quakeforge/libs/models/sprite/gl_model_sprite.c
Bill Currie c5cfcc7bfd [sprite] Separate model and texture loading
As much as it can be since the texture data is interleaved with the
model data in the files (I guess not that bad a design for 25 years ago
with the tight memory constraints), but this paves the way for
supporting sprites in Vulkan.
2021-12-24 06:45:13 +09:00

78 lines
2.1 KiB
C

/*
gl_model_sprite.c
gl support routines for sprite model loading and caching
Copyright (C) 1996-1997 Id Software, Inc.
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 "QF/image.h"
#include "QF/quakefs.h"
#include "QF/va.h"
#include "QF/GL/qf_textures.h"
#include "compat.h"
#include "mod_internal.h"
static int
load_texture (model_t *mod, int framenum, const dspriteframe_t *dframe)
{
tex_t *targa;
const char *name;
targa = LoadImage (name = va (0, "%s_%i", mod->path, framenum), 1);
if (targa) {
if (targa->format < 4) {
return GL_LoadTexture (name, targa->width, targa->height,
targa->data, true, false, 3);
} else {
return GL_LoadTexture (name, targa->width, targa->height,
targa->data, true, true, 4);
}
}
return GL_LoadTexture (name, dframe->width, dframe->height,
(const byte *)(dframe + 1), true, true, 1);
}
void
gl_Mod_SpriteLoadFrames (mod_sprite_ctx_t *ctx)
{
for (int i = 0; i < ctx->numframes; i++) {
__auto_type dframe = ctx->dframes[i];
size_t size = sizeof (mspriteframe_t);
mspriteframe_t *frame = Hunk_AllocName (0, size, ctx->mod->name);
*ctx->frames[i] = frame;
Mod_LoadSpriteFrame (frame, dframe);
frame->gl_texturenum = load_texture (ctx->mod, ctx->frame_numbers[i],
dframe);
}
}