#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 md3tri_t *tris; //file format: rel offs from md3surf md3shader_t *shaders; //file format: rel offs from md3surf md3uv_t *uv; //file format: rel offs from md3surf md3xyzn_t *xyzn; //file format: rel offs from md3surf int ofsend; } md3surf_t; 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 md3frame_t *frames; //file format: abs offs md3tag_t *tags; //file format: abs offs md3surf_t *surfs; //file format: abs offs int eof; //file format: abs offs } md3head_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; 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_