quakeforge/libs/models/sprite/glsl_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

89 lines
2.3 KiB
C

/*
glsl_model_sprite.c
Sprite 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
*/
#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/GLSL/qf_textures.h"
#include "compat.h"
#include "mod_internal.h"
static void
glsl_sprite_clear (model_t *m, void *data)
{
int i, j;
msprite_t *sprite = (msprite_t *) m->cache.data;
mspritegroup_t *group;
mspriteframe_t *frame;
m->needload = true;
m->cache.data = 0;
for (i = 0; i < sprite->numframes; i++) {
if (sprite->frames[i].type == SPR_SINGLE) {
frame = sprite->frames[i].frame;
GLSL_ReleaseTexture (frame->gl_texturenum);
} else {
group = sprite->frames[i].group;
for (j = 0; j < group->numframes; j++) {
frame = group->frames[j];
GLSL_ReleaseTexture (frame->gl_texturenum);
}
}
}
}
void
glsl_Mod_SpriteLoadFrames (mod_sprite_ctx_t *ctx)
{
ctx->mod->clear = glsl_sprite_clear;
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);
const char *name = va (0, "%s_%i", ctx->mod->path,
ctx->frame_numbers[i]);
frame->gl_texturenum =
GLSL_LoadQuakeTexture (name, dframe->width, dframe->height,
(const byte *)(dframe + 1));
}
}