quakeforge/libs/models/alias/glsl_model_alias.c
Bill Currie 0f81432090 [model] Load bsp textures into vulkan
The textures for an entire model are loaded into a single memory object
with shared between multiple images.
2021-01-20 00:37:37 +09:00

238 lines
6.2 KiB
C

/*
glsl_model_alais.c
Alias model processing for GLSL
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.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 "mod_internal.h"
#include "r_shared.h"
static vec3_t vertex_normals[NUMVERTEXNORMALS] = {
#include "anorms.h"
};
static void
glsl_alias_clear (model_t *m, void *data)
{
int i, j;
aliashdr_t *hdr;
GLuint bufs[2];
maliasskindesc_t *skins;
maliasskingroup_t *group;
m->needload = true;
if (!(hdr = m->aliashdr))
hdr = Cache_Get (&m->cache);
bufs[0] = hdr->posedata;
bufs[1] = hdr->commands;
qfeglDeleteBuffers (2, bufs);
skins = ((maliasskindesc_t *) ((byte *) hdr + hdr->skindesc));
for (i = 0; i < hdr->mdl.numskins; i++) {
if (skins[i].type == ALIAS_SKIN_GROUP) {
group = (maliasskingroup_t *) ((byte *) hdr + skins[i].skin);
for (j = 0; j < group->numskins; j++) {
GLSL_ReleaseTexture (group->skindescs[j].texnum);
}
} else {
GLSL_ReleaseTexture (skins[i].texnum);
}
}
if (!m->aliashdr) {
Cache_Release (&m->cache);
Cache_Free (&m->cache);
}
}
void *
glsl_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 = GLSL_LoadQuakeTexture (name, w, h, tskin);
free (tskin);
return skin + skinsize;
}
void
glsl_Mod_FinalizeAliasModel (model_t *m, aliashdr_t *hdr)
{
if (hdr->mdl.ident == HEADER_MDL16)
VectorScale (hdr->mdl.scale, 1/256.0, hdr->mdl.scale);
m->clear = glsl_alias_clear;
}
void
glsl_Mod_LoadExternalSkins (model_t *mod)
{
}
void
glsl_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];
if (extra) {
VectorMultAdd (pv[hdr->mdl.numverts].v, 256, pv->v,
verts[pose + j].vertex);
} else {
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
qfeglGenBuffers (2, bnum);
hdr->posedata = bnum[0];
hdr->commands = bnum[1];
qfeglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
qfeglBufferData (GL_ARRAY_BUFFER, vertexsize, verts, GL_STATIC_DRAW);
qfeglBufferData (GL_ELEMENT_ARRAY_BUFFER, indexsize, indices,
GL_STATIC_DRAW);
// all done
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
free (verts);
free (indices);
}