quakeforge/libs/models/alias/glsl_model_alias.c
Bill Currie e40f3f4f93 [model] Make alias skin loading a batch operation
Really, this won't make all that much difference because alias models
with more than one skin are quite rare, and those with animated skin
groups are even rarer. However, for those models that do have more than
one skin, it will allow for reduced allocation overheads, and when
supported (glsl, vulkan, maybe gl), loading all the skins into an array
texture (since all skins are the same size, though external skins may
vary), but that's not implemented yet, this just wraps the old one skin
at a time code.
2022-04-04 15:38:27 +09:00

257 lines
6.9 KiB
C

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