mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-11 21:31:30 +00:00
c5cfcc7bfd
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.
89 lines
2.3 KiB
C
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));
|
|
}
|
|
}
|