mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 17:01:22 +00:00
674ffa0941
and other bsp data counts unsigned, and clean up the resulting mess.
160 lines
4 KiB
C
160 lines
4 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
|
|
|
|
#ifdef HAVE_STRING_H
|
|
# include <string.h>
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include <strings.h>
|
|
#endif
|
|
|
|
#include "qfalloca.h"
|
|
|
|
#include "QF/cvar.h"
|
|
#include "QF/dstring.h"
|
|
#include "QF/image.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_bsp.h"
|
|
#include "QF/GLSL/qf_textures.h"
|
|
|
|
#include "compat.h"
|
|
#include "mod_internal.h"
|
|
#include "r_internal.h"
|
|
|
|
static glsltex_t glsl_notexture = { };
|
|
|
|
static void
|
|
glsl_brush_clear (model_t *m, void *data)
|
|
{
|
|
mod_brush_t *brush = &m->brush;
|
|
|
|
m->needload = true;
|
|
for (unsigned i = 0; i < brush->numtextures; i++) {
|
|
// NOTE: some maps (eg e1m2) have empty texture slots
|
|
glsltex_t *tex = 0;
|
|
if (brush->textures[i]) {
|
|
tex = brush->textures[i]->render;
|
|
}
|
|
if (tex && tex->gl_texturenum) {
|
|
GLSL_ReleaseTexture (tex->gl_texturenum);
|
|
GLSL_ReleaseTexture (tex->sky_tex[0]);
|
|
GLSL_ReleaseTexture (tex->sky_tex[1]);
|
|
tex->gl_texturenum = 0;
|
|
}
|
|
}
|
|
for (unsigned i = 0; i < brush->numsurfaces; i++) {
|
|
if (brush->surfaces[i].polys) {
|
|
free (brush->surfaces[i].polys);
|
|
brush->surfaces[i].polys = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
static int
|
|
load_skytex (texture_t *tx, byte *data)
|
|
{
|
|
int tex;
|
|
|
|
tex = GLSL_LoadQuakeTexture (tx->name, tx->height, tx->height, data);
|
|
// GLSL_LoadQuakeTexture () leaves the texture bound
|
|
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
return tex;
|
|
}
|
|
|
|
void
|
|
glsl_Mod_ProcessTexture (model_t *mod, texture_t *tx)
|
|
{
|
|
if (!tx) {
|
|
r_notexture_mip->render = &glsl_notexture;
|
|
return;
|
|
}
|
|
glsltex_t *tex = tx->render;
|
|
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 tx_w, tx_h;
|
|
int i, j;
|
|
|
|
tx_w = tx->width;
|
|
tx_h = tx->height;
|
|
tx_data = (byte *)tx + tx->offsets[0];
|
|
|
|
if (tx_w == tx_h) {
|
|
// a square sky texture probably means it's black, but just in
|
|
// case some other magic is being done, duplicate the square to
|
|
// both sky layers.
|
|
tex->sky_tex[0] = load_skytex (tx, tx_data);
|
|
tex->sky_tex[1] = tex->sky_tex[0];
|
|
} else if (tx_w == 2 * tx_h) {
|
|
data = alloca (tx_h * tx_h);
|
|
for (i = 0; i < 2; i++) {
|
|
for (j = 0; j < tx_h; j++)
|
|
memcpy (&data[j * tx_h], &tx_data[j * tx_w + i * tx_h],
|
|
tx_h);
|
|
tex->sky_tex[i] = load_skytex (tx, data);
|
|
}
|
|
tex->gl_texturenum = 0;
|
|
} else {
|
|
Sys_Error ("Mod_ProcessTexture: invalid sky texture: %dx%d\n",
|
|
tx_w, tx_h);
|
|
}
|
|
} else {
|
|
tex->gl_texturenum = GLSL_LoadQuakeMipTex (tx);
|
|
}
|
|
}
|
|
|
|
void
|
|
glsl_Mod_LoadLighting (model_t *mod, bsp_t *bsp)
|
|
{
|
|
// a bit hacky, but it's as good a place as any
|
|
mod->clear = glsl_brush_clear;
|
|
mod_lightmap_bytes = 1;
|
|
if (!bsp->lightdatasize) {
|
|
mod->brush.lightdata = NULL;
|
|
return;
|
|
}
|
|
mod->brush.lightdata = Hunk_AllocName (0, bsp->lightdatasize, mod->name);
|
|
memcpy (mod->brush.lightdata, bsp->lightdata, bsp->lightdatasize);
|
|
}
|