mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
5a57280aa9
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.
268 lines
6.7 KiB
C
268 lines
6.7 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 GLuint skin_textures[MAX_TRANSLATIONS];
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static GLuint skin_fb_textures[MAX_TRANSLATIONS];
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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, sizeof (tex_t) + size);
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s->fb_tex->data = (byte *) (s->fb_tex + 1);
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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->fb_tex->data, s->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, sizeof (tex_t) + size);
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s->tex->data = (byte *) (s->tex + 1);
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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;
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const byte *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 && s->fb_tex)
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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 && s->fb_tex)
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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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skin->texnum = 0;
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skin->auxtex = 0;
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if (!cmap) {
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return;
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}
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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 = skin_textures[cmap];
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if (s->fb)
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skin->auxtex = skin_fb_textures[cmap];
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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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void
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gl_Skin_Init_Textures (void)
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{
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qfglGenTextures (MAX_TRANSLATIONS, skin_textures);
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qfglGenTextures (MAX_TRANSLATIONS, skin_fb_textures);
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}
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