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https://git.code.sf.net/p/quake/quakeforge
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e40f3f4f93
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.
257 lines
6.9 KiB
C
257 lines
6.9 KiB
C
/*
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glsl_model_alais.c
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Alias model 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 <stdlib.h>
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#include "QF/va.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_textures.h"
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#include "mod_internal.h"
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#include "r_shared.h"
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static vec3_t vertex_normals[NUMVERTEXNORMALS] = {
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#include "anorms.h"
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};
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static void
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glsl_alias_clear (model_t *m, void *data)
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{
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int i, j;
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aliashdr_t *header;
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GLuint bufs[2];
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maliasskindesc_t *skins;
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maliasskingroup_t *group;
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m->needload = true;
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if (!(header = m->aliashdr))
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header = Cache_Get (&m->cache);
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bufs[0] = header->posedata;
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bufs[1] = header->commands;
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qfeglDeleteBuffers (2, bufs);
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skins = ((maliasskindesc_t *) ((byte *) header + header->skindesc));
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for (i = 0; i < header->mdl.numskins; i++) {
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if (skins[i].type == ALIAS_SKIN_GROUP) {
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group = (maliasskingroup_t *) ((byte *) header + skins[i].skin);
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for (j = 0; j < group->numskins; j++) {
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GLSL_ReleaseTexture (group->skindescs[j].texnum);
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}
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} else {
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GLSL_ReleaseTexture (skins[i].texnum);
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}
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}
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if (!m->aliashdr) {
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Cache_Release (&m->cache);
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Cache_Free (&m->cache);
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}
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}
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static void *
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glsl_Mod_LoadSkin (mod_alias_ctx_t *alias_ctx, byte *skin, int skinsize,
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int snum, int gnum, qboolean group,
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maliasskindesc_t *skindesc)
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{
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aliashdr_t *header = alias_ctx->header;
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byte *tskin;
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const char *name;
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int w, h;
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w = header->mdl.skinwidth;
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h = header->mdl.skinheight;
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tskin = malloc (skinsize);
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memcpy (tskin, skin, skinsize);
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Mod_FloodFillSkin (tskin, w, h);
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if (group)
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name = va (0, "%s_%i_%i", alias_ctx->mod->path, snum, gnum);
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else
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name = va (0, "%s_%i", alias_ctx->mod->path, snum);
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skindesc->texnum = GLSL_LoadQuakeTexture (name, w, h, tskin);
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free (tskin);
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return skin + skinsize;
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}
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void
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glsl_Mod_LoadAllSkins (mod_alias_ctx_t *alias_ctx)
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{
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aliashdr_t *header = alias_ctx->header;
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int skinsize = header->mdl.skinwidth * header->mdl.skinheight;
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for (size_t i = 0; i < alias_ctx->skins.size; i++) {
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__auto_type skin = alias_ctx->skins.a + i;
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glsl_Mod_LoadSkin (alias_ctx, skin->texels, skinsize,
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skin->skin_num, skin->group_num,
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skin->group_num != -1, skin->skindesc);
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}
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}
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void
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glsl_Mod_FinalizeAliasModel (mod_alias_ctx_t *alias_ctx)
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{
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aliashdr_t *header = alias_ctx->header;
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if (header->mdl.ident == HEADER_MDL16)
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VectorScale (header->mdl.scale, 1/256.0, header->mdl.scale);
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alias_ctx->mod->clear = glsl_alias_clear;
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}
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void
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glsl_Mod_LoadExternalSkins (mod_alias_ctx_t *alias_ctx)
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{
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}
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void
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glsl_Mod_MakeAliasModelDisplayLists (mod_alias_ctx_t *alias_ctx, void *_m,
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int _s, int extra)
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{
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aliashdr_t *header = alias_ctx->header;
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mtriangle_t *tris;
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stvert_t *st;
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aliasvrt_t *verts;
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trivertx_t *pv;
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int *indexmap;
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GLushort *indices;
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GLuint bnum[2];
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int vertexsize, indexsize;
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int numverts;
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int numtris;
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int i, j;
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int pose;
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numverts = header->mdl.numverts;
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numtris = header->mdl.numtris;
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// copy triangles before editing them
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tris = malloc (numtris * sizeof (mtriangle_t));
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memcpy (tris, alias_ctx->triangles.a, numtris * sizeof (mtriangle_t));
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// initialize indexmap to -1 (unduplicated). any other value indicates
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// both that the vertex has been duplicated and the index of the
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// duplicate vertex.
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indexmap = malloc (numverts * sizeof (int));
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memset (indexmap, -1, numverts * sizeof (int));
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// copy stverts. need space for duplicates
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st = malloc (2 * numverts * sizeof (stvert_t));
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memcpy (st, alias_ctx->stverts.a, numverts * sizeof (stvert_t));
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// check for onseam verts, and duplicate any that are associated with
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// back-facing triangles. the s coordinate is shifted right by half
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// the skin width.
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for (i = 0; i < numtris; i++) {
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for (j = 0; j < 3; j++) {
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int vind = tris[i].vertindex[j];
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if (st[vind].onseam && !tris[i].facesfront) {
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if (indexmap[vind] == -1) {
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st[numverts] = st[vind];
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st[numverts].s += header->mdl.skinwidth / 2;
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indexmap[vind] = numverts++;
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}
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tris[i].vertindex[j] = indexmap[vind];
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}
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}
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}
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// we now know exactly how many vertices we need, so built the vertex
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// array
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vertexsize = header->numposes * numverts * sizeof (aliasvrt_t);
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verts = malloc (vertexsize);
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for (i = 0, pose = 0; i < header->numposes; i++, pose += numverts) {
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for (j = 0; j < header->mdl.numverts; j++) {
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pv = &alias_ctx->poseverts.a[i][j];
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if (extra) {
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VectorMultAdd (pv[header->mdl.numverts].v, 256, pv->v,
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verts[pose + j].vertex);
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} else {
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VectorCopy (pv->v, verts[pose + j].vertex);
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}
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verts[pose + j].st[0] = st[j].s;
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verts[pose + j].st[1] = st[j].t;
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VectorScale (vertex_normals[pv->lightnormalindex], 32767,
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verts[pose + j].normal);
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// duplicate any verts that are marked for duplication by the
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// stvert setup, using the modified st coordinates
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if (indexmap[j] != -1) {
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// the vertex position and normal are duplicated, only s and t
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// are not (and really, only s, but this feels cleaner)
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verts[pose + indexmap[j]] = verts[pose + j];
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verts[pose + indexmap[j]].st[0] = st[indexmap[j]].s;
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verts[pose + indexmap[j]].st[1] = st[indexmap[j]].t;
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}
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}
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}
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// finished with st and indexmap
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free (st);
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free (indexmap);
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// now build the indices for DrawElements
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indexsize = 3 * numtris * sizeof (GLushort);
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indices = malloc (indexsize);
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for (i = 0; i < numtris; i++)
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VectorCopy (tris[i].vertindex, indices + 3 * i);
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// finished with tris
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free (tris);
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header->poseverts = numverts;
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// load the vertex data and indices into GL
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qfeglGenBuffers (2, bnum);
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header->posedata = bnum[0];
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header->commands = bnum[1];
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qfeglBindBuffer (GL_ARRAY_BUFFER, header->posedata);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, header->commands);
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qfeglBufferData (GL_ARRAY_BUFFER, vertexsize, verts, GL_STATIC_DRAW);
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qfeglBufferData (GL_ELEMENT_ARRAY_BUFFER, indexsize, indices,
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GL_STATIC_DRAW);
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// all done
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qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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free (verts);
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free (indices);
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}
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