quakeforge/nq/source/gl_model_brush.c

107 lines
2.6 KiB
C

/*
gl_model_brush.c
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
$Id$
*/
// models are the only shared resource between a client and server running
// on the same machine.
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "r_local.h"
#include "QF/sys.h"
#include "QF/console.h"
#include "QF/qendian.h"
#include "QF/checksum.h"
#include "glquake.h"
extern char loadname[];
extern model_t *loadmodel;
extern byte mod_novis[];
extern byte *mod_base;
int Mod_Fullbright (byte * skin, int width, int height, char *name);
const int mod_lightmap_bytes = 3;
void
Mod_ProcessTexture (miptex_t *mt, texture_t *tx)
{
char name[32];
texture_mode = GL_LINEAR_MIPMAP_NEAREST; // _LINEAR;
snprintf (name, sizeof (name), "fb_%s", mt->name);
tx->gl_fb_texturenum =
Mod_Fullbright ((byte *) (tx + 1), tx->width, tx->height, name);
tx->gl_texturenum =
GL_LoadTexture (mt->name, tx->width, tx->height, (byte *) (tx + 1),
true, false, 1);
texture_mode = GL_LINEAR;
}
/*
=================
Mod_LoadLighting
=================
*/
void
Mod_LoadLighting (lump_t *l)
{
int i;
byte *in, *out;
byte d;
char litfilename[1024];
if (!l->filelen) {
loadmodel->lightdata = NULL;
return;
}
strcpy (litfilename, loadmodel->name);
COM_StripExtension (litfilename, litfilename);
strcat (litfilename, ".lit");
loadmodel->lightdata = (byte *) COM_LoadHunkFile (litfilename);
if (!loadmodel->lightdata) // expand the white lighting data
{
loadmodel->lightdata = Hunk_AllocName (l->filelen * 3, litfilename);
in = loadmodel->lightdata + l->filelen * 2; // place the file at the
// end, so it will not be
// overwritten until the
// very last write
out = loadmodel->lightdata;
memcpy (in, mod_base + l->fileofs, l->filelen);
for (i = 0; i < l->filelen; i++) {
d = *in++;
*out++ = d;
*out++ = d;
*out++ = d;
}
}
}