rename cl_trans.c to sw_skin.c and gl_trans.c to gl_skin.c

also, remove R_TranslatePlayerSkin placing it's contents into gl_skin.c
This commit is contained in:
Bill Currie 2001-01-17 04:48:54 +00:00
parent e858fcebb5
commit e127bd9ebb
12 changed files with 209 additions and 219 deletions

View file

@ -193,11 +193,11 @@ soft_ASM= d_draw.S d_draw16.S d_parta.S d_polysa.S d_scana.S d_spr8.S \
surf16.S surf8.S
endif
soft_SOURCES= cl_trans.c d_edge.c d_fill.c d_init.c d_modech.c \
soft_SOURCES= d_edge.c d_fill.c d_init.c d_modech.c \
d_part.c d_polyse.c d_scan.c d_sky.c d_sprite.c d_surf.c \
d_vars.c d_zpoint.c draw.c r_aclip.c r_alias.c r_bsp.c \
r_draw.c r_edge.c r_efrag.c r_light.c r_main.c r_misc.c \
r_part.c r_sky.c r_sprite.c r_surf.c r_vars.c sw_view.c \
r_part.c r_sky.c r_sprite.c r_surf.c r_vars.c sw_skin.c sw_view.c \
screen.c $(soft_ASM) sw_model_alias.c sw_model_brush.c \
sw_model_sprite.c
@ -255,7 +255,7 @@ qf_client_x11_DEPENDENCIES=libqfnet.a libqfsys_cl.a libqfsnd.a libqfcd.a libqfjs
ogl_SOURCES= fractalnoise.c gl_draw.c gl_dyn_fires.c gl_dyn_part.c \
gl_dyn_textures.c gl_mesh.c gl_ngraph.c r_efrag.c \
gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c \
gl_sky.c gl_sky_clip.c gl_trans.c gl_view.c gl_warp.c \
gl_skin.c gl_sky.c gl_sky_clip.c gl_view.c gl_warp.c \
gl_model_alias.c gl_model_brush.c gl_model_fullbright.c \
gl_model_sprite.c qfgl_ext.c

View file

@ -43,6 +43,7 @@
#include "bothdefs.h"
#include "cl_cam.h"
#include "cl_main.h"
#include "cl_parse.h" //FIXME CL_NewTranslation
#include "commdef.h"
#include "console.h"
#include "locs.h"
@ -830,7 +831,7 @@ R_DrawAliasModel (entity_t *e)
i = currententity->scoreboard - cl.players;
if (!currententity->scoreboard->skin) {
Skin_Find (currententity->scoreboard);
R_TranslatePlayerSkin (i);
CL_NewTranslation (i);
}
if (i >= 0 && i < MAX_CLIENTS)
glBindTexture (GL_TEXTURE_2D, playertextures + i);

View file

@ -244,151 +244,6 @@ R_Init_Cvars (void)
gl_smoothdlights = Cvar_Get ("gl_smoothdlights", "1", CVAR_ARCHIVE, "Smooth dynamic lights");
}
/*
===============
R_TranslatePlayerSkin
Translates a skin texture by the per-player color lookup
===============
*/
void
R_TranslatePlayerSkin (int playernum)
{
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];
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);
}
}
/*
===============
R_NewMap

184
source/gl_skin.c Normal file
View file

@ -0,0 +1,184 @@
/*
gl_trans.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);
}
}

View file

@ -1,50 +0,0 @@
/*
gl_trans.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 "sys.h"
/*
=====================
CL_NewTranslation
=====================
*/
void
CL_NewTranslation (int slot)
{
if (slot > MAX_CLIENTS)
Host_EndGame ("CL_NewTranslation: slot > MAX_CLIENTS");
R_TranslatePlayerSkin (slot);
}

View file

@ -90,7 +90,7 @@ client_SOURCES= cl_cam.c cl_cmd.c cl_cvar.c cl_demo.c cl_ents.c cl_input.c \
ogl_SOURCES= fractalnoise.c gl_draw.c gl_dyn_fires.c gl_dyn_part.c \
gl_dyn_textures.c gl_mesh.c gl_ngraph.c r_efrag.c \
gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c \
gl_sky.c gl_sky_clip.c gl_trans.c gl_view.c gl_warp.c \
gl_sky.c gl_sky_clip.c gl_skin.c gl_view.c gl_warp.c \
gl_model_alias.c gl_model_brush.c gl_model_fullbright.c \
gl_model_sprite.c qfgl_ext.c
@ -105,7 +105,7 @@ soft_ASM= d_draw.S d_draw16.S d_parta.S d_polysa.S d_scana.S d_spr8.S \
surf16.S surf8.S
#endif
soft_SOURCES= cl_trans.c d_edge.c d_fill.c d_init.c d_modech.c \
soft_SOURCES= sw_skin.c d_edge.c d_fill.c d_init.c d_modech.c \
d_part.c d_polyse.c d_scan.c d_sky.c d_sprite.c d_surf.c \
d_vars.c d_zpoint.c draw.c r_aclip.c r_alias.c r_bsp.c \
r_draw.c r_edge.c r_efrag.c r_light.c r_main.c r_misc.c \

View file

@ -149,7 +149,7 @@ DEPEND = \
$(OBJS)\teamplay.obj\
$(SDLSDK)\lib\sdl.lib\
$(OBJS)\vid_sdl.obj\
$(OBJS)\cl_trans.obj\
$(OBJS)\sw_skin.obj\
$(OBJS)\sw_view.obj\
$(OBJS)\r_view.obj\
$(OBJS)\r_sprite.obj\
@ -272,7 +272,7 @@ $(OBJS)\sw_model_brush.obj+
$(OBJS)\sw_model_sprite.obj+
$(OBJS)\teamplay.obj+
$(OBJS)\vid_sdl.obj+
$(OBJS)\cl_trans.obj+
$(OBJS)\sw_skin.obj+
$(OBJS)\sw_view.obj+
$(OBJS)\r_view.obj+
$(OBJS)\r_sprite.obj+
@ -460,9 +460,9 @@ $(OBJS)\sdl_main.obj : $(SDLSDK)\src\main\win32\sdl_main.c
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(SDLSDK)\src\main\win32\sdl_main.c
|
$(OBJS)\cl_trans.obj : $(QFROOT)\source\cl_trans.c
$(OBJS)\sw_skin.obj : $(QFROOT)\source\sw_skin.c
$(BCC32) -P- -c @&&|
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\cl_trans.c
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\sw_skin.c
|
$(OBJS)\sw_view.obj : $(QFROOT)\source\sw_view.c

View file

@ -168,7 +168,7 @@ DEPEND = \
$(QFROOT)\opengl32.lib\
$(SDLSDK)\lib\sdl.lib\
$(OBJS)\gl_draw.obj\
$(OBJS)\gl_trans.obj\
$(OBJS)\gl_skin.obj\
$(OBJS)\gl_screen.obj\
$(OBJS)\gl_rsurf.obj\
$(OBJS)\gl_rmisc.obj\
@ -268,7 +268,7 @@ $(OBJS)\r_view.obj+
$(OBJS)\gl_view.obj+
$(OBJS)\vid_sgl.obj+
$(OBJS)\gl_draw.obj+
$(OBJS)\gl_trans.obj+
$(OBJS)\gl_skin.obj+
$(OBJS)\gl_screen.obj+
$(OBJS)\gl_rsurf.obj+
$(OBJS)\gl_rmisc.obj+
@ -482,9 +482,9 @@ $(OBJS)\gl_draw.obj : $(QFROOT)\source\gl_draw.c
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\gl_draw.c
|
$(OBJS)\gl_trans.obj : $(QFROOT)\source\gl_trans.c
$(OBJS)\gl_skin.obj : $(QFROOT)\source\gl_skin.c
$(BCC32) -P- -c @&&|
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\gl_trans.c
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\gl_skin.c
|
$(OBJS)\gl_screen.obj : $(QFROOT)\source\gl_screen.c

View file

@ -162,7 +162,7 @@ DEPEND = \
$(OBJS)\vid_wgl.obj\
$(QFROOT)\opengl32.lib\
$(OBJS)\gl_draw.obj\
$(OBJS)\gl_trans.obj\
$(OBJS)\gl_skin.obj\
$(OBJS)\gl_screen.obj\
$(OBJS)\gl_rsurf.obj\
$(OBJS)\gl_rmisc.obj\
@ -259,7 +259,7 @@ $(OBJS)\r_view.obj+
$(OBJS)\gl_view.obj+
$(OBJS)\vid_wgl.obj+
$(OBJS)\gl_draw.obj+
$(OBJS)\gl_trans.obj+
$(OBJS)\gl_skin.obj+
$(OBJS)\gl_screen.obj+
$(OBJS)\gl_rsurf.obj+
$(OBJS)\gl_rmisc.obj+
@ -464,9 +464,9 @@ $(OBJS)\gl_draw.obj : $(QFROOT)\source\gl_draw.c
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\gl_draw.c
|
$(OBJS)\gl_trans.obj : $(QFROOT)\source\gl_trans.c
$(OBJS)\gl_skin.obj : $(QFROOT)\source\gl_skin.c
$(BCC32) -P- -c @&&|
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\gl_trans.c
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\gl_skin.c
|
$(OBJS)\gl_screen.obj : $(QFROOT)\source\gl_screen.c

View file

@ -147,7 +147,7 @@ DEPEND = \
$(OBJS)\sw_model_sprite.obj\
$(OBJS)\teamplay.obj\
$(OBJS)\vid_mgl.obj\
$(OBJS)\cl_trans.obj\
$(OBJS)\sw_skin.obj\
$(OBJS)\sw_view.obj\
$(OBJS)\r_view.obj\
$(OBJS)\r_sprite.obj\
@ -269,7 +269,7 @@ $(OBJS)\sw_model_brush.obj+
$(OBJS)\sw_model_sprite.obj+
$(OBJS)\teamplay.obj+
$(OBJS)\vid_mgl.obj+
$(OBJS)\cl_trans.obj+
$(OBJS)\sw_skin.obj+
$(OBJS)\sw_view.obj+
$(OBJS)\r_view.obj+
$(OBJS)\r_sprite.obj+
@ -449,9 +449,9 @@ $(OBJS)\vid_mgl.obj : $(QFROOT)\source\vid_mgl.c
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\vid_mgl.c
|
$(OBJS)\cl_trans.obj : $(QFROOT)\source\cl_trans.c
$(OBJS)\sw_skin.obj : $(QFROOT)\source\sw_skin.c
$(BCC32) -P- -c @&&|
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\cl_trans.c
$(COMPOPTS) -I$(INCLUDES) -D$(DEFINES) -o$@ $(QFROOT)\source\sw_skin.c
|
$(OBJS)\sw_view.obj : $(QFROOT)\source\sw_view.c

View file

@ -218,7 +218,7 @@ SOURCE=.\cl_tent.c
# End Source File
# Begin Source File
SOURCE=.\cl_trans.c
SOURCE=.\sw_skin.c
!IF "$(CFG)" == "qw_client - Win32 Release"
@ -854,7 +854,7 @@ SOURCE=.\gl_sky_clip.c
# End Source File
# Begin Source File
SOURCE=.\gl_trans.c
SOURCE=.\gl_skin.c
!IF "$(CFG)" == "qw_client - Win32 Release"