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https://git.code.sf.net/p/quake/quakeforge
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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
/*
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glsl_model_sprite.c
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Sprite 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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#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 "QF/image.h"
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#include "QF/quakefs.h"
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#include "QF/va.h"
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#include "QF/GLSL/qf_textures.h"
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#include "compat.h"
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#include "mod_internal.h"
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static void
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glsl_sprite_clear (model_t *m, void *data)
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{
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int i, j;
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msprite_t *sprite = (msprite_t *) m->cache.data;
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mspritegroup_t *group;
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mspriteframe_t *frame;
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m->needload = true;
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m->cache.data = 0;
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for (i = 0; i < sprite->numframes; i++) {
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if (sprite->frames[i].type == SPR_SINGLE) {
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frame = sprite->frames[i].frame;
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GLSL_ReleaseTexture (frame->gl_texturenum);
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} else {
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group = sprite->frames[i].group;
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for (j = 0; j < group->numframes; j++) {
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frame = group->frames[j];
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GLSL_ReleaseTexture (frame->gl_texturenum);
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}
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}
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}
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}
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void
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glsl_Mod_SpriteLoadFrames (mod_sprite_ctx_t *ctx)
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{
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ctx->mod->clear = glsl_sprite_clear;
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for (int i = 0; i < ctx->numframes; i++) {
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__auto_type dframe = ctx->dframes[i];
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size_t size = sizeof (mspriteframe_t);
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mspriteframe_t *frame = Hunk_AllocName (0, size, ctx->mod->name);
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*ctx->frames[i] = frame;
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Mod_LoadSpriteFrame (frame, dframe);
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const char *name = va (0, "%s_%i", ctx->mod->path,
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ctx->frame_numbers[i]);
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frame->gl_texturenum =
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GLSL_LoadQuakeTexture (name, dframe->width, dframe->height,
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(const byte *)(dframe + 1));
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}
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}
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