X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_alias.h;h=7e5a88c44469e229f61ea169f13111cdbc99ea80;hb=da52e11712a0528cd1d2164b2fd9b4a77f6c3e9c;hp=e45abc344b2c58f0332696f770af9a9cd3f74cfd;hpb=0256e57e16a302ad45090618b8d6eb5930788809;p=xonotic%2Fdarkplaces.git diff --git a/model_alias.h b/model_alias.h index e45abc34..7e5a88c4 100644 --- a/model_alias.h +++ b/model_alias.h @@ -126,16 +126,172 @@ typedef struct int ofs_end; // end of file } md2_t; -// LordHavoc: Q1 and Q2 models are converted to the same internal format -#define ALIASTYPE_MDLMD2 1 +// LordHavoc: mdl, md2 and md3 models are converted to the same internal format +#define ALIASTYPE_ALIAS 1 #define ALIASTYPE_ZYM 2 -extern void Mod_LoadAliasModel (struct model_s *mod, void *buffer); +extern void Mod_LoadQ1AliasModel (struct model_s *mod, void *buffer); extern void Mod_LoadQ2AliasModel (struct model_s *mod, void *buffer); +extern void Mod_LoadQ3AliasModel (struct model_s *mod, void *buffer); extern void Mod_AliasInit(void); #include "model_zymotic.h" +// all md3 ints, floats, and shorts, are little endian, and thus need to be +// passed through LittleLong/LittleFloat/LittleShort to avoid breaking on +// bigendian machines (Macs for example) +#define MD3VERSION 15 +#define MD3NAME 64 +#define MD3FRAMENAME 16 + +// the origin is at 1/64th scale +// the pitch and yaw are encoded as 8 bits each +typedef struct md3vertex_s +{ + short origin[3], normalpitchyaw; +} +md3vertex_t; + +// one per frame +typedef struct md3frameinfo_s +{ + float mins[3]; + float maxs[3]; + float origin[3]; + float radius; + char name[MD3FRAMENAME]; +} +md3frameinfo_t; + +// one per tag per frame +typedef struct md3tag_s +{ + char name[MD3NAME]; + float origin[3]; + float rotationmatrix[9]; +} +md3tag_t; + +// one per shader per mesh +typedef struct md3shader_s +{ + char name[MD3NAME]; + // engine field (yes this empty int does exist in the file) + int shadernum; +} +md3shader_t; + +// one per mesh per model +// +// note that the lump_ offsets in this struct are relative to the beginning +// of the mesh struct +// +// to find the next mesh in the file, you must go to lump_end, which puts you +// at the beginning of the next mesh +typedef struct md3mesh_s +{ + char identifier[4]; // "IDP3" + char name[MD3NAME]; + int flags; + int num_frames; + int num_shaders; + int num_vertices; + int num_triangles; + int lump_elements; + int lump_shaders; + int lump_texcoords; + int lump_framevertices; + int lump_end; +} +md3mesh_t; + +// this struct is at the beginning of the md3 file +// +// note that the lump_ offsets in this struct are relative to the beginning +// of the header struct (which is the beginning of the file) +typedef struct md3modelheader_s +{ + char identifier[4]; // "IDP3" + int version; // 15 + char name[MD3NAME]; + int flags; + int num_frames; + int num_tags; + int num_meshes; + int num_skins; + int lump_frameinfo; + int lump_tags; + int lump_meshes; + int lump_end; +} +md3modelheader_t; + +// LordHavoc: all quake series 'alias' models (mdl, md2, md3) are converted to this vertex format +typedef struct aliasvertex_s +{ + // location + float origin[3]; + // surface normal + float normal[3]; + // S texture vector + float svector[3]; +} +aliasvertex_t; + +// this layer is fog (completely specialized behavior) +#define ALIASLAYER_FOG 1 +// alpha blending +#define ALIASLAYER_ALPHA 2 +// additive blending +#define ALIASLAYER_ADD 4 +// apply diffuse lighting +#define ALIASLAYER_DIFFUSE 8 +// apply specular lighting +#define ALIASLAYER_SPECULAR 16 +// tint with pants color +#define ALIASLAYER_COLORMAP_PANTS 32 +// tint with shirt color +#define ALIASLAYER_COLORMAP_SHIRT 64 +// don't draw this layer if colormap is not used +#define ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED 128 +// don't draw this layer if colormap is used +#define ALIASLAYER_NODRAW_IF_COLORMAPPED 256 +// draw this layer for realtime lighting passes, otherwise don't +#define ALIASLAYER_DRAW_PER_LIGHT 512 + +typedef struct aliaslayer_s +{ + int flags; + rtexture_t *texture; + rtexture_t *nmap; +} +aliaslayer_t; + +// indicates this skin is transparent +#define ALIASSKIN_TRANSPARENT 1 + +typedef struct aliasskin_s +{ + int flags; + int num_layers; + aliaslayer_t *data_layers; +} +aliasskin_t; + +typedef struct aliasmesh_s +{ + int num_skins; + int num_triangles; + int num_frames; + int num_vertices; + aliasskin_t *data_skins; + int *data_elements; + int *data_neighbors; + float *data_texcoords; + aliasvertex_t *data_vertices; +} +aliasmesh_t; + #endif