quakeforge/libs/models/gl_skin.c
Bill Currie dbd3d6502a Nuke qboolean from orbit
I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
2023-06-13 18:06:11 +09:00

268 lines
6.6 KiB
C

/*
glsl_skin.c
GLSL Skin support
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
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 <stdlib.h>
#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);
}