mirror of
https://git.code.sf.net/p/quake/quakeforge
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243 lines
6.5 KiB
C
243 lines
6.5 KiB
C
/*
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glsl_model_alais.c
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Alias model 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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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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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 <stdlib.h>
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#include "QF/va.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_alias.h"
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#include "QF/GLSL/qf_textures.h"
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#include "mod_internal.h"
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#include "r_shared.h"
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static vec3_t vertex_normals[NUMVERTEXNORMALS] = {
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#include "anorms.h"
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};
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static void
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glsl_alias_clear (model_t *m, void *data)
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{
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int i, j;
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aliashdr_t *header;
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GLuint bufs[2];
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maliasskindesc_t *skins;
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maliasskingroup_t *group;
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m->needload = true;
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if (!(header = m->aliashdr))
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header = Cache_Get (&m->cache);
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bufs[0] = header->posedata;
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bufs[1] = header->commands;
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qfeglDeleteBuffers (2, bufs);
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skins = ((maliasskindesc_t *) ((byte *) header + header->skindesc));
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for (i = 0; i < header->mdl.numskins; i++) {
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if (skins[i].type == ALIAS_SKIN_GROUP) {
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group = (maliasskingroup_t *) ((byte *) header + skins[i].skin);
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for (j = 0; j < group->numskins; j++) {
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GLSL_ReleaseTexture (group->skindescs[j].texnum);
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}
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} else {
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GLSL_ReleaseTexture (skins[i].texnum);
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}
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}
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if (!m->aliashdr) {
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Cache_Release (&m->cache);
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Cache_Free (&m->cache);
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}
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}
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void *
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glsl_Mod_LoadSkin (mod_alias_ctx_t *alias_ctx, byte *skin, int skinsize,
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int snum, int gnum, qboolean group,
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maliasskindesc_t *skindesc)
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{
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aliashdr_t *header = alias_ctx->header;
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byte *tskin;
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const char *name;
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int w, h;
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w = header->mdl.skinwidth;
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h = header->mdl.skinheight;
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tskin = malloc (skinsize);
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memcpy (tskin, skin, skinsize);
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Mod_FloodFillSkin (tskin, w, h);
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if (group)
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name = va (0, "%s_%i_%i", alias_ctx->mod->path, snum, gnum);
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else
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name = va (0, "%s_%i", alias_ctx->mod->path, snum);
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skindesc->texnum = GLSL_LoadQuakeTexture (name, w, h, tskin);
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free (tskin);
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return skin + skinsize;
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}
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void
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glsl_Mod_FinalizeAliasModel (mod_alias_ctx_t *alias_ctx)
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{
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aliashdr_t *header = alias_ctx->header;
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if (header->mdl.ident == HEADER_MDL16)
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VectorScale (header->mdl.scale, 1/256.0, header->mdl.scale);
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alias_ctx->mod->clear = glsl_alias_clear;
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}
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void
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glsl_Mod_LoadExternalSkins (mod_alias_ctx_t *alias_ctx)
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{
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}
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void
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glsl_Mod_MakeAliasModelDisplayLists (mod_alias_ctx_t *alias_ctx, void *_m,
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int _s, int extra)
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{
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aliashdr_t *header = alias_ctx->header;
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mtriangle_t *tris;
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stvert_t *st;
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aliasvrt_t *verts;
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trivertx_t *pv;
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int *indexmap;
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GLushort *indices;
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GLuint bnum[2];
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int vertexsize, indexsize;
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int numverts;
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int numtris;
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int i, j;
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int pose;
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numverts = header->mdl.numverts;
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numtris = header->mdl.numtris;
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// copy triangles before editing them
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tris = malloc (numtris * sizeof (mtriangle_t));
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memcpy (tris, alias_ctx->triangles.a, numtris * sizeof (mtriangle_t));
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// initialize indexmap to -1 (unduplicated). any other value indicates
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// both that the vertex has been duplicated and the index of the
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// duplicate vertex.
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indexmap = malloc (numverts * sizeof (int));
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memset (indexmap, -1, numverts * sizeof (int));
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// copy stverts. need space for duplicates
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st = malloc (2 * numverts * sizeof (stvert_t));
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memcpy (st, alias_ctx->stverts.a, numverts * sizeof (stvert_t));
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// check for onseam verts, and duplicate any that are associated with
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// back-facing triangles. the s coordinate is shifted right by half
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// the skin width.
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for (i = 0; i < numtris; i++) {
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for (j = 0; j < 3; j++) {
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int vind = tris[i].vertindex[j];
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if (st[vind].onseam && !tris[i].facesfront) {
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if (indexmap[vind] == -1) {
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st[numverts] = st[vind];
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st[numverts].s += header->mdl.skinwidth / 2;
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indexmap[vind] = numverts++;
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}
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tris[i].vertindex[j] = indexmap[vind];
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}
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}
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}
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// we now know exactly how many vertices we need, so built the vertex
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// array
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vertexsize = header->numposes * numverts * sizeof (aliasvrt_t);
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verts = malloc (vertexsize);
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for (i = 0, pose = 0; i < header->numposes; i++, pose += numverts) {
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for (j = 0; j < header->mdl.numverts; j++) {
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pv = &alias_ctx->poseverts.a[i][j];
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if (extra) {
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VectorMultAdd (pv[header->mdl.numverts].v, 256, pv->v,
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verts[pose + j].vertex);
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} else {
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VectorCopy (pv->v, verts[pose + j].vertex);
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}
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verts[pose + j].st[0] = st[j].s;
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verts[pose + j].st[1] = st[j].t;
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VectorScale (vertex_normals[pv->lightnormalindex], 32767,
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verts[pose + j].normal);
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// duplicate any verts that are marked for duplication by the
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// stvert setup, using the modified st coordinates
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if (indexmap[j] != -1) {
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// the vertex position and normal are duplicated, only s and t
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// are not (and really, only s, but this feels cleaner)
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verts[pose + indexmap[j]] = verts[pose + j];
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verts[pose + indexmap[j]].st[0] = st[indexmap[j]].s;
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verts[pose + indexmap[j]].st[1] = st[indexmap[j]].t;
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}
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}
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}
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// finished with st and indexmap
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free (st);
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free (indexmap);
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// now build the indices for DrawElements
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indexsize = 3 * numtris * sizeof (GLushort);
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indices = malloc (indexsize);
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for (i = 0; i < numtris; i++)
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VectorCopy (tris[i].vertindex, indices + 3 * i);
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// finished with tris
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free (tris);
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header->poseverts = numverts;
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// load the vertex data and indices into GL
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qfeglGenBuffers (2, bnum);
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header->posedata = bnum[0];
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header->commands = bnum[1];
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qfeglBindBuffer (GL_ARRAY_BUFFER, header->posedata);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, header->commands);
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qfeglBufferData (GL_ARRAY_BUFFER, vertexsize, verts, GL_STATIC_DRAW);
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qfeglBufferData (GL_ELEMENT_ARRAY_BUFFER, indexsize, indices,
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GL_STATIC_DRAW);
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// all done
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qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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free (verts);
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free (indices);
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}
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