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https://git.code.sf.net/p/quake/quakeforge
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bc1b483525
It's pretty useless in git.
149 lines
4 KiB
C
149 lines
4 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/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/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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static GLuint cmap_tex[MAX_TRANSLATIONS];
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static GLuint skin_tex[MAX_TRANSLATIONS];
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void
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glsl_Skin_ProcessTranslation (int cmap, const byte *translation)
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{
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byte top[4 * VID_GRADES * 16];
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byte bottom[4 * VID_GRADES * 16];
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const byte *src;
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byte *dst;
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int i, j;
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src = translation + TOP_RANGE;
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for (i = 0, dst = top; i < VID_GRADES; i++, src += 256 - 16) {
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for (j = 0; j < 16; j++) {
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byte c = *src++;
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byte *in = vid.palette + c * 3;
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*dst++ = *in++;
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*dst++ = *in++;
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*dst++ = *in++;
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*dst++ = 255; // alpha = 1
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}
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}
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src = translation + BOTTOM_RANGE;
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for (i = 0, dst = bottom; i < VID_GRADES; i++, src += 256 - 16) {
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for (j = 0; j < 16; j++) {
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byte c = *src++;
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byte *in = vid.palette + c * 3;
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*dst++ = *in++;
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*dst++ = *in++;
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*dst++ = *in++;
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*dst++ = 255; // alpha = 1
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}
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}
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qfeglBindTexture (GL_TEXTURE_2D, cmap_tex[cmap - 1]);
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, TOP_RANGE, 0, 16, VID_GRADES,
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GL_RGBA, GL_UNSIGNED_BYTE, top);
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, BOTTOM_RANGE, 0, 16, VID_GRADES,
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GL_RGBA, GL_UNSIGNED_BYTE, bottom);
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}
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void
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glsl_Skin_SetupSkin (skin_t *skin, int cmap)
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{
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skin->texnum = 0;
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if (cmap) {
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if (skin->texels) {
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tex_t *tex = skin->texels;
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skin->texnum = skin_tex[cmap - 1];
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qfeglBindTexture (GL_TEXTURE_2D, skin->texnum);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE,
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tex->width, tex->height,
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0, GL_LUMINANCE, GL_UNSIGNED_BYTE, tex->data);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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}
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skin->auxtex = cmap_tex[cmap - 1];
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} else {
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skin->auxtex = 0;
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}
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}
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void
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glsl_Skin_InitTranslations (void)
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{
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byte map[4 * VID_GRADES * 256];
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byte *src, *dst;
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int i;
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for (i = 0, dst = map, src = vid.colormap8; i < 256 * VID_GRADES; i++) {
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byte c = *src++;
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byte *in = vid.palette + c * 3;
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*dst++ = *in++;
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*dst++ = *in++;
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*dst++ = *in++;
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*dst++ = 255; // alpha = 1
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}
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qfeglGenTextures (MAX_TRANSLATIONS, cmap_tex);
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qfeglGenTextures (MAX_TRANSLATIONS, skin_tex);
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for (i = 0; i < MAX_TRANSLATIONS; i++) {
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qfeglBindTexture (GL_TEXTURE_2D, cmap_tex[i]);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 256, VID_GRADES, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, map);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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}
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