mirror of
https://git.code.sf.net/p/quake/quakeforge
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3669e3aa2e
For now, only the glsl loader disables caching, but it stores the frame vertices in GL memory, so its hunk usage is relatively lower (and will be lower still when I get skins sorted out).
205 lines
5.4 KiB
C
205 lines
5.4 KiB
C
/*
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glsl_model_alais.c
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Alias model processing for GLSL
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/model.h"
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#include "QF/va.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_textures.h"
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#include "r_shared.h"
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int alias_cache = 0;
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static vec3_t vertex_normals[NUMVERTEXNORMALS] = {
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#include "anorms.h"
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};
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void *
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Mod_LoadSkin (byte *skin, int skinsize, int snum, int gnum, qboolean group,
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maliasskindesc_t *skindesc)
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{
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byte *tskin;
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const char *name;
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int w, h;
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w = pheader->mdl.skinwidth;
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h = pheader->mdl.skinheight;
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tskin = malloc (skinsize);
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memcpy (tskin, skin, skinsize);
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Mod_FloodFillSkin (tskin, w, h);
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if (group)
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name = va ("%s_%i_%i", loadmodel->name, snum, gnum);
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else
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name = va ("%s_%i", loadmodel->name, snum);
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skindesc->texnum = GL_LoadQuakeTexture (name, w, h, tskin);
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free (tskin);
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return skin + skinsize;
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}
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void
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Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr)
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{
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if (hdr->mdl.ident == HEADER_MDL16)
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VectorScale (hdr->mdl.scale, 1/256.0, hdr->mdl.scale);
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}
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void
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Mod_LoadExternalSkins (model_t *mod)
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{
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}
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void
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Mod_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr, void *_m, int _s,
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int extra)
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{
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mtriangle_t *tris;
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stvert_t *st;
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aliasvrt_t *verts;
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trivertx_t *pv;
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int *indexmap;
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GLushort *indices;
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GLuint bnum[2];
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int vertexsize, indexsize;
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int numverts;
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int numtris;
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int i, j;
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int pose;
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numverts = hdr->mdl.numverts;
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numtris = hdr->mdl.numtris;
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// copy triangles before editing them
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tris = malloc (numtris * sizeof (mtriangle_t));
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memcpy (tris, triangles, numtris * sizeof (mtriangle_t));
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// initialize indexmap to -1 (unduplicated). any other value indicates
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// both that the vertex has been duplicated and the index of the
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// duplicate vertex.
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indexmap = malloc (numverts * sizeof (int));
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memset (indexmap, -1, numverts * sizeof (int));
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// copy stverts. need space for duplicates
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st = malloc (2 * numverts * sizeof (stvert_t));
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memcpy (st, stverts, numverts * sizeof (stvert_t));
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// check for onseam verts, and duplicate any that are associated with
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// back-facing triangles. the s coordinate is shifted right by half
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// the skin width.
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for (i = 0; i < numtris; i++) {
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for (j = 0; j < 3; j++) {
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int vind = tris[i].vertindex[j];
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if (st[vind].onseam && !tris[i].facesfront) {
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if (indexmap[vind] == -1) {
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st[numverts] = st[vind];
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st[numverts].s += hdr->mdl.skinwidth / 2;
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indexmap[vind] = numverts++;
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}
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tris[i].vertindex[j] = indexmap[vind];
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}
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}
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}
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// we now know exactly how many vertices we need, so built the vertex
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// array
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vertexsize = hdr->numposes * numverts * sizeof (aliasvrt_t);
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verts = malloc (vertexsize);
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for (i = 0, pose = 0; i < hdr->numposes; i++, pose += numverts) {
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for (j = 0; j < hdr->mdl.numverts; j++) {
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pv = &poseverts[i][j];
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if (extra) {
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VectorMultAdd (pv[hdr->numposes].v, 256, pv->v,
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verts[pose + j].vertex);
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} else {
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VectorCopy (pv->v, verts[pose + j].vertex);
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}
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verts[pose + j].st[0] = st[j].s;
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verts[pose + j].st[1] = st[j].t;
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VectorScale (vertex_normals[pv->lightnormalindex], 32767,
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verts[pose + j].normal);
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// duplicate any verts that are marked for duplication by the
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// stvert setup, using the modified st coordinates
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if (indexmap[j] != -1) {
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// the vertex position and normal are duplicated, only s and t
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// are not (and really, only s, but this feels cleaner)
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verts[pose + indexmap[j]] = verts[pose + j];
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verts[pose + indexmap[j]].st[0] = st[indexmap[j]].s;
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verts[pose + indexmap[j]].st[1] = st[indexmap[j]].t;
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}
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}
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}
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// finished with st and indexmap
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free (st);
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free (indexmap);
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// now build the indices for DrawElements
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indexsize = 3 * numtris * sizeof (GLushort);
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indices = malloc (indexsize);
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for (i = 0; i < numtris; i++)
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VectorCopy (tris[i].vertindex, indices + 3 * i);
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// finished with tris
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free (tris);
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hdr->poseverts = numverts;
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// load the vertex data and indices into GL
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qfglGenBuffers (2, bnum);
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hdr->posedata = bnum[0];
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hdr->commands = bnum[1];
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qfglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
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qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
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qfglBufferData (GL_ARRAY_BUFFER, vertexsize, verts, GL_STATIC_DRAW);
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qfglBufferData (GL_ELEMENT_ARRAY_BUFFER, indexsize, indices,
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GL_STATIC_DRAW);
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// all done
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qfglBindBuffer (GL_ARRAY_BUFFER, 0);
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qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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free (verts);
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free (indices);
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}
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