summaryrefslogtreecommitdiff
path: root/src/qcommon/qfiles.h
blob: 91bcf04cfebcc0a003ad47a8bb978a0ad7c8374c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2013 Darklegion Development
Copyright (C) 2015-2019 GrangerHub

This file is part of Tremulous.

Tremulous 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 3 of the License,
or (at your option) any later version.

Tremulous 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 Tremulous; if not, see <https://www.gnu.org/licenses/>

===========================================================================
*/

// qfiles.h: quake file formats

#ifndef __QFILES_H__
#define __QFILES_H__

// This file must be identical in the quake and utils directories

#include "q_shared.h"

// Ignore __attribute__ on non-gcc platforms
#ifndef __GNUC__
#ifndef __attribute__
#define __attribute__(x)
#endif
#endif

// surface geometry should not exceed these limits
#define SHADER_MAX_VERTEXES 1000
#define SHADER_MAX_INDEXES (6 * SHADER_MAX_VERTEXES)

// the maximum size of game relative pathnames
#define MAX_QPATH 64

/*
========================================================================

QVM files

========================================================================
*/

#define VM_MAGIC 0x12721444
#define VM_MAGIC_VER2 0x12721445
typedef struct {
    int vmMagic;

    int instructionCount;

    int codeOffset;
    int codeLength;

    int dataOffset;
    int dataLength;
    int litLength;  // ( dataLength - litLength ) should be byteswapped on load
    int bssLength;  // zero filled memory appended to datalength

    //!!! below here is VM_MAGIC_VER2 !!!
    int jtrgLength;  // number of jump table targets
} vmHeader_t;

/*
========================================================================

.MD3 triangle model file format

========================================================================
*/

#define MD3_IDENT (('3' << 24) + ('P' << 16) + ('D' << 8) + 'I')
#define MD3_VERSION 15

// limits
#define MD3_MAX_LODS 3
#define MD3_MAX_TRIANGLES 8192  // per surface
#define MD3_MAX_VERTS 4096  // per surface
#define MD3_MAX_SHADERS 256  // per surface
#define MD3_MAX_FRAMES 1024  // per model
#define MD3_MAX_SURFACES 32  // per model
#define MD3_MAX_TAGS 16  // per frame

// vertex scales
#define MD3_XYZ_SCALE (1.0 / 64)

typedef struct md3Frame_s {
    vec3_t bounds[2];
    vec3_t localOrigin;
    float radius;
    char name[16];
} md3Frame_t;

typedef struct md3Tag_s {
    char name[MAX_QPATH];  // tag name
    vec3_t origin;
    vec3_t axis[3];
} md3Tag_t;

/*
** md3Surface_t
**
** CHUNK                        SIZE
** header                       sizeof( md3Surface_t )
** shaders                      sizeof( md3Shader_t ) * numShaders
** triangles[0]         sizeof( md3Triangle_t ) * numTriangles
** st                           sizeof( md3St_t ) * numVerts
** XyzNormals           sizeof( md3XyzNormal_t ) * numVerts * numFrames
*/
typedef struct {
    int ident;  //

    char name[MAX_QPATH];  // polyset name

    int flags;
    int numFrames;  // all surfaces in a model should have the same

    int numShaders;  // all surfaces in a model should have the same
    int numVerts;

    int numTriangles;
    int ofsTriangles;

    int ofsShaders;  // offset from start of md3Surface_t
    int ofsSt;  // texture coords are common for all frames
    int ofsXyzNormals;  // numVerts * numFrames

    int ofsEnd;  // next surface follows
} md3Surface_t;

typedef struct {
    char name[MAX_QPATH];
    int shaderIndex;  // for in-game use
} md3Shader_t;

typedef struct {
    int indexes[3];
} md3Triangle_t;

typedef struct {
    float st[2];
} md3St_t;

typedef struct {
    short xyz[3];
    short normal;
} md3XyzNormal_t;

typedef struct {
    int ident;
    int version;

    char name[MAX_QPATH];  // model name

    int flags;

    int numFrames;
    int numTags;
    int numSurfaces;

    int numSkins;

    int ofsFrames;  // offset for first frame
    int ofsTags;  // numFrames * numTags
    int ofsSurfaces;  // first surface, others follow

    int ofsEnd;  // end of file
} md3Header_t;

/*
==============================================================================

MDR file format

==============================================================================
*/

/*
 * Here are the definitions for Ravensoft's model format of md4. Raven stores their
 * playermodels in .mdr files, in some games, which are pretty much like the md4
 * format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
 * MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
 * So this comes in handy for anyone who wants to make it possible to load player
 * models from these games.
 * This format has bone tags, which is similar to the thing you have in md3 I suppose.
 * Raven has released their version of md3view under GPL enabling me to add support
 * to this codebase. Thanks to Steven Howes aka Skinner for helping with example
 * source code.
 *
 * - Thilo Schulz (arny@ats.s.bawue.de)
 */

#define MDR_IDENT (('5' << 24) + ('M' << 16) + ('D' << 8) + 'R')
#define MDR_VERSION 2
#define MDR_MAX_BONES 128

typedef struct {
    int boneIndex;  // these are indexes into the boneReferences,
    float boneWeight;  // not the global per-frame bone list
    vec3_t offset;
} mdrWeight_t;

typedef struct {
    vec3_t normal;
    vec2_t texCoords;
    int numWeights;
    mdrWeight_t weights[1];  // variable sized
} mdrVertex_t;

typedef struct {
    int indexes[3];
} mdrTriangle_t;

typedef struct {
    int ident;

    char name[MAX_QPATH];  // polyset name
    char shader[MAX_QPATH];
    int shaderIndex;  // for in-game use

    int ofsHeader;  // this will be a negative number

    int numVerts;
    int ofsVerts;

    int numTriangles;
    int ofsTriangles;

    // Bone references are a set of ints representing all the bones
    // present in any vertex weights for this surface.  This is
    // needed because a model may have surfaces that need to be
    // drawn at different sort times, and we don't want to have
    // to re-interpolate all the bones for each surface.
    int numBoneReferences;
    int ofsBoneReferences;

    int ofsEnd;  // next surface follows
} mdrSurface_t;

typedef struct {
    float matrix[3][4];
} mdrBone_t;

typedef struct {
    vec3_t bounds[2];  // bounds of all surfaces of all LOD's for this frame
    vec3_t localOrigin;  // midpoint of bounds, used for sphere cull
    float radius;  // dist from localOrigin to corner
    char name[16];
    mdrBone_t bones[1];  // [numBones]
} mdrFrame_t;

typedef struct {
    unsigned char Comp[24];  // MC_COMP_BYTES is in MatComp.h, but don't want to couple
} mdrCompBone_t;

typedef struct {
    vec3_t bounds[2];  // bounds of all surfaces of all LOD's for this frame
    vec3_t localOrigin;  // midpoint of bounds, used for sphere cull
    float radius;  // dist from localOrigin to corner
    mdrCompBone_t bones[1];  // [numBones]
} mdrCompFrame_t;

typedef struct {
    int numSurfaces;
    int ofsSurfaces;  // first surface, others follow
    int ofsEnd;  // next lod follows
} mdrLOD_t;

typedef struct {
    int boneIndex;
    char name[32];
} mdrTag_t;

typedef struct {
    int ident;
    int version;

    char name[MAX_QPATH];  // model name

    // frames and bones are shared by all levels of detail
    int numFrames;
    int numBones;
    int ofsFrames;  // mdrFrame_t[numFrames]

    // each level of detail has completely separate sets of surfaces
    int numLODs;
    int ofsLODs;

    int numTags;
    int ofsTags;

    int ofsEnd;  // end of file
} mdrHeader_t;

/*
==============================================================================

  .BSP file format

==============================================================================
*/

#define BSP_IDENT (('P' << 24) + ('S' << 16) + ('B' << 8) + 'I')
// little-endian "IBSP"

#define BSP_VERSION 46

// there shouldn't be any problem with increasing these values at the
// expense of more memory allocation in the utilities
#define MAX_MAP_MODELS 0x400
#define MAX_MAP_BRUSHES 0x8000
#define MAX_MAP_ENTITIES 0x800
#define MAX_MAP_ENTSTRING 0x40000
#define MAX_MAP_SHADERS 0x400

#define MAX_MAP_AREAS 0x100  // MAX_MAP_AREA_BYTES in q_shared must match!
#define MAX_MAP_FOGS 0x100
#define MAX_MAP_PLANES 0x20000
#define MAX_MAP_NODES 0x20000
#define MAX_MAP_BRUSHSIDES 0x20000
#define MAX_MAP_LEAFS 0x20000
#define MAX_MAP_LEAFFACES 0x20000
#define MAX_MAP_LEAFBRUSHES 0x40000
#define MAX_MAP_PORTALS 0x20000
#define MAX_MAP_LIGHTING 0x800000
#define MAX_MAP_LIGHTGRID 0x800000
#define MAX_MAP_VISIBILITY 0x200000

#define MAX_MAP_DRAW_SURFS 0x20000
#define MAX_MAP_DRAW_VERTS 0x80000
#define MAX_MAP_DRAW_INDEXES 0x80000

// key / value pair sizes in the entities lump
#define MAX_KEY 32
#define MAX_VALUE 1024

// the editor uses these predefined yaw angles to orient entities up or down
#define ANGLE_UP -1
#define ANGLE_DOWN -2

#define LIGHTMAP_WIDTH 128
#define LIGHTMAP_HEIGHT 128

#define MAX_WORLD_COORD (128 * 1024)
#define MIN_WORLD_COORD (-128 * 1024)
#define WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD)

//=============================================================================

typedef struct {
    int fileofs, filelen;
} lump_t;

#define LUMP_ENTITIES 0
#define LUMP_SHADERS 1
#define LUMP_PLANES 2
#define LUMP_NODES 3
#define LUMP_LEAFS 4
#define LUMP_LEAFSURFACES 5
#define LUMP_LEAFBRUSHES 6
#define LUMP_MODELS 7
#define LUMP_BRUSHES 8
#define LUMP_BRUSHSIDES 9
#define LUMP_DRAWVERTS 10
#define LUMP_DRAWINDEXES 11
#define LUMP_FOGS 12
#define LUMP_SURFACES 13
#define LUMP_LIGHTMAPS 14
#define LUMP_LIGHTGRID 15
#define LUMP_VISIBILITY 16
#define HEADER_LUMPS 17

typedef struct {
    int ident;
    int version;

    lump_t lumps[HEADER_LUMPS];
} dheader_t;

typedef struct {
    float mins[3], maxs[3];
    int firstSurface, numSurfaces;
    int firstBrush, numBrushes;
} dmodel_t;

typedef struct {
    char shader[MAX_QPATH];
    int surfaceFlags;
    int contentFlags;
} dshader_t;

// planes x^1 is allways the opposite of plane x

typedef struct {
    float normal[3];
    float dist;
} dplane_t;

typedef struct {
    int planeNum;
    int children[2];  // negative numbers are -(leafs+1), not nodes
    int mins[3];  // for frustom culling
    int maxs[3];
} dnode_t;

typedef struct {
    int cluster;  // -1 = opaque cluster (do I still store these?)
    int area;

    int mins[3];  // for frustum culling
    int maxs[3];

    int firstLeafSurface;
    int numLeafSurfaces;

    int firstLeafBrush;
    int numLeafBrushes;
} dleaf_t;

typedef struct {
    int planeNum;  // positive plane side faces out of the leaf
    int shaderNum;
} dbrushside_t;

typedef struct {
    int firstSide;
    int numSides;
    int shaderNum;  // the shader that determines the contents flags
} dbrush_t;

typedef struct {
    char shader[MAX_QPATH];
    int brushNum;
    int visibleSide;  // the brush side that ray tests need to clip against (-1 == none)
} dfog_t;

typedef struct {
    vec3_t xyz;
    float st[2];
    float lightmap[2];
    vec3_t normal;
    byte color[4];
} drawVert_t;

#define drawVert_t_cleared(x) drawVert_t(x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0, 0}}

typedef enum { MST_BAD, MST_PLANAR, MST_PATCH, MST_TRIANGLE_SOUP, MST_FLARE } mapSurfaceType_t;

typedef struct {
    int shaderNum;
    int fogNum;
    int surfaceType;

    int firstVert;
    int numVerts;

    int firstIndex;
    int numIndexes;

    int lightmapNum;
    int lightmapX, lightmapY;
    int lightmapWidth, lightmapHeight;

    vec3_t lightmapOrigin;
    vec3_t lightmapVecs[3];  // for patches, [0] and [1] are lodbounds

    int patchWidth;
    int patchHeight;
} dsurface_t;

#endif