mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
34dc7cf2df
This is a big step towards a cleaner api. The struct reference in model_t really should be a pointer, but bsp submodel(?) loading messed that up, though that's just a matter of taking more care in the loading code. It seems sensible to make that a separate step.
160 lines
4 KiB
C
160 lines
4 KiB
C
/*
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glsl_model_brush.c
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Brush model mesh 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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// models are the only shared resource between a client and server running
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// on the same machine.
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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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 "qfalloca.h"
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#include "QF/cvar.h"
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#include "QF/dstring.h"
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#include "QF/image.h"
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#include "QF/qendian.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/vid.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_textures.h"
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#include "compat.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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static glsltex_t glsl_notexture = { };
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static void
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glsl_brush_clear (model_t *m, void *data)
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{
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int i;
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mod_brush_t *brush = &m->brush;
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m->needload = true;
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for (i = 0; i < brush->numtextures; i++) {
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// NOTE: some maps (eg e1m2) have empty texture slots
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glsltex_t *tex = 0;
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if (brush->textures[i]) {
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tex = brush->textures[i]->render;
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}
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if (tex && tex->gl_texturenum) {
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GLSL_ReleaseTexture (tex->gl_texturenum);
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GLSL_ReleaseTexture (tex->sky_tex[0]);
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GLSL_ReleaseTexture (tex->sky_tex[1]);
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tex->gl_texturenum = 0;
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}
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}
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for (i = 0; i < brush->numsurfaces; i++) {
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if (brush->surfaces[i].polys) {
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free (brush->surfaces[i].polys);
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brush->surfaces[i].polys = 0;
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}
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}
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}
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static int
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load_skytex (texture_t *tx, byte *data)
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{
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int tex;
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tex = GLSL_LoadQuakeTexture (tx->name, tx->height, tx->height, data);
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// GLSL_LoadQuakeTexture () leaves the texture bound
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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return tex;
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}
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void
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glsl_Mod_ProcessTexture (model_t *mod, texture_t *tx)
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{
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if (!tx) {
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r_notexture_mip->render = &glsl_notexture;
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return;
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}
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glsltex_t *tex = tx->render;
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if (!strncmp (tx->name, "sky", 3)) {
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// sky textures need to be loaded as two separate textures to allow
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// wrapping on both sky layers.
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byte *data;
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byte *tx_data;
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int tx_w, tx_h;
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int i, j;
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tx_w = tx->width;
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tx_h = tx->height;
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tx_data = (byte *)tx + tx->offsets[0];
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if (tx_w == tx_h) {
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// a square sky texture probably means it's black, but just in
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// case some other magic is being done, duplicate the square to
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// both sky layers.
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tex->sky_tex[0] = load_skytex (tx, tx_data);
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tex->sky_tex[1] = tex->sky_tex[0];
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} else if (tx_w == 2 * tx_h) {
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data = alloca (tx_h * tx_h);
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for (i = 0; i < 2; i++) {
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for (j = 0; j < tx_h; j++)
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memcpy (&data[j * tx_h], &tx_data[j * tx_w + i * tx_h],
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tx_h);
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tex->sky_tex[i] = load_skytex (tx, data);
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}
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tex->gl_texturenum = 0;
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} else {
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Sys_Error ("Mod_ProcessTexture: invalid sky texture: %dx%d\n",
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tx_w, tx_h);
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}
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} else {
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tex->gl_texturenum = GLSL_LoadQuakeMipTex (tx);
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}
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}
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void
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glsl_Mod_LoadLighting (model_t *mod, bsp_t *bsp)
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{
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// a bit hacky, but it's as good a place as any
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mod->clear = glsl_brush_clear;
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mod_lightmap_bytes = 1;
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if (!bsp->lightdatasize) {
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mod->brush.lightdata = NULL;
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return;
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}
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mod->brush.lightdata = Hunk_AllocName (bsp->lightdatasize, mod->name);
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memcpy (mod->brush.lightdata, bsp->lightdata, bsp->lightdatasize);
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}
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