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https://github.com/ZDoom/raze-gles.git
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51fb860650
* fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer * fix possible crash in OSD_Exec() and uninitialized mem access in game config reader * move makeasmwriteable() to baselayer.c git-svn-id: https://svn.eduke32.com/eduke32@1910 1a8010ca-5511-0410-912e-c29ae57300e0
249 lines
7.4 KiB
C
249 lines
7.4 KiB
C
#ifndef _mdsprite_h_
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# define _mdsprite_h_
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#include "hightile.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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int32_t mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int32_t shadeoff;
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float scale, bscale, zadd;
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GLuint *texid; // skins
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int32_t flags;
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} mdmodel_t;
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typedef 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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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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uint8_t palette, filler[3]; // Build palette number
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int32_t 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, specpower, specfactor;
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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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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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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 { 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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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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int32_t mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int32_t 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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int32_t flags;
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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; // 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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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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} md2model_t;
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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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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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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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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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int32_t mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int32_t shadeoff;
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float scale, bscale, zadd;
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uint32_t *texid; // texture ids for base skin if no mappings defined
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int32_t flags;
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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; // 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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uint16_t *indexes;
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uint16_t *vindexes;
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float *maxdepths;
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GLuint* vbos;
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// polymer VBO names after that, allocated per surface
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GLuint* indices;
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GLuint* texcoords;
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GLuint* geometry;
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} md3model_t;
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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 { uint8_t x, y, z, u, v; } vert_t;
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#else
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typedef struct { uint16_t 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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int32_t mdnum; //VOX=1, MD2=2, MD3=3. NOTE: must be first in structure!
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int32_t shadeoff;
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float scale, bscale, zadd;
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uint32_t *texid; // skins for palettes
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int32_t flags;
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//VOX specific stuff:
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voxrect_t *quad; int32_t qcnt, qfacind[7];
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int32_t *mytex, mytexx, mytexy;
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int32_t xsiz, ysiz, zsiz;
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float xpiv, ypiv, zpiv;
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int32_t is8bit;
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} voxmodel_t;
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/*
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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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int32_t modelid;
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int32_t skinnum;
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int32_t framenum; // calculate the number from the name when declaring
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float smoothduration;
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int32_t 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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*/
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EXTERN mdmodel_t **models;
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void updateanimation(md2model_t *m, spritetype *tspr);
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int32_t mdloadskin(md2model_t *m, int32_t number, int32_t pal, int32_t surf);
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void mdinit(void);
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void freeallmodels(void);
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void clearskins(void);
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int32_t mddraw(spritetype *tspr);
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typedef struct { float xadd, yadd, zadd; int16_t angadd, flags, fov; } hudtyp;
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EXTERN hudtyp hudmem[2][MAXTILES];
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EXTERN int32_t mdpause;
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EXTERN int32_t nummodelsalloced, nextmodelid;
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EXTERN voxmodel_t *voxmodels[MAXVOXELS];
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void voxfree(voxmodel_t *m);
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voxmodel_t *voxload(const char *filnam);
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int32_t voxdraw(voxmodel_t *m, spritetype *tspr);
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int md3postload_polymer(md3model_t* m);
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int32_t md_thinoutmodel(int32_t modelid, uint8_t *usedframebitmap);
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#endif // !_mdsprite_h_
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