mirror of
https://git.code.sf.net/p/quake/quakeforge
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1052bd2624
Problem and solution found by Deek, reason by me.
133 lines
3.3 KiB
C
133 lines
3.3 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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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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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 "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/model.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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static void
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glsl_brush_clear (model_t *m)
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{
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int i;
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m->needload = true;
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for (i = 0; i < m->numtextures; i++) {
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// NOTE: some maps (eg e1m2) have empty texture slots
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if (m->textures[i] && m->textures[i]->gl_texturenum) {
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GL_ReleaseTexture (m->textures[i]->gl_texturenum);
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m->textures[i]->gl_texturenum = 0;
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}
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}
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for (i = 0; i < m->numsurfaces; i++) {
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if (m->surfaces[i].polys) {
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free (m->surfaces[i].polys);
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m->surfaces[i].polys = 0;
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}
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}
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}
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void
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Mod_ProcessTexture (texture_t *tx)
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{
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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 i, j;
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if (tx->width != 256 || tx->height != 128)
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Sys_Error ("Mod_ProcessTexture: invalid sky texture: %dx%d\n",
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tx->width, tx->height);
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data = alloca (128 * 128);
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tx_data = (byte *)tx + tx->offsets[0];
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for (i = 0; i < 2; i++) {
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for (j = 0; j < 128; j++)
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memcpy (&data[j * 128], &tx_data[j * 256 + i * 128], 128);
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tx->sky_tex[i] = GL_LoadQuakeTexture (tx->name, 128, 128, data);
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// GL_LoadQuakeTexture () leaves the texture bound
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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tx->gl_texturenum = 0;
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} else {
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tx->gl_texturenum = GL_LoadQuakeMipTex (tx);
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}
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}
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void
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Mod_LoadExternalTextures (model_t *mod)
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{
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}
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void
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Mod_LoadLighting (bsp_t *bsp)
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{
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// a big hacky, but it's as good a place as any
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loadmodel->clear = glsl_brush_clear;
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mod_lightmap_bytes = 1;
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if (!bsp->lightdatasize) {
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loadmodel->lightdata = NULL;
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return;
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}
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loadmodel->lightdata = Hunk_AllocName (bsp->lightdatasize, loadname);
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memcpy (loadmodel->lightdata, bsp->lightdata, bsp->lightdatasize);
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}
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void
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Mod_SubdivideSurface (msurface_t *fa)
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{
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}
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