raze-gles/source/build/include/mdsprite.h
Christoph Oelckers 97a0cb2a10 - handle voxel rotation in the backend to enable it for all games.
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00

228 lines
5.8 KiB
C++

#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, bool rotate);
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_