fteqw/engine/gl/model_hl.h

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/*
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
details. You should have received a copy of the GNU General Public License along with this program; if not, write
to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. fromquake.h -
model_hl.h - halflife model structure
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*/
#define HLPOLYHEADER (('T' << 24) + ('S' << 16) + ('D' << 8) + 'I') /* little-endian "IDST" */
#define HLMDLHEADER "IDST"
/* flags - eukara */
#define HLMDLFL_FLAT 0x0001
#define HLMDLFL_CHROME 0x0002
#define HLMDLFL_FULLBRIGHT 0x0004
#define HLSHADER_FULLBRIGHT \
"{\n" \
"program defaultskin\n" \
"{\n" \
"map $diffuse\n" \
"}\n" \
"}\n"
#define HLSHADER_CHROME \
"{\n" \
"program defaultskin#CHROME\n" \
"{\n" \
"map $diffuse\n" \
"tcgen environment\n" \
"rgbgen lightingdiffuse\n" \
"}\n" \
"}\n"
#define HLSHADER_FULLBRIGHTCHROME \
"{\n" \
"program defaultskin#CHROME\n" \
"{\n" \
"map $diffuse\n" \
"tcgen environment\n" \
"}\n" \
"}\n"
/*
-----------------------------------------------------------------------------------------------------------------------
main model header
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
int filetypeid; //IDSP
int version; //10
char name[64];
int filesize;
vec3_t unknown3[5];
int unknown4; //flags
int numbones;
int boneindex;
int numcontrollers;
int controllerindex;
int num_hitboxes;
int ofs_hitboxes;
int numseq;
int seqindex;
int unknown6; //external sequences
int seqgroups;
int numtextures;
int textures;
int unknown7; //something to do with external textures
int skinrefs;
int skingroups;
int skins;
int numbodyparts;
int bodypartindex;
int num_attachments;
int ofs_attachments;
int unknown9[6]; //sounds, transitions
} hlmdl_header_t;
/*
-----------------------------------------------------------------------------------------------------------------------
skin info
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[64];
int flags; /*flat, chrome, fullbright*/
int w; /* width */
int h; /* height */
int offset; /* index */
} hlmdl_tex_t;
/*
-----------------------------------------------------------------------------------------------------------------------
body part index
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[64];
int nummodels;
int base;
int modelindex;
} hlmdl_bodypart_t;
/*
-----------------------------------------------------------------------------------------------------------------------
meshes
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
int numtris;
int index;
int skinindex;
int unknown2;
int unknown3;
} hlmdl_mesh_t;
/*
-----------------------------------------------------------------------------------------------------------------------
bones
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[32];
int parent;
int unknown1;
int bonecontroller[6];
float value[6];
float scale[6];
} hlmdl_bone_t;
typedef struct
{
char name[32]; //I assume
int unk;
int bone;
vec3_t org;
vec3_t unk2[3];
} hlmdl_attachment_t;
typedef struct
{
int bone;
int body; //value reported to gamecode on impact
vec3_t mins;
vec3_t maxs;
} hlmdl_hitbox_t;
/*
-----------------------------------------------------------------------------------------------------------------------
bone controllers
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
int name;
int type;
float start;
float end;
int unknown1;
int index;
} hlmdl_bonecontroller_t;
/*
-----------------------------------------------------------------------------------------------------------------------
halflife submodel descriptor
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[64];
int unknown1;
float unknown2;
int nummesh;
int meshindex;
int numverts;
int vertinfoindex;
int vertindex;
int unknown3[2];
int normindex;
int unknown4[2];
} hlmdl_submodel_t;
/*
-----------------------------------------------------------------------------------------------------------------------
animation
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
unsigned short offset[6];
} hlmdl_anim_t;
/*
-----------------------------------------------------------------------------------------------------------------------
animation frames
-----------------------------------------------------------------------------------------------------------------------
*/
typedef union
{
struct {
qbyte valid;
qbyte total;
} num;
short value;
} hlmdl_animvalue_t;
/*
-----------------------------------------------------------------------------------------------------------------------
sequence descriptions
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[32];
float timing;
int loop;
int action;
int actionweight;
int num_events;
int ofs_events;
int numframes;
int unknown2[2];
int motiontype;
int motionbone;
vec3_t unknown3;
int unknown4[2];
vec3_t bbox[2];
int hasblendseq;
int index;
int unknown7[2];
float unknown[4];
int unknown8;
unsigned int seqindex;
int unknown9[4];
} hlmdl_sequencelist_t;
typedef struct
{
int pose;
int code;
int unknown1;
char data[64];
} hlmdl_event_t;
/*
-----------------------------------------------------------------------------------------------------------------------
sequence groups
-----------------------------------------------------------------------------------------------------------------------
*/
typedef struct
{
char name[96]; /* should be split label[32] and name[64] */
unsigned int cache;
int data;
} hlmdl_sequencedata_t;
typedef struct
{
int magic; //IDSQ
int version; //10
char name[64];
int unk1;
} hlmdl_sequencefile_t;
/*
-----------------------------------------------------------------------------------------------------------------------
halflife model internal structure
-----------------------------------------------------------------------------------------------------------------------
*/
#define MAX_ANIM_GROUPS 16 //submodel files containing anim data.
typedef struct //this is stored as the cache. an hlmodel_t is generated when drawing
{
//updated while rendering...
float controller[5]; /* Position of bone controllers */
float adjust[5];
hlmdl_header_t *header;
hlmdl_bone_t *bones;
hlmdl_bonecontroller_t *bonectls;
hlmdl_sequencefile_t *animcache[MAX_ANIM_GROUPS];
zonegroup_t *memgroup;
struct hlmodelshaders_s
{
char name[MAX_QPATH];
char *defaultshadertext;
texnums_t defaulttex;
shader_t *shader;
int w, h;
int atlasid;
unsigned short x,y;
} *shaders;
short *skinref;
int numskinrefs;
int numskingroups;
int numgeomsets;
struct
{
int numalternatives;
struct hlalternative_s
{
int numsubmeshes;
mesh_t *submesh;
} *alternatives;
} *geomset;
mesh_t mesh;
vbo_t vbo;
qboolean vbobuilt;
} hlmodel_t;
/* HL mathlib prototypes: */
void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion);
void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM);
//void UploadTexture(hlmdl_tex_t *ptexture, qbyte *data, qbyte *pal);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize);
/* physics stuff */
void *Mod_GetHalfLifeModelData(model_t *mod);
//reflectioney things, including bone data
int HLMDL_BoneForName(model_t *mod, const char *name);
int HLMDL_FrameForName(model_t *mod, const char *name);
int HLMDL_FrameForAction(model_t *mod, int actionid);
const char *HLMDL_FrameNameForNum(model_t *model, int surfaceidx, int num);
qboolean HLMDL_FrameInfoForNum(model_t *model, int surfaceidx, int num, char **name, int *numframes, float *duration, qboolean *loop, int *act);
qboolean HLMDL_GetModelEvent(model_t *model, int animation, int eventidx, float *timestamp, int *eventcode, char **eventdata);
int HLMDL_GetNumBones(model_t *mod, qboolean tagstoo);
int HLMDL_GetBoneParent(model_t *mod, int bonenum);
const char *HLMDL_GetBoneName(model_t *mod, int bonenum);
int HLMDL_GetBoneData(model_t *model, int firstbone, int lastbone, const framestate_t *fstate, float *result);
int HLMDL_GetAttachment(model_t *model, int tagnum, float *resultmatrix);
#ifdef HAVE_CLIENT
//stuff only useful for clients that need to draw stuff
void R_DrawHLModel(entity_t *curent);
void HLMDL_DrawHitBoxes(entity_t *ent);
void R_HalfLife_GenerateBatches(entity_t *rent, batch_t **batches);
void R_HalfLife_TouchTextures(model_t *mod);
#endif