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gl_md3.h
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gl_md3.h
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/* gl_md3.h
*
* 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.
*/
#define MD3IDHEADER (('3'<<24)+('P'<<16)+('D'<<8)+'I')
typedef float vec2_t[2];
//**** md3 disk format ****//
typedef struct
{
short vec[3];
short normal;
} md3vert_t;
typedef struct
{
char name[64];
int index; //not used
} md3shader_t;
typedef struct
{
float s;
float t;
} md3st_t;
typedef struct
{
int tri[3];
} md3tri_t;
typedef struct
{
char id[4];
char name[64];
int flags; //not used
int num_surf_frames;
int num_surf_shaders;
int num_surf_verts;
int num_surf_tris;
int tris_offs;
int shader_offs;
int tc_offs;
int vert_offs;
int end_offs;
} md3surface_t;
typedef struct
{
char name[64];
vec3_t pos;
vec3_t rot[3];
} md3tag_t;
typedef struct
{
vec3_t mins;
vec3_t maxs;
vec3_t pos;
float radius;
char name[16];
} md3frame_t;
typedef struct
{
char id[4];
int version;
char filename[64];
int flags;
int num_frames;
int num_tags;
int num_surfaces;
int num_skins; //not used, older format thing?
int frame_offs;
int tag_offs;
int surface_offs;
int eof_offs; //not used atm
} md3header_t;
//**** md3 memory format ****//
//diffrent size
typedef struct
{
vec3_t vec;
vec3_t normal;
} md3vert_mem_t;
//same
typedef struct
{
float s;
float t;
} md3st_mem_t;
typedef struct
{
float s;
} md3stshade_mem_t;
//same
typedef struct
{
int tri[3];
} md3tri_mem_t;
//extra
typedef struct
{
char name[64];
int index; //not used
int texnum;
int texnum_fullbright; // fullbright (luma) textures
int texnum_gloss; // gloss texture
} md3shader_mem_t;
//diffrent
typedef struct md3surface_mem_s
{
char id[4]; //should be IDP3
char name[64]; //name of this surface
int flags; //not used yet
int num_surf_frames; //number of frames in this surface
int num_surf_shaders; //number of shaders in this surface
int num_surf_verts; //number of vertices in this surface
int num_surf_tris; //number of triangles in this surface
//offsets to the verious parts
int offs_shaders;
int offs_tris;
int offs_tc;
int offs_shadetc;
int offs_verts;
int offs_end;
} md3surface_mem_t;
//same - not used yet
typedef struct
{
char name[64];
vec3_t pos;
vec3_t rot[3];
} md3tag_mem_t;
//same
typedef struct
{
vec3_t mins;
vec3_t maxs;
vec3_t pos;
float radius;
char name[16];
} md3frame_mem_t;
//same
typedef struct
{
char id[4]; //should be MDP3
int version; //should be 15
char filename[64]; //the name inside md3
int flags; //not used (will be for particle trails etc)
int num_frames; //number of frames in file
int num_tags; //number of tags
int num_surfaces; //number of surfaces
int num_skins; //old model format leftovers, not used
//conver these to new offsets
int offs_frames; //offset to frame
int offs_tags; //offset to tags
int offs_surfaces; //offset to surfaces
} md3header_mem_t;
//**** end ****//
int R_DrawQ3Model(entity_t *e, int shell, int outline, float blend);
void Mod_LoadQ3Model(model_t *mod, void *buffer);
extern int Q_strlcmp (char *s1, char *s2);
void GL_DrawQ3AliasShadow (entity_t *e, md3header_mem_t *header, int lastpose, int pose, float blend);