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https://git.code.sf.net/p/quake/quakeforge
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428d57b7e1
In the end, it turns out this is the correct fix for the gl seg on overkill, because build_skin will correctly use the fully setup player skin if the glskin doesn't have a texture associated with it.
266 lines
6.5 KiB
C
266 lines
6.5 KiB
C
/*
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glsl_skin.c
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GLSL Skin support
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/23
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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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include "string.h"
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#endif
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#ifdef HAVE_STRINGS_H
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# include "strings.h"
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#endif
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#include <stdlib.h>
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/model.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_textures.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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typedef struct {
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tex_t *tex;
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tex_t *fb_tex;
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qboolean fb;
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} glskin_t;
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static int skin_textures;
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static int skin_fb_textures;
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static byte skin_cmap[MAX_TRANSLATIONS][256];
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static glskin_t skins[MAX_TRANSLATIONS];
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static glskin_t player_skin;
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static void
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do_fb_skin (glskin_t *s)
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{
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int size = s->tex->width * s->tex->height;
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s->fb_tex = realloc (s->fb_tex, field_offset(tex_t, data[size]));
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s->fb_tex->width = s->tex->width;
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s->fb_tex->height = s->tex->height;
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s->fb_tex->format = tex_palette;
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s->fb_tex->palette = vid.palette;
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s->fb = Mod_CalcFullbright (s->tex->data, s->fb_tex->data, size);
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}
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void
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gl_Skin_SetPlayerSkin (int width, int height, const byte *data)
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{
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int size = width * height;
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glskin_t *s;
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s = &player_skin;
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s->tex = realloc (s->tex, field_offset(tex_t, data[size]));
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s->tex->width = width;
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s->tex->height = height;
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s->tex->format = tex_palette;
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s->tex->palette = vid.palette;
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memcpy (s->tex->data, data, size);
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do_fb_skin (s);
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}
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static void
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build_skin_8 (tex_t *tex, int texnum, byte *translate,
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unsigned scaled_width, unsigned scaled_height, qboolean alpha)
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{
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// Improvements should be mirrored in GL_ResampleTexture in gl_textures.c
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byte *inrow;
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byte pixels[512 * 256], *out;
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unsigned int i, j;
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unsigned int frac, fracstep;
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out = pixels;
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memset (pixels, 0, sizeof (pixels));
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fracstep = tex->width * 0x10000 / scaled_width;
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for (i = 0; i < scaled_height; i++, out += scaled_width) {
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inrow = tex->data + tex->width * (i * tex->height / scaled_height);
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frac = fracstep >> 1;
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for (j = 0; j < scaled_width; j++) {
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out[j] = 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,
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alpha);
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}
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static void
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build_skin_32 (tex_t *tex, int texnum, byte *translate,
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unsigned scaled_width, unsigned scaled_height, qboolean alpha)
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{
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// Improvements should be mirrored in GL_ResampleTexture in gl_textures.c
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byte *inrow;
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unsigned i, j;
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int samples = alpha ? gl_alpha_format : gl_solid_format;
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unsigned frac, fracstep;
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byte pixels[512 * 256 * 4], *out, *pal;
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byte c;
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out = pixels;
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memset (pixels, 0, sizeof (pixels));
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fracstep = tex->width * 0x10000 / scaled_width;
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for (i = 0; i < scaled_height; i++) {
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inrow = tex->data + tex->width * (i * tex->height / scaled_height);
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frac = fracstep >> 1;
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for (j = 0; j < scaled_width; j++) {
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c = translate[inrow[frac >> 16]];
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pal = vid.palette + c * 3;
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*out++ = *pal++;
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*out++ = *pal++;
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*out++ = *pal++;
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*out++ = (alpha && c == 255) ? 0 : 255;
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frac += fracstep;
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}
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}
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qfglBindTexture (GL_TEXTURE_2D, texnum);
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qfglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (gl_Anisotropy)
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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gl_aniso);
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}
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static void
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build_skin (skin_t *skin, int cmap)
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{
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glskin_t *s;
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unsigned scaled_width, scaled_height;
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int texnum, fb_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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scaled_width = max (scaled_width, 1);
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scaled_height = max (scaled_height, 1);
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s = skins + cmap;
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if (!s->tex)
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s = &player_skin;
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if (!s->tex) // we haven't loaded the player model yet
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return;
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texnum = skin_textures + cmap;
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fb_texnum = 0;
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if (s->fb)
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fb_texnum = skin_fb_textures + cmap;
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if (skin) {
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skin->texnum = texnum;
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skin->auxtex = fb_texnum;
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}
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if (vid.is8bit) {
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build_skin_8 (s->tex, texnum, skin_cmap[cmap],
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scaled_width, scaled_height, false);
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if (s->fb)
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build_skin_8 (s->fb_tex, fb_texnum, skin_cmap[cmap],
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scaled_width, scaled_height, true);
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} else {
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build_skin_32 (s->tex, texnum, skin_cmap[cmap],
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scaled_width, scaled_height, false);
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if (s->fb)
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build_skin_32 (s->fb_tex, fb_texnum, skin_cmap[cmap],
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scaled_width, scaled_height, true);
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}
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}
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void
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gl_Skin_ProcessTranslation (int cmap, const byte *translation)
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{
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int changed;
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// simplify cmap usage (texture offset/array index)
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cmap--;
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// skip over the colormap (GL can't use it) to the translated palette
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translation += VID_GRADES * 256;
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changed = memcmp (skin_cmap[cmap], translation, 256);
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memcpy (skin_cmap[cmap], translation, 256);
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if (!changed)
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return;
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build_skin (0, cmap);
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}
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void
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gl_Skin_SetupSkin (skin_t *skin, int cmap)
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{
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int changed;
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glskin_t *s;
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// simplify cmap usage (texture offset/array index)
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cmap--;
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s = skins + cmap;
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changed = (s->tex != skin->texels);
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s->tex = skin->texels;
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if (!changed) {
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skin->texnum = 0;
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skin->auxtex = 0;
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if (cmap >= 0) {
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skin->texnum = skin_textures + cmap;
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if (s->fb)
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skin->auxtex = skin_fb_textures + cmap;
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}
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return;
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}
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if (s->tex)
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do_fb_skin (s);
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build_skin (skin, cmap);
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}
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void
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gl_Skin_InitTranslations (void)
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{
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}
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int
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gl_Skin_Init_Textures (int base)
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{
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skin_textures = base;
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base += MAX_TRANSLATIONS;
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skin_fb_textures = base;
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base += MAX_TRANSLATIONS;
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return base;
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}
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