quakeforge/libs/models/iqm/sw_model_iqm.c
Bill Currie 790f62a209 [image] Make WritePNG take settings from tex_t
This means that a tex_t object is passed in instead of just raw bytes
and width and height, but it means the texture can specify whether it's
flipped or uses BGR instead of RGB. This fixes the upside down
screenshots for vulkan.
2022-04-01 01:01:53 +09:00

181 lines
4.4 KiB
C

/*
sw_model_iqm.c
iqm model processing for SW
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/04/27
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 "qfalloca.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 "compat.h"
#include "d_iface.h"
#include "mod_internal.h"
#include "r_internal.h"
static byte null_data[] = {15, 15, 15, 15};
static tex_t null_texture = {
.width = 2,
.height = 2,
.format = tex_palette,
.loaded = 1,
.palette =0,
.data = null_data
};
static void
sw_iqm_clear (model_t *mod, void *data)
{
iqm_t *iqm = (iqm_t *) mod->aliashdr;
swiqm_t *sw = (swiqm_t *) iqm->extra_data;
int i, j;
mod->needload = true;
for (i = 0; i < iqm->num_meshes; i++) {
if (!sw->skins[i])
continue;
for (j = i + 1; j < iqm->num_meshes; j++)
if (sw->skins[j] == sw->skins[i])
sw->skins[j] = 0;
if (sw->skins[i] != &null_texture)
free (sw->skins[i]);
}
free (sw->skins);
free (sw->blend_palette);
free (sw);
Mod_FreeIQM (iqm);
}
static inline void
convert_coord (byte *tc, int size)
{
*(int32_t *) tc = (int32_t) (*(float *) tc * (size - 1)) << 16;
}
static void
sw_iqm_load_textures (iqm_t *iqm)
{
int i, j;
dstring_t *str = dstring_new ();
swiqm_t *sw = (swiqm_t *) iqm->extra_data;
tex_t *tex;
byte *done_verts;
int bytes;
bytes = (iqm->num_verts + 7) / 8;
done_verts = alloca (bytes);
memset (done_verts, 0, bytes);
sw->skins = malloc (iqm->num_meshes * sizeof (tex_t *));
for (i = 0; i < iqm->num_meshes; i++) {
for (j = 0; j < i; j++) {
if (iqm->meshes[j].material == iqm->meshes[i].material) {
sw->skins[i] = sw->skins[j];
break;
}
}
if (j < i)
continue;
dstring_copystr (str, iqm->text + iqm->meshes[i].material);
QFS_StripExtension (str->str, str->str);
if ((tex = LoadImage (va (0, "textures/%s", str->str), 1)))
tex = sw->skins[i] = ConvertImage (tex, vid.basepal);
else
tex = sw->skins[i] = &null_texture;
for (j = 0; j < (int) iqm->meshes[i].num_triangles * 3; j++) {
int ind = iqm->meshes[i].first_triangle * 3 + j;
int vind = iqm->elements[ind];
byte *vert = iqm->vertices + iqm->stride * vind;
byte *tc = vert + sw->texcoord->offset;
if (done_verts[vind / 8] & (1 << (vind % 8)))
continue;
done_verts[vind / 8] |= (1 << (vind % 8));
convert_coord (tc + 0, tex->width);
convert_coord (tc + 4, tex->height);
}
}
dstring_delete (str);
}
static void
sw_iqm_convert_tris (iqm_t *iqm)
{
mtriangle_t *tris;
uint32_t i;
uint32_t num_tris;
num_tris = iqm->num_elements / 3;
tris = malloc (num_tris * sizeof (mtriangle_t));
for (i = 0; i < num_tris; i++) {
tris[i].facesfront = 1;
VectorCopy (iqm->elements + i * 3, tris[i].vertindex);
}
free (iqm->elements);
iqm->elements = (uint16_t *) tris;
}
void
sw_Mod_IQMFinish (model_t *mod)
{
iqm_t *iqm = (iqm_t *) mod->aliashdr;
swiqm_t *sw;
int i;
mod->clear = sw_iqm_clear;
iqm->extra_data = sw = calloc (1, sizeof (swiqm_t));
sw->blend_palette = Mod_IQMBuildBlendPalette (iqm, &sw->palette_size);
for (i = 0; i < iqm->num_arrays; i++) {
if (iqm->vertexarrays[i].type == IQM_POSITION)
sw->position = &iqm->vertexarrays[i];
if (iqm->vertexarrays[i].type == IQM_TEXCOORD)
sw->texcoord = &iqm->vertexarrays[i];
if (iqm->vertexarrays[i].type == IQM_NORMAL)
sw->normal = &iqm->vertexarrays[i];
if (iqm->vertexarrays[i].type == IQM_BLENDINDEXES)
sw->bindices = &iqm->vertexarrays[i];
}
sw_iqm_load_textures (iqm);
sw_iqm_convert_tris (iqm);
}