newtree/source/gl_skin.c

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/*
2001-01-17 07:28:34 +00:00
gl_skin.c
(description)
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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "glquake.h"
#include "host.h"
#include "protocol.h"
#include "skin.h"
#include "sys.h"
/*
=====================
CL_NewTranslation
=====================
*/
void
CL_NewTranslation (int slot)
{
int top, bottom;
byte translate[256];
unsigned int translate32[256];
int i, j;
byte *original;
unsigned int pixels[512 * 256], *out;
unsigned int scaled_width, scaled_height;
int inwidth, inheight;
int tinwidth, tinheight;
byte *inrow;
unsigned int frac, fracstep;
player_info_t *player;
extern byte player_8bit_texels[320 * 200];
char s[512];
int playernum = slot;
if (slot > MAX_CLIENTS)
Host_EndGame ("CL_NewTranslation: slot > MAX_CLIENTS");
player = &cl.players[playernum];
if (!player->name[0])
return;
strcpy (s, Info_ValueForKey (player->userinfo, "skin"));
COM_StripExtension (s, s);
if (player->skin && !strequal (s, player->skin->name))
player->skin = NULL;
if (player->_topcolor != player->topcolor ||
player->_bottomcolor != player->bottomcolor || !player->skin) {
player->_topcolor = player->topcolor;
player->_bottomcolor = player->bottomcolor;
top = player->topcolor;
bottom = player->bottomcolor;
top = (top < 0) ? 0 : ((top > 13) ? 13 : top);
bottom = (bottom < 0) ? 0 : ((bottom > 13) ? 13 : bottom);
top *= 16;
bottom *= 16;
for (i = 0; i < 256; i++)
translate[i] = i;
for (i = 0; i < 16; i++) {
if (top < 128) // the artists made some backwards ranges. sigh.
translate[TOP_RANGE + i] = top + i;
else
translate[TOP_RANGE + i] = top + 15 - i;
if (bottom < 128)
translate[BOTTOM_RANGE + i] = bottom + i;
else
translate[BOTTOM_RANGE + i] = bottom + 15 - i;
}
// locate the original skin pixels
tinwidth = 296; // real model width
tinheight = 194; // real model height
if (!player->skin)
Skin_Find (player);
if ((original = Skin_Cache (player->skin)) != NULL) {
// skin data width
inwidth = 320;
inheight = 200;
} else {
original = player_8bit_texels;
inwidth = 296;
inheight = 194;
}
// because this happens during gameplay, do it fast
// instead of sending it through GL_Upload8()
glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
// FIXME deek: This 512x256 limit sucks!
scaled_width = min (gl_max_size->int_val, 512);
scaled_height = min (gl_max_size->int_val, 256);
// allow users to crunch sizes down even more if they want
scaled_width >>= gl_playermip->int_val;
scaled_height >>= gl_playermip->int_val;
if (VID_Is8bit ()) { // 8bit texture upload
byte *out2;
out2 = (byte *) pixels;
memset (pixels, 0, sizeof (pixels));
fracstep = tinwidth * 0x10000 / scaled_width;
for (i = 0; i < scaled_height; i++, out2 += scaled_width) {
inrow = original + inwidth * (i * tinheight / scaled_height);
frac = fracstep >> 1;
for (j = 0; j < scaled_width; j += 4) {
out2[j] = translate[inrow[frac >> 16]];
frac += fracstep;
out2[j + 1] = translate[inrow[frac >> 16]];
frac += fracstep;
out2[j + 2] = translate[inrow[frac >> 16]];
frac += fracstep;
out2[j + 3] = translate[inrow[frac >> 16]];
frac += fracstep;
}
}
GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false,
false);
return;
}
for (i = 0; i < 256; i++)
translate32[i] = d_8to24table[translate[i]];
out = pixels;
memset (pixels, 0, sizeof (pixels));
fracstep = tinwidth * 0x10000 / scaled_width;
for (i = 0; i < scaled_height; i++, out += scaled_width) {
inrow = original + inwidth * (i * tinheight / scaled_height);
frac = fracstep >> 1;
for (j = 0; j < scaled_width; j += 4) {
out[j] = translate32[inrow[frac >> 16]];
frac += fracstep;
out[j + 1] = translate32[inrow[frac >> 16]];
frac += fracstep;
out[j + 2] = translate32[inrow[frac >> 16]];
frac += fracstep;
out[j + 3] = translate32[inrow[frac >> 16]];
frac += fracstep;
}
}
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format,
scaled_width, scaled_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pixels);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}