2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 ==============================================================================
29 Alias models are position independent, so the cache manager can move them.
30 ==============================================================================
53 #define MAXALIASVERTS 4096
54 #define MAXALIASFRAMES 1024
55 #define MAXALIASTRIS 4096
58 ========================================================================
60 .MD2 triangle model file format
62 ========================================================================
65 // LordHavoc: grabbed this from the Q2 utility source,
66 // renamed a things to avoid conflicts
68 #define MD2ALIAS_VERSION 8
70 #define MD2MAX_TRIANGLES 4096
71 #define MD2MAX_VERTS 4096
72 #define MD2MAX_FRAMES 1024
73 #define MD2MAX_SKINNAME 64
74 // sanity checking size
75 #define MD2MAX_SIZE (16777216)
91 float scale[3]; // multiply byte verts by this
92 float translate[3]; // then add this
93 char name[16]; // frame name from grabbing
97 // a positive integer starts a tristrip command, followed by that many
99 // a negative integer starts a trifan command, followed by -x vertexes
100 // a zero indicates the end of the command list.
101 // a vertex consists of a floating point s, a floating point t,
102 // and an integer vertex index.
112 int framesize; // byte size of each frame
116 int num_st; // greater than num_xyz for seams
118 int num_glcmds; // dwords in strip/fan command list
121 int ofs_skins; // each skin is a MAX_SKINNAME string
122 int ofs_st; // byte offset from start for stverts
123 int ofs_tris; // offset for dtriangles
124 int ofs_frames; // offset for first frame
126 int ofs_end; // end of file
129 // LordHavoc: mdl, md2 and md3 models are converted to the same internal format
130 #define ALIASTYPE_ALIAS 1
131 #define ALIASTYPE_ZYM 2
133 extern void Mod_LoadAliasModel (struct model_s *mod, void *buffer);
134 extern void Mod_LoadQ2AliasModel (struct model_s *mod, void *buffer);
136 extern void Mod_AliasInit(void);
138 #include "model_zymotic.h"
140 // all md3 ints, floats, and shorts, are little endian, and thus need to be
141 // passed through LittleLong/LittleFloat/LittleShort to avoid breaking on
142 // bigendian machines (Macs for example)
143 #define MD3VERSION 15
145 #define MD3FRAMENAME 16
147 // the origin is at 1/64th scale
148 // the pitch and yaw are encoded as 8 bits each
149 typedef struct md3vertex_s
151 short origin[3], normalpitchyaw;
156 typedef struct md3frameinfo_s
162 char name[MD3FRAMENAME];
166 // one per tag per frame
167 typedef struct md3tag_s
171 float rotationmatrix[9];
175 // one per shader per mesh
176 typedef struct md3shader_s
179 // engine field (yes this empty int does exist in the file)
184 // one per mesh per model
186 // note that the lump_ offsets in this struct are relative to the beginning
187 // of the mesh struct
189 // to find the next mesh in the file, you must go to lump_end, which puts you
190 // at the beginning of the next mesh
191 typedef struct md3mesh_s
193 char identifier[4]; // "IDP3"
203 int lump_framevertices;
208 // this struct is at the beginning of the md3 file
210 // note that the lump_ offsets in this struct are relative to the beginning
211 // of the header struct (which is the beginning of the file)
212 typedef struct md3modelheader_s
214 char identifier[4]; // "IDP3"
229 // LordHavoc: all quake series 'alias' models (mdl, md2, md3) are converted to this vertex format
230 typedef struct aliasvertex_s
241 // this layer is fog (completely specialized behavior)
242 #define ALIASLAYER_FOG 1
244 #define ALIASLAYER_ALPHA 2
246 #define ALIASLAYER_ADD 4
247 // apply diffuse lighting
248 #define ALIASLAYER_DIFFUSE 8
249 // apply specular lighting
250 #define ALIASLAYER_SPECULAR 16
251 // tint with pants color
252 #define ALIASLAYER_COLORMAP_PANTS 32
253 // tint with shirt color
254 #define ALIASLAYER_COLORMAP_SHIRT 64
255 // don't draw this layer if colormap is not used
256 #define ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED 128
257 // don't draw this layer if colormap is used
258 #define ALIASLAYER_NODRAW_IF_COLORMAPPED 256
259 // draw this layer for realtime lighting passes, otherwise don't
260 #define ALIASLAYER_DRAW_PER_LIGHT 512
262 typedef struct aliaslayer_s
270 // indicates this skin is transparent
271 #define ALIASSKIN_TRANSPARENT 1
273 typedef struct aliasskin_s
277 aliaslayer_t *data_layers;
281 typedef struct aliasmesh_s
287 aliasskin_t *data_skins;
290 float *data_texcoords;
291 aliasvertex_t *data_vertices;