102 lines
2.2 KiB
C
102 lines
2.2 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 2007-2009 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef _wzmutils_h
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#define _wzmutils_h
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#include <assert.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#include <stdio.h>
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#include <errno.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <GL/gl.h>
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#ifndef WIN32
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#include <stdbool.h>
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#include <limits.h>
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#else
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#include <windows.h>
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typedef int bool;
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#define PATH_MAX 255
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#define true 1
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#define false 0
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#endif
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#define MAX_TEXARRAYS 16
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#define MAX(a, b) (((a) > (b)) ? (a) : (b))
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typedef struct { float x, y, z; } Vector3f;
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typedef struct
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{
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Vector3f pos;
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int type;
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} CONNECTOR;
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typedef struct
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{
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float timeSlice;
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int textureArray;
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Vector3f translation;
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Vector3f rotation;
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} FRAME;
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typedef struct
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{
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int faces, vertices, frames, textureArrays, connectors;
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bool teamColours;
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GLfloat *vertexArray;
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GLuint *indexArray; // TODO: use short instead
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GLfloat *textureArray[MAX_TEXARRAYS];
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FRAME *frameArray;
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int currentFrame;
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int currentTextureArray;
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uint32_t lastChange; // animation
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CONNECTOR *connectorArray;
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} MESH;
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typedef struct
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{
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int w, h;
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char *pixels;
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} PIXMAP;
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typedef struct
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{
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int meshes;
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MESH *mesh;
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PIXMAP *pixmap;
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char texPath[PATH_MAX];
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GLuint texture;
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} MODEL;
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MODEL *createModel(int meshes, int now);
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PIXMAP *readPixmap(const char *filename);
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MODEL *readModel(const char *filename, int now);
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int saveModel(const char *filename, MODEL *psModel);
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void freeModel(MODEL *psModel);
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void drawModel(MODEL *psModel, int now);
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void prepareModel(MODEL *psModel);
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#endif
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