tutorials/models/md2.htm
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// Available from http://web.archive.org/web/20030816010242/http://tfc.duke.free.fr/us/tutorials/models/md2.htm
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// Now at http://tfc.duke.free.fr/coding/md2.html (in French)
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//He probably wouldn't recognize it if he looked at it though :)
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typedef struct
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{
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int32_t id, vers, skinxsiz, skinysiz, framebytes; //id:"IPD2", vers:8
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int32_t numskins, numverts, numuv, numtris, numglcmds, numframes;
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int32_t ofsskins, ofsuv, ofstris, ofsframes, ofsglcmds, ofseof; //ofsskins: skin names (64 bytes each)
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} md2head_t;
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typedef struct { uint8_t v[3], ni; } md2vert_t; //compressed vertex coords (x,y,z)
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typedef struct
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{
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vec3f_t mul, add; //scale&translation vector
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char name[16]; //frame name
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md2vert_t verts[1]; //first vertex of this frame
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} md2frame_t;
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typedef struct { int16_t u, v; } md2uv_t;
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typedef struct
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{
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uint16_t v[3];
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uint16_t u[3];
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} md2tri_t;
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struct md2model_t : public idmodel_t
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{
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//MD2 specific stuff:
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int32_t numverts, numglcmds, framebytes, *glcmds;
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char *frames;
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char *basepath; // pointer to string of base path
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char *skinfn; // pointer to first of numskins 64-char strings
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md2uv_t *uv;
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md2tri_t* tris;
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};
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typedef struct { char nam[64]; int32_t i; } md3shader_t; //ascz path of shader, shader index
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typedef struct { int32_t i[3]; } md3tri_t; //indices of tri
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typedef struct { float u, v; } md3uv_t;
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typedef struct { int16_t x, y, z; uint8_t nlat, nlng; } md3xyzn_t; //xyz are [10:6] ints
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typedef struct
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{
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vec3f_t min, max, cen; //bounding box&origin
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float r; //radius of bounding sphere
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char nam[16]; //ascz frame name
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} md3frame_t;
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typedef struct
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{
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char nam[64]; //ascz tag name
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vec3f_t p, x, y, z; //tag object pos&orient
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} md3tag_t;
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typedef struct
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{
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int32_t id; //IDP3(0x33806873)
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char nam[64]; //ascz surface name
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int32_t flags; //?
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int32_t numframes, numshaders, numverts, numtris; //numframes same as md3head,max shade=~256,vert=~4096,tri=~8192
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int32_t ofstris;
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int32_t ofsshaders;
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int32_t ofsuv;
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int32_t ofsxyzn;
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int32_t ofsend;
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// DO NOT read directly to this structure
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// the following block is NOT in the file format
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// be sure to use the SIZEOF_MD3SURF_T macro
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md3tri_t *tris;
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md3shader_t *shaders;
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md3uv_t *uv;
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md3xyzn_t *xyzn;
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float *geometry; // used by Polymer
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} md3surf_t;
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#define SIZEOF_MD3SURF_T (11*sizeof(int32_t) + 64*sizeof(char))
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typedef struct
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{
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int32_t id, vers; //id=IDP3(0x33806873), vers=15
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char nam[64]; //ascz path in PK3
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int32_t flags; //?
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int32_t numframes, numtags, numsurfs, numskins; //max=~1024,~16,~32,numskins=artifact of MD2; use shader field instead
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int32_t ofsframes;
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int32_t ofstags;
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int32_t ofssurfs;
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int32_t eof;
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// DO NOT read directly to this structure
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// the following block is NOT in the file format
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// be sure to use the SIZEOF_MD3HEAD_T macro
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md3frame_t *frames;
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md3tag_t *tags;
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md3surf_t *surfs;
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} md3head_t;
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#define SIZEOF_MD3HEAD_T (sizeof(md3head_t)-3*sizeof(void*))
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struct md3model_t : public idmodel_t
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{
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//MD3 specific
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md3head_t head;
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vec3f_t *muladdframes;
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uint16_t *indexes;
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uint16_t *vindexes;
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float *maxdepths;
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// polymer VBO names after that, allocated per surface
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/*
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GLuint *indices;
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GLuint *texcoords;
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GLuint *geometry;
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*/
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};
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EXTERN mdmodel_t **models;
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FGameTexture* mdloadskin(idmodel_t* m, int32_t number, int32_t pal, int32_t surf, bool* exact);
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void mdinit(void);
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void freeallmodels(void);
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int32_t polymost_mddraw(tspriteptr_t tspr);
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EXTERN void md3_vox_calcmat_common(tspriteptr_t tspr, const vec3f_t *a0, float f, float mat[16]);
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EXTERN int32_t mdpause;
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EXTERN int32_t nextmodelid;
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#endif // defined USE_OPENGL
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enum {
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HUDFLAG_HIDE = 1,
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HUDFLAG_NOBOB = 2,
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HUDFLAG_FLIPPED = 4,
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HUDFLAG_NODEPTH = 8,
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};
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#endif // !mdsprite_h_
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