mirror of
https://git.code.sf.net/p/quake/quakeforge
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12c84046f3
This is an extremely extensive patch as it hits every cvar, and every usage of the cvars. Cvars no longer store the value they control, instead, they use a cexpr value object to reference the value and specify the value's type (currently, a null type is used for strings). Non-string cvars are passed through cexpr, allowing expressions in the cvars' settings. Also, cvars have returned to an enhanced version of the original (id quake) registration scheme. As a minor benefit, relevant code having direct access to the cvar-controlled variables is probably a slight optimization as it removed a pointer dereference, and the variables can be located for data locality. The static cvar descriptors are made private as an additional safety layer, though there's nothing stopping external modification via Cvar_FindVar (which is needed for adding listeners). While not used yet (partly due to working out the design), cvars can have a validation function. Registering a cvar allows a primary listener (and its data) to be specified: it will always be called first when the cvar is modified. The combination of proper listeners and direct access to the controlled variable greatly simplifies the more complex cvar interactions as much less null checking is required, and there's no need for one cvar's callback to call another's. nq-x11 is known to work at least well enough for the demos. More testing will come.
268 lines
6.6 KiB
C
268 lines
6.6 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, 512);
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scaled_height = min (gl_max_size, 256);
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// allow users to crunch sizes down even more if they want
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scaled_width >>= gl_playermip;
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scaled_height >>= gl_playermip;
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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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