/* gl_model_brush.c model loading and caching Copyright (C) 1996-1997 Id Software, Inc. 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ // models are the only shared resource between a client and server running // on the same machine. #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "r_local.h" #include "sys.h" #include "console.h" #include "qendian.h" #include "checksum.h" #include "glquake.h" extern char loadname[]; extern model_t *loadmodel; extern byte mod_novis[]; extern byte *mod_base; int Mod_Fullbright(byte *skin, int width, int height, char *name); const int mod_lightmap_bytes = 3; void Mod_ProcessTexture(miptex_t *mt, texture_t *tx) { char name[32]; texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR; snprintf (name, sizeof(name), "fb_%s", mt->name); tx->gl_fb_texturenum = Mod_Fullbright ((byte *)(tx+1), tx->width, tx->height, name); tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false, 1); texture_mode = GL_LINEAR; } /* ================= Mod_LoadLighting ================= */ void Mod_LoadLighting (lump_t *l) { int i; byte *in, *out; byte d; char litfilename[1024]; if (!l->filelen) { loadmodel->lightdata = NULL; return; } strcpy(litfilename, loadmodel->name); COM_StripExtension(litfilename, litfilename); strcat(litfilename, ".lit"); loadmodel->lightdata = (byte*) COM_LoadHunkFile (litfilename); if (!loadmodel->lightdata) // expand the white lighting data { loadmodel->lightdata = Hunk_AllocName ( l->filelen*3, litfilename); in = loadmodel->lightdata + l->filelen*2; // place the file at the end, so it will not be overwritten until the very last write out = loadmodel->lightdata; memcpy (in, mod_base + l->fileofs, l->filelen); for (i = 0;i < l->filelen;i++) { d = *in++; *out++ = d; *out++ = d; *out++ = d; } } }