raze-gles/source/build/include/mdsprite.h

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#ifndef mdsprite_h_
# define mdsprite_h_
#ifdef USE_OPENGL
#include "hightile.h"
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#include "gl_hwtexture.h"
#if defined(_M_IX86) || defined(_M_AMD64) || defined(__i386) || defined(__x86_64)
#define SHIFTMOD32(a) (a)
#else
#define SHIFTMOD32(a) ((a)&31)
#endif
#define IDP2_MAGIC 0x32504449
#define IDP3_MAGIC 0x33504449
class FGameTexture;
struct mdmodel_t
{
int32_t mdnum, shadeoff;
float scale, bscale, zadd, yoffset;
FGameTexture *texture;
int32_t flags;
};
struct mdanim_t
{
int32_t startframe, endframe;
int32_t fpssc, flags;
mdanim_t* next;
};
struct mdskinmap_t
{
uint8_t palette, flags, filler[2]; // Build palette number, flags the same as hightiles
int32_t skinnum, surfnum; // Skin identifier, surface number
FTextureID texture;
mdskinmap_t* next;
float param, specpower, specfactor;
};
struct idmodel_t : public mdmodel_t
{
int32_t numframes, cframe, nframe, fpssc, usesalpha;
float oldtime, curtime, interpol;
mdanim_t *animations;
mdskinmap_t *skinmap;
int32_t numskins, skinloaded;
};
#define MDANIM_LOOP 0
#define MDANIM_ONESHOT 1
//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
{
int32_t id, vers, skinxsiz, skinysiz, framebytes; //id:"IPD2", vers:8
int32_t numskins, numverts, numuv, numtris, numglcmds, numframes;
int32_t ofsskins, ofsuv, ofstris, ofsframes, ofsglcmds, ofseof; //ofsskins: skin names (64 bytes each)
} md2head_t;
typedef struct { uint8_t v[3], ni; } md2vert_t; //compressed vertex coords (x,y,z)
typedef struct
{
vec3f_t mul, add; //scale&translation vector
char name[16]; //frame name
md2vert_t verts[1]; //first vertex of this frame
} md2frame_t;
typedef struct { int16_t u, v; } md2uv_t;
typedef struct
{
uint16_t v[3];
uint16_t u[3];
} md2tri_t;
struct md2model_t : public idmodel_t
{
//MD2 specific stuff:
int32_t 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;
};
typedef struct { char nam[64]; int32_t i; } md3shader_t; //ascz path of shader, shader index
typedef struct { int32_t i[3]; } md3tri_t; //indices of tri
typedef struct { float u, v; } md3uv_t;
typedef struct { int16_t x, y, z; uint8_t nlat, nlng; } md3xyzn_t; //xyz are [10:6] ints
typedef struct
{
vec3f_t 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
vec3f_t p, x, y, z; //tag object pos&orient
} md3tag_t;
typedef struct
{
int32_t id; //IDP3(0x33806873)
char nam[64]; //ascz surface name
int32_t flags; //?
int32_t numframes, numshaders, numverts, numtris; //numframes same as md3head,max shade=~256,vert=~4096,tri=~8192
int32_t ofstris;
int32_t ofsshaders;
int32_t ofsuv;
int32_t ofsxyzn;
int32_t 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;
float *geometry; // used by Polymer
} md3surf_t;
#define SIZEOF_MD3SURF_T (11*sizeof(int32_t) + 64*sizeof(char))
typedef struct
{
int32_t id, vers; //id=IDP3(0x33806873), vers=15
char nam[64]; //ascz path in PK3
int32_t flags; //?
int32_t numframes, numtags, numsurfs, numskins; //max=~1024,~16,~32,numskins=artifact of MD2; use shader field instead
int32_t ofsframes;
int32_t ofstags;
int32_t ofssurfs;
int32_t 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*))
struct md3model_t : public idmodel_t
{
//MD3 specific
md3head_t head;
vec3f_t *muladdframes;
uint16_t *indexes;
uint16_t *vindexes;
float *maxdepths;
// polymer VBO names after that, allocated per surface
/*
GLuint *indices;
GLuint *texcoords;
GLuint *geometry;
*/
};
#define VOXBORDWIDTH 1 //use 0 to save memory, but has texture artifacts; 1 looks better...
#define VOXUSECHAR 0
#if (VOXUSECHAR != 0)
typedef struct { uint8_t x, y, z, u, v; } vert_t;
#else
typedef struct { uint16_t x, y, z, u, v; } vert_t;
#endif
typedef struct { vert_t v[4]; } voxrect_t;
struct voxmodel_t : public mdmodel_t
{
//VOX specific stuff:
voxrect_t *quad; int32_t qcnt, qfacind[7];
int32_t *mytex, mytexx, mytexy;
vec3_t siz;
vec3f_t piv;
int32_t is8bit;
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TMap<int, OpenGLRenderer::FHardwareTexture*> *texIds;
};
EXTERN mdmodel_t **models;
FGameTexture* mdloadskin(idmodel_t* m, int32_t number, int32_t pal, int32_t surf, bool* exact);
void mdinit(void);
void freeallmodels(void);
int32_t polymost_mddraw(tspriteptr_t tspr);
EXTERN void md3_vox_calcmat_common(tspriteptr_t tspr, const vec3f_t *a0, float f, float mat[16]);
EXTERN int32_t mdpause;
EXTERN int32_t nextmodelid;
EXTERN voxmodel_t *voxmodels[MAXVOXELS];
void voxfree(voxmodel_t *m);
voxmodel_t *voxload(const char *filnam);
voxmodel_t *loadkvxfrombuf(const char *buffer, int32_t length);
int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr);
int md3postload_polymer(md3model_t* m);
//int32_t md_thinoutmodel(int32_t modelid, uint8_t *usedframebitmap);
EXTERN void md_freevbos(void);
#endif // defined USE_OPENGL
enum {
HUDFLAG_HIDE = 1,
HUDFLAG_NOBOB = 2,
HUDFLAG_FLIPPED = 4,
HUDFLAG_NODEPTH = 8,
};
#endif // !mdsprite_h_