/* glsl_model_alais.c Alias model 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/model.h" #include "QF/va.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_alias.h" #include "QF/GLSL/qf_textures.h" #include "r_shared.h" static vec3_t vertex_normals[NUMVERTEXNORMALS] = { #include "anorms.h" }; void * Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum, qboolean group, maliasskindesc_t *skindesc) { byte *tskin; const char *name; int w, h; w = pheader->mdl.skinwidth; h = pheader->mdl.skinheight; tskin = malloc (skinsize); memcpy (tskin, skin, skinsize); Mod_FloodFillSkin (tskin, w, h); if (group) name = va ("%s_%i_%i", loadmodel->name, snum, gnum); else name = va ("%s_%i", loadmodel->name, snum); skindesc->texnum = GL_LoadQuakeTexture (name, w, h, tskin); free (tskin); return skin + skinsize; } void Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr) { } void Mod_LoadExternalSkins (model_t *mod) { } void Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr, void *_m, int _s, int extra) { mtriangle_t *tris; stvert_t *st; aliasvrt_t *verts; trivertx_t *pv; int *indexmap; GLushort *indices; GLuint bnum[2]; int vertexsize, indexsize; int numverts; int numtris; int i, j; int pose; numverts = hdr->mdl.numverts; numtris = hdr->mdl.numtris; // copy triangles before editing them tris = malloc (numtris * sizeof (mtriangle_t)); memcpy (tris, triangles, numtris * sizeof (mtriangle_t)); // initialize indexmap to -1 (unduplicated). any other value indicates // both that the vertex has been duplicated and the index of the // duplicate vertex. indexmap = malloc (numverts * sizeof (int)); memset (indexmap, -1, numverts * sizeof (int)); // copy stverts. need space for duplicates st = malloc (2 * numverts * sizeof (stvert_t)); memcpy (st, stverts, numverts * sizeof (stvert_t)); // check for onseam verts, and duplicate any that are associated with // back-facing triangles. the s coordinate is shifted right by half // the skin width. for (i = 0; i < numtris; i++) { for (j = 0; j < 3; j++) { int vind = tris[i].vertindex[j]; if (st[vind].onseam && !tris[i].facesfront) { if (indexmap[vind] == -1) { st[numverts] = st[vind]; st[numverts].s += hdr->mdl.skinwidth / 2; indexmap[vind] = numverts++; } tris[i].vertindex[j] = indexmap[vind]; } } } // we now know exactly how many vertices we need, so built the vertex // array vertexsize = hdr->numposes * numverts * sizeof (aliasvrt_t); verts = malloc (vertexsize); for (i = 0, pose = 0; i < hdr->numposes; i++, pose += numverts) { for (j = 0; j < hdr->mdl.numverts; j++) { pv = &poseverts[i][j]; VectorCopy (pv->v, verts[pose + j].vertex); verts[pose + j].st[0] = st[j].s; verts[pose + j].st[1] = st[j].t; VectorScale (vertex_normals[pv->lightnormalindex], 32767, verts[pose + j].normal); // duplicate any verts that are marked for duplication by the // stvert setup, using the modified st coordinates if (indexmap[j] != -1) { // the vertex position and normal are duplicated, only s and t // are not (and really, only s, but this feels cleaner) verts[pose + indexmap[j]] = verts[pose + j]; verts[pose + indexmap[j]].st[0] = st[indexmap[j]].s; verts[pose + indexmap[j]].st[1] = st[indexmap[j]].t; } } } // finished with st and indexmap free (st); free (indexmap); // now build the indices for DrawElements indexsize = 3 * numtris * sizeof (GLushort); indices = malloc (indexsize); for (i = 0; i < numtris; i++) VectorCopy (tris[i].vertindex, indices + 3 * i); // finished with tris free (tris); hdr->poseverts = numverts; // load the vertex data and indices into GL qfglGenBuffers (2, bnum); hdr->posedata = bnum[0]; hdr->commands = bnum[1]; qfglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata); qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands); qfglBufferData (GL_ARRAY_BUFFER, vertexsize, verts, GL_STATIC_DRAW); qfglBufferData (GL_ELEMENT_ARRAY_BUFFER, indexsize, indices, GL_STATIC_DRAW); // all done qfglBindBuffer (GL_ARRAY_BUFFER, 0); qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); free (verts); free (indices); }