/* glsl_model_brush.c Brush model mesh processing for GLSL Copyright (C) 2011 Bill Currie Author: Bill Currie Date: 2011/12/23 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 */ // models are the only shared resource between a client and server running // on the same machine. #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "qfalloca.h" #include "QF/cvar.h" #include "QF/dstring.h" #include "QF/image.h" #include "QF/qendian.h" #include "QF/quakefs.h" #include "QF/sys.h" #include "QF/va.h" #include "QF/vid.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_textures.h" #include "compat.h" #include "mod_internal.h" #include "r_internal.h" static glsltex_t glsl_notexture = { }; static void glsl_brush_clear (model_t *m, void *data) { int i; mod_brush_t *brush = &m->brush; m->needload = true; for (i = 0; i < brush->numtextures; i++) { // NOTE: some maps (eg e1m2) have empty texture slots glsltex_t *tex = 0; if (brush->textures[i]) { tex = brush->textures[i]->render; } if (tex && tex->gl_texturenum) { GLSL_ReleaseTexture (tex->gl_texturenum); GLSL_ReleaseTexture (tex->sky_tex[0]); GLSL_ReleaseTexture (tex->sky_tex[1]); tex->gl_texturenum = 0; } } for (i = 0; i < brush->numsurfaces; i++) { if (brush->surfaces[i].polys) { free (brush->surfaces[i].polys); brush->surfaces[i].polys = 0; } } } static int load_skytex (texture_t *tx, byte *data) { int tex; tex = GLSL_LoadQuakeTexture (tx->name, tx->height, tx->height, data); // GLSL_LoadQuakeTexture () leaves the texture bound qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); return tex; } void glsl_Mod_ProcessTexture (model_t *mod, texture_t *tx) { if (!tx) { r_notexture_mip->render = &glsl_notexture; return; } glsltex_t *tex = tx->render; if (!strncmp (tx->name, "sky", 3)) { // sky textures need to be loaded as two separate textures to allow // wrapping on both sky layers. byte *data; byte *tx_data; int tx_w, tx_h; int i, j; tx_w = tx->width; tx_h = tx->height; tx_data = (byte *)tx + tx->offsets[0]; if (tx_w == tx_h) { // a square sky texture probably means it's black, but just in // case some other magic is being done, duplicate the square to // both sky layers. tex->sky_tex[0] = load_skytex (tx, tx_data); tex->sky_tex[1] = tex->sky_tex[0]; } else if (tx_w == 2 * tx_h) { data = alloca (tx_h * tx_h); for (i = 0; i < 2; i++) { for (j = 0; j < tx_h; j++) memcpy (&data[j * tx_h], &tx_data[j * tx_w + i * tx_h], tx_h); tex->sky_tex[i] = load_skytex (tx, data); } tex->gl_texturenum = 0; } else { Sys_Error ("Mod_ProcessTexture: invalid sky texture: %dx%d\n", tx_w, tx_h); } } else { tex->gl_texturenum = GLSL_LoadQuakeMipTex (tx); } } void glsl_Mod_LoadLighting (model_t *mod, bsp_t *bsp) { // a bit hacky, but it's as good a place as any mod->clear = glsl_brush_clear; mod_lightmap_bytes = 1; if (!bsp->lightdatasize) { mod->brush.lightdata = NULL; return; } mod->brush.lightdata = Hunk_AllocName (bsp->lightdatasize, mod->name); memcpy (mod->brush.lightdata, bsp->lightdata, bsp->lightdatasize); }