/* glsl_skin.c GLSL Skin support Copyright (C) 2012 Bill Currie Author: Bill Currie Date: 2012/1/23 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include "string.h" #endif #ifdef HAVE_STRINGS_H # include "strings.h" #endif #include #include "QF/cvar.h" #include "QF/image.h" #include "QF/model.h" #include "QF/skin.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_textures.h" #include "mod_internal.h" #include "r_internal.h" typedef struct { tex_t *tex; tex_t *fb_tex; bool fb; } glskin_t; static GLuint skin_textures[MAX_TRANSLATIONS]; static GLuint skin_fb_textures[MAX_TRANSLATIONS]; static byte skin_cmap[MAX_TRANSLATIONS][256]; static glskin_t skins[MAX_TRANSLATIONS]; static glskin_t player_skin; static void do_fb_skin (glskin_t *s) { int size = s->tex->width * s->tex->height; s->fb_tex = realloc (s->fb_tex, sizeof (tex_t) + size); s->fb_tex->data = (byte *) (s->fb_tex + 1); s->fb_tex->width = s->tex->width; s->fb_tex->height = s->tex->height; s->fb_tex->format = tex_palette; s->fb_tex->palette = vid.palette; s->fb = Mod_CalcFullbright (s->fb_tex->data, s->tex->data, size); } void gl_Skin_SetPlayerSkin (int width, int height, const byte *data) { int size = width * height; glskin_t *s; s = &player_skin; s->tex = realloc (s->tex, sizeof (tex_t) + size); s->tex->data = (byte *) (s->tex + 1); s->tex->width = width; s->tex->height = height; s->tex->format = tex_palette; s->tex->palette = vid.palette; memcpy (s->tex->data, data, size); do_fb_skin (s); } static void build_skin_8 (tex_t *tex, int texnum, byte *translate, unsigned scaled_width, unsigned scaled_height, bool alpha) { // Improvements should be mirrored in GL_ResampleTexture in gl_textures.c byte *inrow; byte pixels[512 * 256], *out; unsigned int i, j; unsigned int frac, fracstep; out = pixels; memset (pixels, 0, sizeof (pixels)); fracstep = tex->width * 0x10000 / scaled_width; for (i = 0; i < scaled_height; i++, out += scaled_width) { inrow = tex->data + tex->width * (i * tex->height / scaled_height); frac = fracstep >> 1; for (j = 0; j < scaled_width; j++) { out[j] = translate[inrow[frac >> 16]]; frac += fracstep; } } GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false, alpha); } static void build_skin_32 (tex_t *tex, int texnum, byte *translate, unsigned scaled_width, unsigned scaled_height, bool alpha) { // Improvements should be mirrored in GL_ResampleTexture in gl_textures.c byte *inrow; unsigned i, j; int samples = alpha ? gl_alpha_format : gl_solid_format; unsigned frac, fracstep; byte pixels[512 * 256 * 4], *out; const byte *pal; byte c; out = pixels; memset (pixels, 0, sizeof (pixels)); fracstep = tex->width * 0x10000 / scaled_width; for (i = 0; i < scaled_height; i++) { inrow = tex->data + tex->width * (i * tex->height / scaled_height); frac = fracstep >> 1; for (j = 0; j < scaled_width; j++) { c = translate[inrow[frac >> 16]]; pal = vid.palette + c * 3; *out++ = *pal++; *out++ = *pal++; *out++ = *pal++; *out++ = (alpha && c == 255) ? 0 : 255; frac += fracstep; } } qfglBindTexture (GL_TEXTURE_2D, texnum); qfglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (gl_Anisotropy) qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_aniso); } static void build_skin (skin_t *skin, int cmap) { glskin_t *s; unsigned scaled_width, scaled_height; int texnum, fb_texnum; // FIXME deek: This 512x256 limit sucks! scaled_width = min (gl_max_size, 512); scaled_height = min (gl_max_size, 256); // allow users to crunch sizes down even more if they want scaled_width >>= gl_playermip; scaled_height >>= gl_playermip; scaled_width = max (scaled_width, 1); scaled_height = max (scaled_height, 1); s = skins + cmap; if (!s->tex) s = &player_skin; if (!s->tex) // we haven't loaded the player model yet return; texnum = skin_textures[cmap]; fb_texnum = 0; if (s->fb) fb_texnum = skin_fb_textures[cmap]; if (skin) { skin->texnum = texnum; skin->auxtex = fb_texnum; } if (vid.is8bit) { build_skin_8 (s->tex, texnum, skin_cmap[cmap], scaled_width, scaled_height, false); if (s->fb && s->fb_tex) build_skin_8 (s->fb_tex, fb_texnum, skin_cmap[cmap], scaled_width, scaled_height, true); } else { build_skin_32 (s->tex, texnum, skin_cmap[cmap], scaled_width, scaled_height, false); if (s->fb && s->fb_tex) build_skin_32 (s->fb_tex, fb_texnum, skin_cmap[cmap], scaled_width, scaled_height, true); } } void gl_Skin_ProcessTranslation (int cmap, const byte *translation) { int changed; // simplify cmap usage (texture offset/array index) cmap--; // skip over the colormap (GL can't use it) to the translated palette translation += VID_GRADES * 256; changed = memcmp (skin_cmap[cmap], translation, 256); memcpy (skin_cmap[cmap], translation, 256); if (!changed) return; build_skin (0, cmap); } void gl_Skin_SetupSkin (skin_t *skin, int cmap) { int changed; glskin_t *s; skin->texnum = 0; skin->auxtex = 0; if (!cmap) { return; } // simplify cmap usage (texture offset/array index) cmap--; s = skins + cmap; changed = (s->tex != skin->texels); s->tex = skin->texels; if (!changed) { skin->texnum = skin_textures[cmap]; if (s->fb) skin->auxtex = skin_fb_textures[cmap]; return; } if (s->tex) do_fb_skin (s); build_skin (skin, cmap); } void gl_Skin_InitTranslations (void) { } void gl_Skin_Init_Textures (void) { qfglGenTextures (MAX_TRANSLATIONS, skin_textures); qfglGenTextures (MAX_TRANSLATIONS, skin_fb_textures); }