quakeforge/libs/models/gl_skin.c
Bill Currie 5a57280aa9 [gl] Use glGenTextures to allocate texture numbers
While the scheme of using our own allocated did work just fine, fisheye
rendering uses glGenTextures which caused a texture id clash and thus
invalid operations (the cube map texture happened to be the same as the
console background texture). Sure, I could have just "fixed" the fisheye
init code, but this brings gl closer in line with glsl (which makes
extensive use of glGenTextures and glDeleteTextures). This doesn't fix
any texture leaks gl has (plenty, I imagine), but it's a step in the
right direction.
2022-03-15 13:29:05 +09:00

268 lines
6.7 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;
qboolean 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, qboolean 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, qboolean 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->int_val, 512);
scaled_height = min (gl_max_size->int_val, 256);
// allow users to crunch sizes down even more if they want
scaled_width >>= gl_playermip->int_val;
scaled_height >>= gl_playermip->int_val;
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);
}