mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-10 14:52:08 +00:00
217 lines
5.7 KiB
C
217 lines
5.7 KiB
C
/*
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gl_skin.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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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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$Id$
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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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#include "glquake.h"
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#include "host.h"
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#include "protocol.h"
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#include "skin.h"
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#include "sys.h"
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#include "texture.h"
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byte player_8bit_texels[320 * 200];
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static byte translate[256];
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static unsigned int translate32[256];
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void
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Skin_Set_Translate (player_info_t *player)
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{
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int top;
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int bottom;
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int i;
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top = bound (0, player->topcolor, 13) * 16;
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bottom = bound (0, player->bottomcolor, 13) * 16;
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for (i = 0; i < 16; i++) {
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if (top < 128) // the artists made some backwards
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// ranges. sigh.
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translate[TOP_RANGE + i] = top + i;
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else
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translate[TOP_RANGE + i] = top + 15 - i;
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if (bottom < 128)
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translate[BOTTOM_RANGE + i] = bottom + i;
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else
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translate[BOTTOM_RANGE + i] = bottom + 15 - i;
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}
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if (!VID_Is8bit()) { // 32 bit upload, the norm.
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for (i = 0; i < 256; i++)
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translate32[i] = d_8to24table[translate[i]];
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}
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}
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static void
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build_skin_8 (byte * original, int tinwidth, int tinheight,
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unsigned int scaled_width, unsigned int scaled_height,
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int inwidth, qboolean alpha)
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{
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unsigned int frac, fracstep;
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byte *inrow;
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byte pixels[512 * 256], *out;
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int i, j;
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out = pixels;
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memset (pixels, 0, sizeof (pixels));
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fracstep = tinwidth * 0x10000 / scaled_width;
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for (i = 0; i < scaled_height; i++, out += scaled_width) {
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inrow = original + inwidth * (i * tinheight / scaled_height);
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frac = fracstep >> 1;
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for (j = 0; j < scaled_width; j += 4) {
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out[j] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 1] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 2] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 3] = translate[inrow[frac >> 16]];
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frac += fracstep;
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}
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}
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GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false, alpha);
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}
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static void
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build_skin_32 (byte * original, int tinwidth, int tinheight,
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unsigned int scaled_width, unsigned int scaled_height,
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int inwidth, qboolean alpha)
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{
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unsigned int frac, fracstep;
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byte *inrow;
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unsigned int pixels[512 * 256], *out;
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int i, j;
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int samples = alpha ? gl_alpha_format : gl_solid_format;
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out = pixels;
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memset (pixels, 0, sizeof (pixels));
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fracstep = tinwidth * 0x10000 / scaled_width;
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for (i = 0; i < scaled_height; i++, out += scaled_width) {
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inrow = original + inwidth * (i * tinheight / scaled_height);
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frac = fracstep >> 1;
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for (j = 0; j < scaled_width; j += 4) {
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out[j] = translate32[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 1] = translate32[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 2] = translate32[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 3] = translate32[inrow[frac >> 16]];
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frac += fracstep;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, samples,
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scaled_width, scaled_height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, pixels);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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static void
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build_skin (int texnum, byte *ptexels, int width, int height, qboolean alpha)
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{
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int tinwidth, tinheight;
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unsigned int scaled_width, scaled_height;
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// locate the original skin pixels
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tinwidth = 296; // real model width
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tinheight = 194; // real model height
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// because this happens during gameplay, do it fast
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// instead of sending it through GL_Upload8()
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glBindTexture (GL_TEXTURE_2D, texnum);
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// FIXME deek: This 512x256 limit sucks!
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scaled_width = min (gl_max_size->int_val, 512);
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scaled_height = min (gl_max_size->int_val, 256);
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// allow users to crunch sizes down even more if they want
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scaled_width >>= gl_playermip->int_val;
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scaled_height >>= gl_playermip->int_val;
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if (VID_Is8bit ()) { // 8bit texture upload
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build_skin_8 (ptexels, tinwidth, tinheight, scaled_width,
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scaled_height, width, alpha);
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} else {
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build_skin_32 (ptexels, tinwidth, tinheight, scaled_width,
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scaled_height, width, alpha);
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}
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}
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void
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Skin_Do_Translation (player_info_t *player)
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{
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int texnum;
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int inwidth, inheight;
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byte *original;
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tex_t *skin;
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if (!player->skin)
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Skin_Find (player);
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if ((skin = (tex_t*)Skin_Cache (player->skin)) != NULL) {
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// skin data width
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inwidth = 320;
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inheight = 200;
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original = skin->data;
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} else {
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original = player_8bit_texels;
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inwidth = 296;
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inheight = 194;
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}
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texnum = playertextures + (player - cl.players);
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build_skin (texnum, original, inwidth, inheight, false);
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}
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void
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Skin_Init_Translation (void)
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{
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int i;
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for (i = 0; i < 256; i++) {
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translate[i] = i;
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translate32[i] = d_8to24table[i];
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}
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}
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void
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Skin_Process (skin_t *skin, tex_t *tex)
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{
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int pixels = tex->width * tex->height;
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byte *ptexels = Hunk_TempAlloc (pixels);
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if (Mod_CalcFullbright (tex->data, ptexels, pixels)) {
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skin->fb_texture = player_fb_textures + (skin - skin_cache);
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build_skin (skin->fb_texture, ptexels, tex->width, tex->height, true);
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}
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}
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