quakeforge/qw/source/gl_skin.c

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/*
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 "QF/compat.h"
#include "QF/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);
}
}