mirror of
https://git.code.sf.net/p/quake/quakeforge
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7970525ef4
It now takes a context pointer (opaque data) that holds the buffers it uses for the temporary strings. If the context pointer is null, a static context is used (making those uses of va NOT thread-safe). Most calls to va use the static context, but all such calls have been formatted consistently so they are easy to find when it comes time to do a full audit.
151 lines
3.8 KiB
C
151 lines
3.8 KiB
C
/*
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glsl_model_iqm.c
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iqm 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: 2012/04/27
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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/dstring.h"
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#include "QF/image.h"
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#include "QF/quakefs.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_iqm.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 byte null_texture[] = {
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204, 204, 204, 255,
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204, 204, 204, 255,
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204, 204, 204, 255,
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204, 204, 204, 255,
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};
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static byte null_normmap[] = {
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127, 127, 255, 255,
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127, 127, 255, 255,
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127, 127, 255, 255,
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127, 127, 255, 255,
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};
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static void
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glsl_iqm_clear (model_t *mod, void *data)
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{
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iqm_t *iqm = (iqm_t *) mod->aliashdr;
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glsliqm_t *glsl = (glsliqm_t *) iqm->extra_data;
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GLuint bufs[2];
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int i;
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mod->needload = true;
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bufs[0] = glsl->vertex_array;
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bufs[1] = glsl->element_array;
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qfeglDeleteBuffers (2, bufs);
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for (i = 0; i < iqm->num_meshes; i++) {
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GLSL_ReleaseTexture (glsl->textures[i]);
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GLSL_ReleaseTexture (glsl->normmaps[i]);
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}
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free (glsl);
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Mod_FreeIQM (iqm);
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}
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static void
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glsl_iqm_load_textures (iqm_t *iqm)
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{
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glsliqm_t *glsl = (glsliqm_t *) iqm->extra_data;
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int i;
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dstring_t *str = dstring_new ();
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tex_t *tex;
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glsl->textures = malloc (2 * iqm->num_meshes * sizeof (GLuint));
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glsl->normmaps = &glsl->textures[iqm->num_meshes];
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for (i = 0; i < iqm->num_meshes; i++) {
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dstring_copystr (str, iqm->text + iqm->meshes[i].material);
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QFS_StripExtension (str->str, str->str);
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if ((tex = LoadImage (va (0, "textures/%s", str->str), 1)))
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glsl->textures[i] = GLSL_LoadRGBATexture (str->str, tex->width,
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tex->height, tex->data);
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else
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glsl->textures[i] = GLSL_LoadRGBATexture ("", 2, 2, null_texture);
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if ((tex = LoadImage (va (0, "textures/%s_norm", str->str), 1)))
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glsl->normmaps[i] = GLSL_LoadRGBATexture (str->str, tex->width,
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tex->height, tex->data);
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else
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glsl->normmaps[i] = GLSL_LoadRGBATexture ("", 2, 2, null_normmap);
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}
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dstring_delete (str);
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}
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static void
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glsl_iqm_load_arrays (iqm_t *iqm)
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{
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glsliqm_t *glsl = (glsliqm_t *) iqm->extra_data;
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GLuint bufs[2];
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qfeglGenBuffers (2, bufs);
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glsl->vertex_array = bufs[0];
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glsl->element_array = bufs[1];
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qfeglBindBuffer (GL_ARRAY_BUFFER, glsl->vertex_array);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, glsl->element_array);
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qfeglBufferData (GL_ARRAY_BUFFER, iqm->num_verts * iqm->stride,
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iqm->vertices, GL_STATIC_DRAW);
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qfeglBufferData (GL_ELEMENT_ARRAY_BUFFER,
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iqm->num_elements * sizeof (uint16_t), iqm->elements,
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GL_STATIC_DRAW);
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qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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free (iqm->vertices);
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iqm->vertices = 0;
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free (iqm->elements);
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iqm->elements = 0;
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}
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void
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glsl_Mod_IQMFinish (model_t *mod)
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{
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iqm_t *iqm = (iqm_t *) mod->aliashdr;
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mod->clear = glsl_iqm_clear;
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iqm->extra_data = calloc (1, sizeof (glsliqm_t));
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glsl_iqm_load_textures (iqm);
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glsl_iqm_load_arrays (iqm);
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}
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