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Diffstat (limited to 'src/qcommon/qfiles.h')
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diff --git a/src/qcommon/qfiles.h b/src/qcommon/qfiles.h new file mode 100644 index 0000000..7e901b7 --- /dev/null +++ b/src/qcommon/qfiles.h @@ -0,0 +1,626 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +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 2 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, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +#ifndef __QFILES_H__ +#define __QFILES_H__ + +// +// qfiles.h: quake file formats +// This file must be identical in the quake and utils directories +// + +//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; + + +/* +======================================================================== + +PCX files are used for 8 bit images + +======================================================================== +*/ + +typedef struct { + char manufacturer; + char version; + char encoding; + char bits_per_pixel; + unsigned short xmin,ymin,xmax,ymax; + unsigned short hres,vres; + unsigned char palette[48]; + char reserved; + char color_planes; + unsigned short bytes_per_line; + unsigned short palette_type; + char filler[58]; + unsigned char data; // unbounded +} pcx_t; + + +/* +======================================================================== + +TGA files are used for 24/32 bit images + +======================================================================== +*/ + +typedef struct _TargaHeader { + unsigned char id_length, colormap_type, image_type; + unsigned short colormap_index, colormap_length; + unsigned char colormap_size; + unsigned short x_origin, y_origin, width, height; + unsigned char pixel_size, attributes; +} TargaHeader; + + + +/* +======================================================================== + +.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; + +/* +============================================================================== + +MD4 file format + +============================================================================== +*/ + +#define MD4_IDENT (('4'<<24)+('P'<<16)+('D'<<8)+'I') +#define MD4_VERSION 1 +#define MD4_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; +} md4Weight_t; + +typedef struct { + vec3_t normal; + vec2_t texCoords; + int numWeights; + md4Weight_t weights[1]; // variable sized +} md4Vertex_t; + +typedef struct { + int indexes[3]; +} md4Triangle_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 +} md4Surface_t; + +typedef struct { + float matrix[3][4]; +} md4Bone_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 + md4Bone_t bones[1]; // [numBones] +} md4Frame_t; + +typedef struct { + int numSurfaces; + int ofsSurfaces; // first surface, others follow + int ofsEnd; // next lod follows +} md4LOD_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 ofsBoneNames; // char name[ MAX_QPATH ] + int ofsFrames; // md4Frame_t[numFrames] + + // each level of detail has completely separate sets of surfaces + int numLODs; + int ofsLODs; + + int ofsEnd; // end of file +} md4Header_t; + +/* + * 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) + */ + +// If you want to enable support for Raven's .mdr / md4 format, uncomment the next +// line. +//#define RAVENMD4 + +#ifdef RAVENMD4 + +#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; + +#endif + +/* +============================================================================== + + .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 |