quakeforge/libs/models/sprite/sw_model_sprite.c
Bill Currie c5cfcc7bfd [sprite] Separate model and texture loading
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.
2021-12-24 06:45:13 +09:00

51 lines
1.4 KiB
C

/*
sw_model_sprite.c
sw renderer support routines for sprite model loading and caching
Copyright (C) 1996-1997 Id Software, Inc.
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
#include "QF/zone.h"
#include "mod_internal.h"
void
sw_Mod_SpriteLoadFrames (mod_sprite_ctx_t *ctx)
{
for (int i = 0; i < ctx->numframes; i++) {
__auto_type dframe = ctx->dframes[i];
size_t pixels = dframe->width * dframe->height;
size_t size = field_offset (mspriteframe_t, pixels[pixels]);
mspriteframe_t *frame = Hunk_AllocName (0, size, ctx->mod->name);
*ctx->frames[i] = frame;
Mod_LoadSpriteFrame (frame, dframe);
memcpy (frame->pixels, dframe + 1, pixels);
}
}