quakeforge/libs/models/brush/glsl_model_brush.c
Bill Currie 1052bd2624 Fix the segfault on leaving e1m2.
Problem and solution found by Deek, reason by me.
2012-01-31 09:51:44 +09:00

133 lines
3.3 KiB
C

/*
glsl_model_brush.c
Brush model mesh 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
*/
// models are the only shared resource between a client and server running
// on the same machine.
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/dstring.h"
#include "QF/image.h"
#include "QF/model.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"
static void
glsl_brush_clear (model_t *m)
{
int i;
m->needload = true;
for (i = 0; i < m->numtextures; i++) {
// NOTE: some maps (eg e1m2) have empty texture slots
if (m->textures[i] && m->textures[i]->gl_texturenum) {
GL_ReleaseTexture (m->textures[i]->gl_texturenum);
m->textures[i]->gl_texturenum = 0;
}
}
for (i = 0; i < m->numsurfaces; i++) {
if (m->surfaces[i].polys) {
free (m->surfaces[i].polys);
m->surfaces[i].polys = 0;
}
}
}
void
Mod_ProcessTexture (texture_t *tx)
{
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 i, j;
if (tx->width != 256 || tx->height != 128)
Sys_Error ("Mod_ProcessTexture: invalid sky texture: %dx%d\n",
tx->width, tx->height);
data = alloca (128 * 128);
tx_data = (byte *)tx + tx->offsets[0];
for (i = 0; i < 2; i++) {
for (j = 0; j < 128; j++)
memcpy (&data[j * 128], &tx_data[j * 256 + i * 128], 128);
tx->sky_tex[i] = GL_LoadQuakeTexture (tx->name, 128, 128, data);
// GL_LoadQuakeTexture () leaves the texture bound
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
tx->gl_texturenum = 0;
} else {
tx->gl_texturenum = GL_LoadQuakeMipTex (tx);
}
}
void
Mod_LoadExternalTextures (model_t *mod)
{
}
void
Mod_LoadLighting (bsp_t *bsp)
{
// a big hacky, but it's as good a place as any
loadmodel->clear = glsl_brush_clear;
mod_lightmap_bytes = 1;
if (!bsp->lightdatasize) {
loadmodel->lightdata = NULL;
return;
}
loadmodel->lightdata = Hunk_AllocName (bsp->lightdatasize, loadname);
memcpy (loadmodel->lightdata, bsp->lightdata, bsp->lightdatasize);
}
void
Mod_SubdivideSurface (msurface_t *fa)
{
}