quakeforge/libs/models/sprite/glsl_model_sprite.c
Bill Currie bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00

83 lines
2 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)
{
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].frameptr;
GLSL_ReleaseTexture (frame->gl_texturenum);
} else {
group = (mspritegroup_t *) sprite->frames[i].frameptr;
for (j = 0; j < group->numframes; j++) {
frame = group->frames[j];
GLSL_ReleaseTexture (frame->gl_texturenum);
}
}
}
}
void
glsl_Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum)
{
const char *name;
loadmodel->clear = glsl_sprite_clear;
name = va ("%s_%i", loadmodel->name, framenum);
pspriteframe->gl_texturenum =
GLSL_LoadQuakeTexture (name, pspriteframe->width, pspriteframe->height,
pspriteframe->pixels);
}