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a56eb92f1c
that may also be just me. git-svn-id: https://svn.eduke32.com/eduke32@722 1a8010ca-5511-0410-912e-c29ae57300e0
204 lines
6.2 KiB
C
204 lines
6.2 KiB
C
#ifndef _mdsprite_h_
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# define _mdsprite_h_
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#ifdef __POWERPC__
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#define SHIFTMOD32(a) ((a)&31)
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#else
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#define SHIFTMOD32(a) (a)
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#endif
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typedef struct
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{
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int mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int shadeoff;
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float scale, bscale, zadd;
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GLuint *texid; // skins
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int flags;
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} mdmodel;
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typedef struct _mdanim_t
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{
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int startframe, endframe;
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int fpssc, flags;
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struct _mdanim_t *next;
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} mdanim_t;
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#define MDANIM_LOOP 0
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#define MDANIM_ONESHOT 1
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typedef struct _mdskinmap_t
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{
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unsigned char palette, filler[3]; // Build palette number
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int skinnum, surfnum; // Skin identifier, surface number
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char *fn; // Skin filename
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GLuint texid[HICEFFECTMASK+1]; // OpenGL texture numbers for effect variations
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struct _mdskinmap_t *next;
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float param;
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char *palmap;int size;
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} mdskinmap_t;
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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 { float x, y, z; } point3d;
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typedef struct
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{
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int id, vers, skinxsiz, skinysiz, framebytes; //id:"IPD2", vers:8
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int numskins, numverts, numuv, numtris, numglcmds, numframes;
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int ofsskins, ofsuv, ofstris, ofsframes, ofsglcmds, ofseof; //ofsskins: skin names (64 bytes each)
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} md2head_t;
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typedef struct { unsigned char 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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point3d 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 { short u, v; } md2uv_t;
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typedef struct
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{
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unsigned short v[3];
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unsigned short u[3];
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} md2tri_t;
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typedef struct
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{
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//WARNING: This top block is a union between md2model&md3model: Make sure it matches!
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int mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int shadeoff;
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float scale, bscale, zadd;
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GLuint *texid; // texture ids for base skin if no mappings defined
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int flags;
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int 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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int numskins, skinloaded; // set to 1+numofskin when a skin is loaded and the tex coords are modified,
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//MD2 specific stuff:
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int 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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} md2model;
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typedef struct { char nam[64]; int i; } md3shader_t; //ascz path of shader, shader index
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typedef struct { int i[3]; } md3tri_t; //indices of tri
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typedef struct { float u, v; } md3uv_t;
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typedef struct { signed short x, y, z; unsigned char nlat, nlng; } md3xyzn_t; //xyz are [10:6] ints
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typedef struct
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{
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point3d 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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point3d 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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int id; //IDP3(0x33806873)
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char nam[64]; //ascz surface name
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int flags; //?
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int numframes, numshaders, numverts, numtris; //numframes same as md3head,max shade=~256,vert=~4096,tri=~8192
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md3tri_t *tris; //file format: rel offs from md3surf
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md3shader_t *shaders; //file format: rel offs from md3surf
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md3uv_t *uv; //file format: rel offs from md3surf
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md3xyzn_t *xyzn; //file format: rel offs from md3surf
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int ofsend;
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} md3surf_t;
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typedef struct
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{
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int id, vers; //id=IDP3(0x33806873), vers=15
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char nam[64]; //ascz path in PK3
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int flags; //?
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int numframes, numtags, numsurfs, numskins; //max=~1024,~16,~32,numskins=artifact of MD2; use shader field instead
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md3frame_t *frames; //file format: abs offs
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md3tag_t *tags; //file format: abs offs
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md3surf_t *surfs; //file format: abs offs
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int eof; //file format: abs offs
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} md3head_t;
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typedef struct
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{
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//WARNING: This top block is a union between md2model&md3model: Make sure it matches!
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int mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int shadeoff;
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float scale, bscale, zadd;
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unsigned int *texid; // texture ids for base skin if no mappings defined
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int flags;
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int 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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int numskins, skinloaded; // set to 1+numofskin when a skin is loaded and the tex coords are modified,
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//MD3 specific
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md3head_t head;
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point3d *muladdframes;
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unsigned short *indexes;
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unsigned short *vindexes;
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float *maxdepths;
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GLuint* vbos;
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} md3model;
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#define VOXBORDWIDTH 1 //use 0 to save memory, but has texture artifacts; 1 looks better...
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#define VOXUSECHAR 0
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#if (VOXUSECHAR != 0)
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typedef struct { unsigned char x, y, z, u, v; } vert_t;
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#else
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typedef struct { unsigned short x, y, z, u, v; } vert_t;
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#endif
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typedef struct { vert_t v[4]; } voxrect_t;
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typedef struct
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{
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//WARNING: This top block is a union of md2model,md3model,voxmodel: Make sure it matches!
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int mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int shadeoff;
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float scale, bscale, zadd;
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unsigned int *texid; // skins for palettes
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int flags;
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//VOX specific stuff:
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voxrect_t *quad; int qcnt, qfacind[7];
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int *mytex, mytexx, mytexy;
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int xsiz, ysiz, zsiz;
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float xpiv, ypiv, zpiv;
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int is8bit;
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} voxmodel;
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typedef struct
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{
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// maps build tiles to particular animation frames of a model
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int modelid;
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int skinnum;
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int framenum; // calculate the number from the name when declaring
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float smoothduration;
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int next;
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char pal;
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} tile2model_t;
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#define EXTRATILES MAXTILES
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EXTERN tile2model_t tile2model[MAXTILES+EXTRATILES];
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EXTERN mdmodel **models;
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void updateanimation(md2model *m, spritetype *tspr);
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int mdloadskin(md2model *m, int number, int pal, int surf);
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#endif // !_mdsprite_h_
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