/* 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 #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "glquake.h" #include "host.h" #include "protocol.h" #include "skin.h" #include "sys.h" #include "texture.h" byte player_8bit_texels[320 * 200]; static byte translate[256]; static unsigned int translate32[256]; void Skin_Set_Translate (player_info_t *player) { int top; int bottom; int i; top = bound (0, player->topcolor, 13) * 16; bottom = bound (0, player->bottomcolor, 13) * 16; 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; } if (!VID_Is8bit()) { // 32 bit upload, the norm. for (i = 0; i < 256; i++) translate32[i] = d_8to24table[translate[i]]; } } static void build_skin_8 (byte * original, int tinwidth, int tinheight, unsigned int scaled_width, unsigned int scaled_height, int inwidth, qboolean alpha) { unsigned int frac, fracstep; byte *inrow; byte pixels[512 * 256], *out; int i, j; 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] = translate[inrow[frac >> 16]]; frac += fracstep; out[j + 1] = translate[inrow[frac >> 16]]; frac += fracstep; out[j + 2] = translate[inrow[frac >> 16]]; frac += fracstep; out[j + 3] = translate[inrow[frac >> 16]]; frac += fracstep; } } GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false, alpha); } static void build_skin_32 (byte * original, int tinwidth, int tinheight, unsigned int scaled_width, unsigned int scaled_height, int inwidth, qboolean alpha) { unsigned int frac, fracstep; byte *inrow; unsigned int pixels[512 * 256], *out; int i, j; int samples = alpha ? gl_alpha_format : gl_solid_format; 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, samples, 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); } static void build_skin (int texnum, byte *ptexels, int width, int height, qboolean alpha) { int tinwidth, tinheight; unsigned int scaled_width, scaled_height; // locate the original skin pixels tinwidth = 296; // real model width tinheight = 194; // real model height // because this happens during gameplay, do it fast // instead of sending it through GL_Upload8() glBindTexture (GL_TEXTURE_2D, texnum); // 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 build_skin_8 (ptexels, tinwidth, tinheight, scaled_width, scaled_height, width, alpha); } else { build_skin_32 (ptexels, tinwidth, tinheight, scaled_width, scaled_height, width, alpha); } } void Skin_Do_Translation (player_info_t *player) { int texnum; int inwidth, inheight; byte *original; tex_t *skin; if (!player->skin) Skin_Find (player); if ((skin = (tex_t*)Skin_Cache (player->skin)) != NULL) { // skin data width inwidth = 320; inheight = 200; original = skin->data; } else { original = player_8bit_texels; inwidth = 296; inheight = 194; } texnum = playertextures + (player - cl.players); build_skin (texnum, original, inwidth, inheight, false); } void Skin_Init_Translation (void) { int i; for (i = 0; i < 256; i++) { translate[i] = i; translate32[i] = d_8to24table[i]; } } void Skin_Process (skin_t *skin, tex_t *tex) { int pixels = tex->width * tex->height; byte *ptexels = Hunk_TempAlloc (pixels); if (Mod_CalcFullbright (tex->data, ptexels, pixels)) { skin->fb_texture = player_fb_textures + (skin - skin_cache); build_skin (skin->fb_texture, ptexels, tex->width, tex->height, true); } }