quakeforge/libs/models/glsl_skin.c
Bill Currie bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00

149 lines
4 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/image.h"
#include "QF/model.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "mod_internal.h"
#include "r_internal.h"
static GLuint cmap_tex[MAX_TRANSLATIONS];
static GLuint skin_tex[MAX_TRANSLATIONS];
void
glsl_Skin_ProcessTranslation (int cmap, const byte *translation)
{
byte top[4 * VID_GRADES * 16];
byte bottom[4 * VID_GRADES * 16];
const byte *src;
byte *dst;
int i, j;
src = translation + TOP_RANGE;
for (i = 0, dst = top; i < VID_GRADES; i++, src += 256 - 16) {
for (j = 0; j < 16; j++) {
byte c = *src++;
byte *in = vid.palette + c * 3;
*dst++ = *in++;
*dst++ = *in++;
*dst++ = *in++;
*dst++ = 255; // alpha = 1
}
}
src = translation + BOTTOM_RANGE;
for (i = 0, dst = bottom; i < VID_GRADES; i++, src += 256 - 16) {
for (j = 0; j < 16; j++) {
byte c = *src++;
byte *in = vid.palette + c * 3;
*dst++ = *in++;
*dst++ = *in++;
*dst++ = *in++;
*dst++ = 255; // alpha = 1
}
}
qfeglBindTexture (GL_TEXTURE_2D, cmap_tex[cmap - 1]);
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, TOP_RANGE, 0, 16, VID_GRADES,
GL_RGBA, GL_UNSIGNED_BYTE, top);
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, BOTTOM_RANGE, 0, 16, VID_GRADES,
GL_RGBA, GL_UNSIGNED_BYTE, bottom);
}
void
glsl_Skin_SetupSkin (skin_t *skin, int cmap)
{
skin->texnum = 0;
if (cmap) {
if (skin->texels) {
tex_t *tex = skin->texels;
skin->texnum = skin_tex[cmap - 1];
qfeglBindTexture (GL_TEXTURE_2D, skin->texnum);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE,
tex->width, tex->height,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, tex->data);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
}
skin->auxtex = cmap_tex[cmap - 1];
} else {
skin->auxtex = 0;
}
}
void
glsl_Skin_InitTranslations (void)
{
byte map[4 * VID_GRADES * 256];
byte *src, *dst;
int i;
for (i = 0, dst = map, src = vid.colormap8; i < 256 * VID_GRADES; i++) {
byte c = *src++;
byte *in = vid.palette + c * 3;
*dst++ = *in++;
*dst++ = *in++;
*dst++ = *in++;
*dst++ = 255; // alpha = 1
}
qfeglGenTextures (MAX_TRANSLATIONS, cmap_tex);
qfeglGenTextures (MAX_TRANSLATIONS, skin_tex);
for (i = 0; i < MAX_TRANSLATIONS; i++) {
qfeglBindTexture (GL_TEXTURE_2D, cmap_tex[i]);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 256, VID_GRADES, 0,
GL_RGBA, GL_UNSIGNED_BYTE, map);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}