download gl_skin.c
Language: C
License: GPL
Copyright: (C) 1996-1997 Id Software, Inc.
LOC: 156
Project Info
QuakeForge(quake)
Server: SourceForge
Type: cvs
...ake\quake\newtree32\source\
   .cvsignore
   .gdbinit
   .indent.pro
   buildnum.c
   cd_dos.c
   cd_linux.c
   cd_null.c
   cd_sdl.c
   cd_sgi.c
   cd_win.c
   checksum.c
   cl_cam.c
   cl_cmd.c
   cl_cvar.c
   cl_demo.c
   cl_ents.c
   cl_input.c
   cl_main.c
   cl_misc.c
   cl_parse.c
   cl_pred.c
   cl_slist.c
   cl_sys_sdl.c
   cl_sys_unix.c
   cl_sys_win.c
   cl_tent.c
   cmd.c
   com.c
   console.c
   context_x11.c
   crc.c
   cvar.c
   d_edge.c
   d_fill.c
   d_init.c
   d_modech.c
   d_part.c
   d_polyse.c
   d_scan.c
   d_sky.c
   d_sprite.c
   d_surf.c
   d_vars.c
   d_zpoint.c
   dga_check.c
   dirent.c
   draw.c
   fbset.c
   fbset_modes_y.y
   fnmatch.c
   fractalnoise.c
   gl_draw.c
   gl_dyn_fires.c
   gl_dyn_part.c
   gl_dyn_textures.c
   gl_mesh.c
   gl_model_alias.c
   gl_model_brush.c
   gl_model_fullbright.c
   gl_model_sprite.c
   gl_ngraph.c
   gl_rlight.c
   gl_rmain.c
   gl_rmisc.c
   gl_rsurf.c
   gl_screen.c
   gl_skin.c
   gl_sky.c
   gl_sky_clip.c
   gl_view.c
   gl_warp.c
   hash.c
   in_fbdev.c
   in_ggi.c
   in_null.c
   in_sdl.c
   in_svgalib.c
   in_win.c
   in_x11.c
   info.c
   joy_linux.c
   joy_null.c
   joy_win.c
   keys.c
   link.c
   locs.c
   Makefile.am
   makefile.mgw
   makefile.win
   mathlib.c
   mdfour.c
   menu.c
   model.c
   model_alias.c
   model_brush.c
   model_sprite.c
   msg.c
   net_chan.c
   net_com.c
   net_packetlog.c
   net_udp.c
   net_udp6.c
   nonintel.c
   pcx.c
   pmove.c
   pmovetst.c
   pr_edict.c
   pr_exec.c
   pr_offs.c
   qargs.c
   qendian.c
   qfgl_ext.c
   quakefs.c
   quakeio.c
   r_aclip.c
   r_alias.c
   r_bsp.c
   r_draw.c
   r_edge.c
   r_efrag.c
   r_light.c
   r_main.c
   r_misc.c
   r_part.c
   r_sky.c
   r_sprite.c
   r_surf.c
   r_vars.c
   r_view.c
   sbar.c
   screen.c
   sizebuf.c
   skin.c
   snd_alsa_0_5.c
   snd_alsa_0_6.c
   snd_disk.c
   snd_dma.c
   snd_mem.c
   snd_mix.c
   snd_null.c
   snd_oss.c
   snd_sdl.c
   snd_sgi.c
   snd_sun.c
   snd_win.c
   sv_ccmds.c
   sv_cvar.c
   sv_ents.c
   sv_init.c
   sv_main.c
   sv_misc.c
   sv_model.c
   sv_move.c
   sv_nchan.c
   sv_phys.c
   sv_pr_cmds.c
   sv_progs.c
   sv_send.c
   sv_sys_unix.c
   sv_sys_win.c
   sv_user.c
   sw_model_alias.c
   sw_model_brush.c
   sw_model_sprite.c
   sw_skin.c
   sw_view.c
   sys_null.c
   sys_unix.c
   sys_win.c
   teamplay.c
   tga.c
   va.c
   ver_check.c
   vid.c
   vid_3dfxsvga.c
   vid_common_gl.c
   vid_fbdev.c
   vid_ggi.c
   vid_glx.c
   vid_mgl.c
   vid_null.c
   vid_sdl.c
   vid_sgl.c
   vid_svgalib.c
   vid_wgl.c
   vid_win.c
   vid_x11.c
   wad.c
   world.c
   zone.c

/*
	gl_skin.c

	(description)

	Copyright (C) 1996-1997  Id Software, Inc.

	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

	$Id: gl_skin.c,v 1.1.1.1 2001/03/06 09:34:00 lordhavoc Exp $
*/

#ifdef HAVE_CONFIG_H
# include "config.h"
#endif

#include "glquake.h"
#include "host.h"
#include "protocol.h"
#include "skin.h"
#include "sys.h"
#include "texture.h"

byte        player_8bit_texels[320 * 200];
static byte translate[256];
static unsigned int translate32[256];

void
Skin_Set_Translate (player_info_t *player)
{
	int         top;
	int         bottom;
	int         i;

	top = bound (0, player->topcolor, 13) * 16;
	bottom = bound (0, player->bottomcolor, 13) * 16;

	for (i = 0; i < 16; i++) {
		if (top < 128)				// the artists made some backwards
									// ranges.  sigh.
			translate[TOP_RANGE + i] = top + i;
		else
			translate[TOP_RANGE + i] = top + 15 - i;

		if (bottom < 128)
			translate[BOTTOM_RANGE + i] = bottom + i;
		else
			translate[BOTTOM_RANGE + i] = bottom + 15 - i;
	}
	if (!VID_Is8bit()) {			// 32 bit upload, the norm.
		for (i = 0; i < 256; i++)
			translate32[i] = d_8to24table[translate[i]];
	}
}

static void
build_skin_8 (byte * original, int tinwidth, int tinheight,
			  unsigned int scaled_width, unsigned int scaled_height,
			  int inwidth, qboolean alpha)
{
	unsigned int frac, fracstep;
	byte       *inrow;
	byte        pixels[512 * 256], *out;
	int         i, j;

	out = pixels;
	memset (pixels, 0, sizeof (pixels));
	fracstep = tinwidth * 0x10000 / scaled_width;
	for (i = 0; i < scaled_height; i++, out += scaled_width) {
		inrow = original + inwidth * (i * tinheight / scaled_height);
		frac = fracstep >> 1;
		for (j = 0; j < scaled_width; j += 4) {
			out[j] = translate[inrow[frac >> 16]];
			frac += fracstep;
			out[j + 1] = translate[inrow[frac >> 16]];
			frac += fracstep;
			out[j + 2] = translate[inrow[frac >> 16]];
			frac += fracstep;
			out[j + 3] = translate[inrow[frac >> 16]];
			frac += fracstep;
		}
	}

	GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false, alpha);
}

static void
build_skin_32 (byte * original, int tinwidth, int tinheight,
			   unsigned int scaled_width, unsigned int scaled_height,
			   int inwidth, qboolean alpha)
{
	unsigned int frac, fracstep;
	byte       *inrow;
	unsigned int pixels[512 * 256], *out;
	int         i, j;
	int         samples = alpha ? gl_alpha_format : gl_solid_format;

	out = pixels;
	memset (pixels, 0, sizeof (pixels));
	fracstep = tinwidth * 0x10000 / scaled_width;
	for (i = 0; i < scaled_height; i++, out += scaled_width) {
		inrow = original + inwidth * (i * tinheight / scaled_height);
		frac = fracstep >> 1;
		for (j = 0; j < scaled_width; j += 4) {
			out[j] = translate32[inrow[frac >> 16]];
			frac += fracstep;
			out[j + 1] = translate32[inrow[frac >> 16]];
			frac += fracstep;
			out[j + 2] = translate32[inrow[frac >> 16]];
			frac += fracstep;
			out[j + 3] = translate32[inrow[frac >> 16]];
			frac += fracstep;
		}
	}

	glTexImage2D (GL_TEXTURE_2D, 0, samples,
				  scaled_width, scaled_height, 0, GL_RGBA,
				  GL_UNSIGNED_BYTE, pixels);

	glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}

static void
build_skin (int texnum, byte *ptexels, int width, int height, qboolean alpha)
{
	int         tinwidth, tinheight;
	unsigned int scaled_width, scaled_height;

	// locate the original skin pixels
	tinwidth = 296;						// real model width
	tinheight = 194;					// real model height

	// because this happens during gameplay, do it fast
	// instead of sending it through GL_Upload8()
	glBindTexture (GL_TEXTURE_2D, 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;

	if (VID_Is8bit ()) {				// 8bit texture upload
		build_skin_8 (ptexels, tinwidth, tinheight, scaled_width,
					  scaled_height, width, alpha);
	} else {
		build_skin_32 (ptexels, tinwidth, tinheight, scaled_width,
					   scaled_height, width, alpha);
	}
}

void
Skin_Do_Translation (player_info_t *player)
{
	int         texnum;
	int         inwidth, inheight;
	byte       *original;
	tex_t      *skin;

	if (!player->skin)
		Skin_Find (player);

	if ((skin = (tex_t*)Skin_Cache (player->skin)) != NULL) {
		// skin data width
		inwidth = 320;
		inheight = 200;
		original = skin->data;
	} else {
		original = player_8bit_texels;
		inwidth = 296;
		inheight = 194;
	}
	texnum = playertextures + (player - cl.players);
	build_skin (texnum, original, inwidth, inheight, false);
}

void
Skin_Init_Translation (void)
{
	int         i;

	for (i = 0; i < 256; i++) {
		translate[i] = i;
		translate32[i] = d_8to24table[i];
	}
}

void
Skin_Process (skin_t *skin, tex_t *tex)
{
	int pixels = tex->width * tex->height;
	byte *ptexels = Hunk_TempAlloc (pixels);

	if (Mod_CalcFullbright (tex->data, ptexels, pixels)) {
		skin->fb_texture = player_fb_textures + (skin - skin_cache);
		build_skin (skin->fb_texture, ptexels, tex->width, tex->height, true);
	}
}

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