quakeforge/libs/models/glsl_skin.c
Bill Currie fcd094ef04 [skin] Fix up dynamic library issues
And further clean up skin api.

It turns out that skin functions must all be in the render libs, and
this results in Skin_Set (was Skin_SetSkin) needs to be accessed via a
function pointer rather than directly :(
2024-01-15 15:26:09 +09:00

110 lines
2.9 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 colormaps[256];
uint32_t
glsl_Skin_Colormap (const colormap_t *colormap)
{
byte top = colormap->top & 0x0f;
byte bot = colormap->bottom & 0x0f;
int ind = top | (bot << 4);
if (colormaps[ind]) {
return colormaps[ind];
}
qfeglGenTextures (1, &colormaps[ind]);
byte cmap[4 * VID_GRADES * 256];
byte *dst = cmap;
byte *src = cmap + 3 * VID_GRADES * 256;
Skin_SetColormap (src, top, bot);
for (int i = 0; i < VID_GRADES * 256; i++) {
byte c = *src++;
const byte *in = vid.palette + c * 3;
*dst++ = *in++;
*dst++ = *in++;
*dst++ = *in++;
*dst++ = 255;
}
qfeglBindTexture (GL_TEXTURE_2D, colormaps[ind]);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 256, VID_GRADES, 0,
GL_RGBA, GL_UNSIGNED_BYTE, cmap);
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);
return colormaps[ind];
}
void
glsl_Skin_SetupSkin (skin_t *skin)
{
tex_t *tex = skin->tex;
skin->tex = nullptr; // tex memory is only temporarily allocated
qfeglGenTextures (1, &skin->id);
qfeglBindTexture (GL_TEXTURE_2D, skin->id);
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);
}
void
glsl_Skin_Destroy (skin_t *skin)
{
qfeglDeleteTextures (1, &skin->id);
}