quakeforge/libs/models/brush/glsl_model_brush.c
Bill Currie 34dc7cf2df [models] Move brush data into its own struct
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
2021-02-01 19:31:11 +09:00

160 lines
4 KiB
C

/*
glsl_model_brush.c
Brush 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
*/
// models are the only shared resource between a client and server running
// on the same machine.
#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/cvar.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 "QF/vid.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_textures.h"
#include "compat.h"
#include "mod_internal.h"
#include "r_internal.h"
static glsltex_t glsl_notexture = { };
static void
glsl_brush_clear (model_t *m, void *data)
{
int i;
mod_brush_t *brush = &m->brush;
m->needload = true;
for (i = 0; i < brush->numtextures; i++) {
// NOTE: some maps (eg e1m2) have empty texture slots
glsltex_t *tex = 0;
if (brush->textures[i]) {
tex = brush->textures[i]->render;
}
if (tex && tex->gl_texturenum) {
GLSL_ReleaseTexture (tex->gl_texturenum);
GLSL_ReleaseTexture (tex->sky_tex[0]);
GLSL_ReleaseTexture (tex->sky_tex[1]);
tex->gl_texturenum = 0;
}
}
for (i = 0; i < brush->numsurfaces; i++) {
if (brush->surfaces[i].polys) {
free (brush->surfaces[i].polys);
brush->surfaces[i].polys = 0;
}
}
}
static int
load_skytex (texture_t *tx, byte *data)
{
int tex;
tex = GLSL_LoadQuakeTexture (tx->name, tx->height, tx->height, data);
// GLSL_LoadQuakeTexture () leaves the texture bound
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
return tex;
}
void
glsl_Mod_ProcessTexture (model_t *mod, texture_t *tx)
{
if (!tx) {
r_notexture_mip->render = &glsl_notexture;
return;
}
glsltex_t *tex = tx->render;
if (!strncmp (tx->name, "sky", 3)) {
// sky textures need to be loaded as two separate textures to allow
// wrapping on both sky layers.
byte *data;
byte *tx_data;
int tx_w, tx_h;
int i, j;
tx_w = tx->width;
tx_h = tx->height;
tx_data = (byte *)tx + tx->offsets[0];
if (tx_w == tx_h) {
// a square sky texture probably means it's black, but just in
// case some other magic is being done, duplicate the square to
// both sky layers.
tex->sky_tex[0] = load_skytex (tx, tx_data);
tex->sky_tex[1] = tex->sky_tex[0];
} else if (tx_w == 2 * tx_h) {
data = alloca (tx_h * tx_h);
for (i = 0; i < 2; i++) {
for (j = 0; j < tx_h; j++)
memcpy (&data[j * tx_h], &tx_data[j * tx_w + i * tx_h],
tx_h);
tex->sky_tex[i] = load_skytex (tx, data);
}
tex->gl_texturenum = 0;
} else {
Sys_Error ("Mod_ProcessTexture: invalid sky texture: %dx%d\n",
tx_w, tx_h);
}
} else {
tex->gl_texturenum = GLSL_LoadQuakeMipTex (tx);
}
}
void
glsl_Mod_LoadLighting (model_t *mod, bsp_t *bsp)
{
// a bit hacky, but it's as good a place as any
mod->clear = glsl_brush_clear;
mod_lightmap_bytes = 1;
if (!bsp->lightdatasize) {
mod->brush.lightdata = NULL;
return;
}
mod->brush.lightdata = Hunk_AllocName (bsp->lightdatasize, mod->name);
memcpy (mod->brush.lightdata, bsp->lightdata, bsp->lightdatasize);
}