#ifndef mdsprite_h_ # define mdsprite_h_ #ifdef USE_OPENGL #include "palette.h" #include "gl_hwtexture.h" #include "model_kvx.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 { FVoxelModel* model = nullptr; vec3_t siz; vec3f_t piv; int32_t is8bit; }; 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(int lumpnum); int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr); #endif // defined USE_OPENGL enum { HUDFLAG_HIDE = 1, HUDFLAG_NOBOB = 2, HUDFLAG_FLIPPED = 4, HUDFLAG_NODEPTH = 8, }; #endif // !mdsprite_h_