mirror of
https://github.com/w23/xash3d-fwgs
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437 lines
11 KiB
C
437 lines
11 KiB
C
/*
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gl_remap.c - remap model textures
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Copyright (C) 2011 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(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. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "client.h"
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#include "studio.h"
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/*
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====================
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CL_GetRemapInfoForEntity
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Returns remapinfo slot for specified entity
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====================
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*/
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remap_info_t *CL_GetRemapInfoForEntity( cl_entity_t *e )
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{
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if( !e ) return NULL;
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if( e == &clgame.viewent )
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return clgame.remap_info[clgame.maxEntities];
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return clgame.remap_info[e->curstate.number];
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}
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/*
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====================
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CL_CmpStudioTextures
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return true if equal
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====================
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*/
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qboolean CL_CmpStudioTextures( int numtexs, mstudiotexture_t *p1, mstudiotexture_t *p2 )
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{
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int i;
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if( !p1 || !p2 ) return false;
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for( i = 0; i < numtexs; i++, p1++, p2++ )
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{
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if( p1->flags & STUDIO_NF_COLORMAP )
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continue; // colormaps always has different indexes
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if( p1->index != p2->index )
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return false;
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}
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return true;
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}
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/*
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====================
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CL_CreateRawTextureFromPixels
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Convert texture_t struct into mstudiotexture_t prototype
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====================
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*/
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byte *CL_CreateRawTextureFromPixels( texture_t *tx, size_t *size, int topcolor, int bottomcolor )
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{
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static mstudiotexture_t pin;
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byte *pal;
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Assert( size != NULL );
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*size = sizeof( pin ) + (tx->width * tx->height) + 768;
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// fill header
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if( !pin.name[0] ) Q_strncpy( pin.name, "#raw_remap_image.mdl", sizeof( pin.name ));
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pin.flags = STUDIO_NF_COLORMAP; // just in case :-)
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//pin.index = (int)(tx + 1); // pointer to pixels
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// no more pointer-to-int-to-pointer casts
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Image_SetMDLPointer( (byte*)((texture_t *)tx + 1) );
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pin.width = tx->width;
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pin.height = tx->height;
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// update palette
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pal = (byte *)(tx + 1) + (tx->width * tx->height);
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Image_PaletteHueReplace( pal, topcolor, tx->anim_min, tx->anim_max, 3 );
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Image_PaletteHueReplace( pal, bottomcolor, tx->anim_max + 1, tx->anim_total, 3 );
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return (byte *)&pin;
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}
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/*
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====================
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CL_DuplicateTexture
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Dupliacte texture with remap pixels
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====================
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*/
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void CL_DuplicateTexture( mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
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{
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const char *name;
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texture_t *tx = NULL;
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char texname[128];
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int i, index;
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size_t size;
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byte paletteBackup[768];
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byte *raw, *pal;
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// save off the real texture index
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index = ptexture->index;
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name = ref.dllFuncs.GL_TextureName( index );
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Q_snprintf( texname, sizeof( texname ), "#%i_%s", refState.currententity->curstate.number, name + 1 );
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// search for pixels
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for( i = 0; i < refState.currentmodel->numtextures; i++ )
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{
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tx = refState.currentmodel->textures[i];
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if( tx->gl_texturenum == index )
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break; // found
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}
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Assert( tx != NULL );
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// backup original palette
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pal = (byte *)(tx + 1) + (tx->width * tx->height);
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memcpy( paletteBackup, pal, 768 );
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raw = CL_CreateRawTextureFromPixels( tx, &size, topcolor, bottomcolor );
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ptexture->index = ref.dllFuncs.GL_LoadTexture( texname, raw, size, TF_FORCE_COLOR ); // do copy
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// restore original palette
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memcpy( pal, paletteBackup, 768 );
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}
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/*
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====================
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CL_UpdateStudioTexture
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Update texture top and bottom colors
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====================
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*/
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void CL_UpdateStudioTexture( mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
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{
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rgbdata_t *pic;
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texture_t *tx = NULL;
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char texname[128], name[128], mdlname[128];
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const char *origtexname;
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int i, index;
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size_t size;
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byte paletteBackup[768];
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byte *raw, *pal;
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// save off the real texture index
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origtexname = ref.dllFuncs.GL_TextureName( ptexture->index );
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// build name of original texture
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Q_strncpy( mdlname, refState.currentmodel->name, sizeof( mdlname ));
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COM_FileBase( ptexture->name, name );
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COM_StripExtension( mdlname );
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Q_snprintf( texname, sizeof( texname ), "#%s/%s.mdl", mdlname, name );
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index = ref.dllFuncs.GL_FindTexture( texname );
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if( !index ) return; // couldn't find texture
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// search for pixels
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for( i = 0; i < refState.currentmodel->numtextures; i++ )
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{
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tx = refState.currentmodel->textures[i];
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if( tx->gl_texturenum == index )
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break; // found
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}
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Assert( tx != NULL );
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// backup original palette
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pal = (byte *)(tx + 1) + (tx->width * tx->height);
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memcpy( paletteBackup, pal, 768 );
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raw = CL_CreateRawTextureFromPixels( tx, &size, topcolor, bottomcolor );
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pic = FS_LoadImage( origtexname, raw, size );
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if( !pic )
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{
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Con_DPrintf( S_ERROR "Couldn't update texture %s\n", origtexname );
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return;
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}
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index = GL_UpdateTextureInternal( origtexname, pic, 0 );
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FS_FreeImage( pic );
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// restore original palette
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memcpy( pal, paletteBackup, 768 );
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Assert( index == ptexture->index );
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}
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/*
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====================
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CL_UpdateAliasTexture
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Update texture top and bottom colors
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====================
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*/
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void CL_UpdateAliasTexture( unsigned short *texture, int skinnum, int topcolor, int bottomcolor )
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{
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char texname[MAX_QPATH];
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rgbdata_t skin, *pic;
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texture_t *tx;
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if( !texture || !refState.currentmodel->textures )
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return; // no remapinfo in model
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tx = refState.currentmodel->textures[skinnum];
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if( !tx ) return; // missing texture ?
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if( *texture == 0 )
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{
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Q_snprintf( texname, sizeof( texname ), "%s:remap%i_%i", refState.currentmodel->name, skinnum, refState.currententity->index );
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skin.width = tx->width;
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skin.height = tx->height;
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skin.depth = skin.numMips = 1;
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skin.size = tx->width * tx->height;
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skin.type = PF_INDEXED_24;
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skin.flags = IMAGE_HAS_COLOR|IMAGE_QUAKEPAL;
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skin.encode = DXT_ENCODE_DEFAULT;
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skin.buffer = (byte *)(tx + 1);
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skin.palette = skin.buffer + skin.size;
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pic = FS_CopyImage( &skin ); // because GL_LoadTextureInternal will freed a rgbdata_t at end
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*texture = GL_LoadTextureInternal( texname, pic, TF_KEEP_SOURCE );
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}
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// and now we can remap with internal routines
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ref.dllFuncs.GL_ProcessTexture( *texture, -1.0f, topcolor, bottomcolor );
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}
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/*
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====================
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CL_AllocRemapInfo
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Allocate new remap info per entity
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and make copy of remap textures
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====================
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*/
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void CL_AllocRemapInfo( int topcolor, int bottomcolor )
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{
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remap_info_t *info;
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studiohdr_t *phdr;
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aliashdr_t *ahdr;
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mstudiotexture_t *src, *dst;
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int i, size;
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if( !refState.currententity ) return;
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i = ( refState.currententity == &clgame.viewent ) ? clgame.maxEntities : refState.currententity->curstate.number;
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if( !refState.currentmodel || ( refState.currentmodel->type != mod_alias && refState.currentmodel->type != mod_studio ))
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{
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// entity has changed model by another type, release remap info
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if( clgame.remap_info[i] )
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{
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CL_FreeRemapInfo( clgame.remap_info[i] );
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clgame.remap_info[i] = NULL;
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}
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return; // missed or hide model, ignore it
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}
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// model doesn't contains remap textures
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if( refState.currentmodel->numtextures <= 0 )
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{
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// entity has changed model with no remap textures
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if( clgame.remap_info[i] )
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{
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CL_FreeRemapInfo( clgame.remap_info[i] );
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clgame.remap_info[i] = NULL;
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}
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return;
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}
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if( refState.currentmodel->type == mod_studio )
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{
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phdr = (studiohdr_t *)Mod_StudioExtradata( refState.currentmodel );
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if( !phdr ) return; // bad model?
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src = (mstudiotexture_t *)(((byte *)phdr) + phdr->textureindex);
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dst = (clgame.remap_info[i] ? clgame.remap_info[i]->ptexture : NULL);
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// NOTE: we must copy all the structures 'mstudiotexture_t' for easy access when model is rendering
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if( !CL_CmpStudioTextures( phdr->numtextures, src, dst ) || clgame.remap_info[i]->model != refState.currentmodel )
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{
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// this code catches studiomodel change with another studiomodel with remap textures
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// e.g. playermodel 'barney' with playermodel 'gordon'
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if( clgame.remap_info[i] ) CL_FreeRemapInfo( clgame.remap_info[i] ); // free old info
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size = sizeof( remap_info_t ) + ( sizeof( mstudiotexture_t ) * phdr->numtextures );
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info = clgame.remap_info[i] = Mem_Calloc( clgame.mempool, size );
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info->ptexture = (mstudiotexture_t *)(info + 1); // textures are immediately comes after remap_info
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}
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else
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{
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// studiomodel is valid, nothing to change
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return;
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}
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info->numtextures = phdr->numtextures;
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info->topcolor = topcolor;
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info->bottomcolor = bottomcolor;
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src = (mstudiotexture_t *)(((byte *)phdr) + phdr->textureindex);
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dst = info->ptexture;
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// copy unchanged first
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memcpy( dst, src, sizeof( mstudiotexture_t ) * phdr->numtextures );
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// make local copies for remap textures
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for( i = 0; i < info->numtextures; i++ )
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{
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if( dst[i].flags & STUDIO_NF_COLORMAP )
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CL_DuplicateTexture( &dst[i], topcolor, bottomcolor );
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}
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}
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else if( refState.currentmodel->type == mod_alias )
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{
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ahdr = (aliashdr_t *)Mod_AliasExtradata( refState.currentmodel );
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if( !ahdr ) return; // bad model?
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// NOTE: we must copy all the structures 'mstudiotexture_t' for easy access when model is rendering
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if( !clgame.remap_info[i] || clgame.remap_info[i]->model != refState.currentmodel )
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{
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// this code catches studiomodel change with another studiomodel with remap textures
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// e.g. playermodel 'barney' with playermodel 'gordon'
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if( clgame.remap_info[i] ) CL_FreeRemapInfo( clgame.remap_info[i] ); // free old info
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info = clgame.remap_info[i] = Mem_Calloc( clgame.mempool, sizeof( remap_info_t ));
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}
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else
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{
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// aliasmodel is valid, nothing to change
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return;
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}
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info->numtextures = refState.currentmodel->numtextures;
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// alias remapping is easy
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CL_UpdateRemapInfo( topcolor, bottomcolor );
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}
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else
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{
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// only alias & studio models are supposed for remapping
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return;
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}
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info->model = refState.currentmodel;
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}
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/*
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====================
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CL_UpdateRemapInfo
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Update all remaps per entity
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====================
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*/
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void CL_UpdateRemapInfo( int topcolor, int bottomcolor )
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{
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remap_info_t *info;
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int i;
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i = ( refState.currententity == &clgame.viewent ) ? clgame.maxEntities : refState.currententity->curstate.number;
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info = clgame.remap_info[i];
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if( !info ) return; // no remap info
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if( info->topcolor == topcolor && info->bottomcolor == bottomcolor )
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return; // values is valid
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for( i = 0; i < info->numtextures; i++ )
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{
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if( info->ptexture != NULL )
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{
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if( FBitSet( info->ptexture[i].flags, STUDIO_NF_COLORMAP ))
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CL_UpdateStudioTexture( &info->ptexture[i], topcolor, bottomcolor );
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}
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else CL_UpdateAliasTexture( &info->textures[i], i, topcolor, bottomcolor );
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}
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info->topcolor = topcolor;
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info->bottomcolor = bottomcolor;
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}
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/*
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====================
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CL_FreeRemapInfo
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Release remap info per entity
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====================
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*/
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void CL_FreeRemapInfo( remap_info_t *info )
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{
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int i;
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Assert( info != NULL );
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// release all colormap texture copies
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for( i = 0; i < info->numtextures; i++ )
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{
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if( info->ptexture != NULL )
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{
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if( FBitSet( info->ptexture[i].flags, STUDIO_NF_COLORMAP ))
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ref.dllFuncs.GL_FreeTexture( info->ptexture[i].index );
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}
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if( info->textures[i] != 0 )
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ref.dllFuncs.GL_FreeTexture( info->textures[i] );
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}
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Mem_Free( info ); // release struct
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}
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/*
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====================
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CL_ClearAllRemaps
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Release all remap infos
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====================
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*/
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void CL_ClearAllRemaps( void )
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{
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int i;
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if( clgame.remap_info )
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{
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for( i = 0; i < clgame.maxRemapInfos; i++ )
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{
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if( clgame.remap_info[i] )
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CL_FreeRemapInfo( clgame.remap_info[i] );
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}
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Mem_Free( clgame.remap_info );
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}
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clgame.remap_info = NULL;
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}
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