mirror of
https://git.code.sf.net/p/quake/nuq
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7f785632c0
be toggled using gl_fb_bmodels (default on).
101 lines
2.5 KiB
C
101 lines
2.5 KiB
C
/*
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gl_model_brush.c
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model loading and caching
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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// models are the only shared resource between a client and server running
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// on the same machine.
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "r_local.h"
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#include "sys.h"
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#include "console.h"
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#include "qendian.h"
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#include "checksum.h"
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#include "glquake.h"
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extern char loadname[];
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extern model_t *loadmodel;
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extern byte mod_novis[];
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extern byte *mod_base;
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int Mod_Fullbright(byte *skin, int width, int height, char *name);
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const int mod_lightmap_bytes = 3;
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void
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Mod_ProcessTexture(miptex_t *mt, texture_t *tx)
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{
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char name[32];
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texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
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snprintf (name, sizeof(name), "fb_%s", mt->name);
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tx->gl_fb_texturenum = Mod_Fullbright ((byte *)(tx+1), tx->width, tx->height, name);
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tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false, 1);
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texture_mode = GL_LINEAR;
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}
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/*
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=================
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Mod_LoadLighting
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=================
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*/
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void Mod_LoadLighting (lump_t *l)
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{
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int i;
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byte *in, *out;
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byte d;
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char litfilename[1024];
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if (!l->filelen)
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{
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loadmodel->lightdata = NULL;
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return;
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}
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strcpy(litfilename, loadmodel->name);
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COM_StripExtension(litfilename, litfilename);
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strcat(litfilename, ".lit");
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loadmodel->lightdata = (byte*) COM_LoadHunkFile (litfilename);
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if (!loadmodel->lightdata) // expand the white lighting data
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{
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loadmodel->lightdata = Hunk_AllocName ( l->filelen*3, litfilename);
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in = loadmodel->lightdata + l->filelen*2; // place the file at the end, so it will not be overwritten until the very last write
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out = loadmodel->lightdata;
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memcpy (in, mod_base + l->fileofs, l->filelen);
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for (i = 0;i < l->filelen;i++)
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{
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d = *in++;
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*out++ = d;
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*out++ = d;
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*out++ = d;
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}
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}
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}
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