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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.
51 lines
1.4 KiB
C
51 lines
1.4 KiB
C
/*
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sw_model_sprite.c
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sw renderer support routines for sprite model loading and caching
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Copyright (C) 1996-1997 Id Software, Inc.
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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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#include "QF/zone.h"
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#include "mod_internal.h"
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void
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sw_Mod_SpriteLoadFrames (mod_sprite_ctx_t *ctx)
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{
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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 pixels = dframe->width * dframe->height;
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size_t size = field_offset (mspriteframe_t, pixels[pixels]);
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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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memcpy (frame->pixels, dframe + 1, pixels);
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}
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}
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