Paranoia2_original/utils/studiomdl/skin.cpp

464 lines
12 KiB
C++

/*
skin.cpp - process studio skins
Copyright (C) 2017 Uncle Mike
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 3 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.
*/
#include <windows.h>
#include "cmdlib.h"
#include "mathlib.h"
#include "stringlib.h"
#include "filesystem.h"
#include "studio.h"
#include "studiomdl.h"
#include "imagelib.h"
#include "builtin.h"
void Grab_Skin( s_texture_t *ptexture )
{
bool use_default = false;
char file1[1024];
rgbdata_t *pic;
// g-cont. moved here to avoid some bugs
if( store_uv_coords && !FBitSet( ptexture->flags, STUDIO_NF_CHROME ))
SetBits( ptexture->flags, STUDIO_NF_UV_COORDS );
// use internal image
if( !Q_stricmp( ptexture->name, "#white.bmp" ))
{
pic = COM_LoadImageMemory( ptexture->name, white_bmp, sizeof( white_bmp ));
}
else
{
if( cdtextureset )
{
int i;
for( i = 0; i < cdtextureset; i++ )
{
Q_snprintf( file1, sizeof( file1 ), "%s/%s", cdtexture[i], ptexture->name );
if( COM_FileExists( file1 ))
break;
}
if( i == cdtextureset )
use_default = true;
}
else
{
Q_snprintf( file1, sizeof( file1 ), "%s/%s", cddir[numdirs], ptexture->name );
if( !COM_FileExists( file1 ))
use_default = true;
}
pic = COM_LoadImage( file1 );
if( !pic ) MsgDev( D_ERROR, "unable to load %s\n", ptexture->name );
}
// use emo-texture
if( !pic ) pic = COM_LoadImageMemory( "default.bmp", default_bmp, sizeof( default_bmp ));
if( !pic ) COM_FatalError( "%s not found", file1 ); // ???
int new_width = Q_min( pic->width, store_uv_coords ? MIP_MAXWIDTH : 512 );
int new_height = Q_min( pic->height, store_uv_coords ? MIP_MAXHEIGHT : 512 );
// resample to studio limits
pic = Image_Resample( pic, new_width, new_height );
pic = Image_Quantize( pic ); // quantize if needs
if( FBitSet( ptexture->flags, STUDIO_NF_MASKED ))
Image_MakeOneBitAlpha( pic ); // check alpha
Image_ApplyGamma( pic ); // process gamma
ptexture->srcwidth = pic->width;
ptexture->srcheight = pic->height;
ptexture->psrc = pic;
}
void ResizeTexture( s_texture_t *ptexture )
{
int i, j, s, t;
int srcadjwidth;
byte *pdest;
// make the width a multiple of 4; some hardware requires this, and it ensures
// dword alignment for each scan
ptexture->skintop = ptexture->min_t;
ptexture->skinleft = ptexture->min_s;
ptexture->skinwidth = (int)((ptexture->max_s - ptexture->min_s) + 1 + 3) & ~3;
ptexture->skinheight = (int)(ptexture->max_t - ptexture->min_t) + 1;
ptexture->size = ptexture->skinwidth * ptexture->skinheight + 256 * 3;
Msg( "BMP %s [%d %d] (%.0f%%) %6d bytes\n", ptexture->name, ptexture->skinwidth, ptexture->skinheight,
((ptexture->skinwidth * ptexture->skinheight) / (float)(ptexture->srcwidth * ptexture->srcheight)) * 100.0, ptexture->size );
if( ptexture->size > 1024 * 1024 + 256 * 3 )
{
MsgDev( D_ERROR, "%.0f %.0f %.0f %.0f\n", ptexture->min_s, ptexture->max_s, ptexture->min_t, ptexture->max_t );
COM_FatalError( "texture too large\n" );
}
pdest = (byte *)Mem_Alloc( ptexture->size );
ptexture->pdata = pdest;
// data is saved as a multiple of 4
// NOTE: g-cont. we don't need to align width: it's already aligned
// srcadjwidth = (ptexture->srcwidth + 3) & ~3;
srcadjwidth = ptexture->srcwidth;
t = ptexture->srcheight - ptexture->skinheight - ptexture->skintop + 10 * ptexture->srcheight;
// move the picture data to the model area, replicating missing data, deleting unused data.
for( i = 0; i < ptexture->skinheight; i++, t++ )
{
while( t >= ptexture->srcheight )
t -= ptexture->srcheight;
while( t < 0 )
t += ptexture->srcheight;
for( j = 0, s = ptexture->skinleft + 10 * ptexture->srcwidth; j < ptexture->skinwidth; j++, s++ )
{
while( s >= ptexture->srcwidth )
s -= ptexture->srcwidth;
*(pdest++) = *(ptexture->psrc->buffer + s + t * srcadjwidth);
}
}
for( i = 0; i < 256; i++ )
{
// convert 32-bit palette to 24 bit palette
pdest[i*3+0] = ptexture->psrc->palette[i*4+0];
pdest[i*3+1] = ptexture->psrc->palette[i*4+1];
pdest[i*3+2] = ptexture->psrc->palette[i*4+2];
}
Mem_Free( ptexture->psrc );
ptexture->psrc = NULL;
}
float adjust_texcoord( float coord )
{
if((coord - floor( coord )) > 0.5 )
return ceil( coord );
return floor( coord );
}
// called for the base frame
void TextureCoordRanges( s_mesh_t *pmesh, s_texture_t *ptexture )
{
int i, j;
if( FBitSet( ptexture->flags, STUDIO_NF_CHROME ))
{
ptexture->skintop = 0;
ptexture->skinleft = 0;
ptexture->skinwidth = (ptexture->srcwidth + 3) & ~3;
ptexture->skinheight = ptexture->srcheight;
for( i = 0; i < pmesh->numtris; i++ )
{
for( j = 0; j < 3; j++ )
{
pmesh->triangle[i][j].s = 0;
pmesh->triangle[i][j].t = 0;
}
ptexture->max_s = 63;
ptexture->min_s = 0;
ptexture->max_t = 63;
ptexture->min_t = 0;
}
return;
}
// check texture coords.
if( !clip_texcoords && allow_tileing )
{
for( i = 0; i < pmesh->numtris; i++ )
{
for( j = 0; j < 3; j++ )
{
// texcoord U is out of range 0-1 so we can't pack them
if( pmesh->triangle[i][j].u > 1.0 || pmesh->triangle[i][j].u < 0.0 )
clip_texcoords = true;
// texcoord V is out of range 0-1 so we can't pack them
if( pmesh->triangle[i][j].v > 1.0 || pmesh->triangle[i][j].v < 0.0 )
clip_texcoords = true;
}
// tileing detected
if( clip_texcoords )
{
MsgDev( D_INFO, "UV mapping is out of range 0-1, texture clipping enabled\n" );
break;
}
}
}
// pack texture coords
if( !clip_texcoords )
{
int k, n;
// prevent to expand texture too much
for( i = 0; i < pmesh->numtris; i++ )
{
for( j = 0; j < 3; j++ )
{
if( pmesh->triangle[i][j].u > 4.0f ) pmesh->triangle[i][j].u = 4.0f;
if( pmesh->triangle[i][j].u < -3.0f ) pmesh->triangle[i][j].u = -3.0f;
if( pmesh->triangle[i][j].v > 4.0f ) pmesh->triangle[i][j].v = 4.0f;
if( pmesh->triangle[i][j].v < -3.0f ) pmesh->triangle[i][j].v = -3.0f;
}
}
// clamp U-coord
while( 1 )
{
float min_u = 9999.0f;
float max_u =-9999.0f;
float k_max_u, n_min_u;
k = n = -1;
for( i = 0; i < pmesh->numtris; i++ )
{
float local_min, local_max;
local_min = Q_min( pmesh->triangle[i][0].u, Q_min( pmesh->triangle[i][1].u, pmesh->triangle[i][2].u ));
local_max = Q_max( pmesh->triangle[i][0].u, Q_max( pmesh->triangle[i][1].u, pmesh->triangle[i][2].u ));
if( local_min < min_u )
{
min_u = local_min;
k_max_u = local_max;
k = i;
}
if( local_max > max_u )
{
max_u = local_max;
n_min_u = local_min;
n = i;
}
}
if( k_max_u + 1.0 < max_u )
{
for( j = 0; j < 3; j++ )
pmesh->triangle[k][j].u += 1.0f;
}
else if( n_min_u - 1.0 > min_u )
{
for( j = 0; j < 3; j++ )
pmesh->triangle[n][j].u -= 1.0f;
}
else
{
break;
}
}
// clamp V-coord
while( 1 )
{
float min_v = 9999.0f;
float max_v =-9999.0f;
float k_max_v, n_min_v;
k = n = -1;
for( i = 0; i < pmesh->numtris; i++ )
{
float local_min, local_max;
local_min = Q_min( pmesh->triangle[i][0].v, Q_min( pmesh->triangle[i][1].v, pmesh->triangle[i][2].v ));
local_max = Q_max( pmesh->triangle[i][0].v, Q_max( pmesh->triangle[i][1].v, pmesh->triangle[i][2].v ));
if( local_min < min_v )
{
min_v = local_min;
k_max_v = local_max;
k = i;
}
if( local_max > max_v )
{
max_v = local_max;
n_min_v = local_min;
n = i;
}
}
if( k_max_v + 1.0 < max_v )
{
for( j = 0; j < 3; j++ )
pmesh->triangle[k][j].v += 1.0f;
}
else if( n_min_v - 1.0 > min_v )
{
for( j = 0; j < 3; j++ )
pmesh->triangle[n][j].v -= 1.0f;
}
else
{
break;
}
}
}
else if( !allow_tileing )
{
for( i = 0; i < pmesh->numtris; i++ )
{
for( j = 0; j < 3; j++ )
{
if( pmesh->triangle[i][j].u < 0.0f ) pmesh->triangle[i][j].u = 0.0f;
if( pmesh->triangle[i][j].u > 1.0f ) pmesh->triangle[i][j].u = 1.0f;
if( pmesh->triangle[i][j].v < 0.0f ) pmesh->triangle[i][j].v = 0.0f;
if( pmesh->triangle[i][j].v > 1.0f ) pmesh->triangle[i][j].v = 1.0f;
}
}
}
// convert to pixel coordinates
for( i = 0; i < pmesh->numtris; i++ )
{
for( j = 0; j < 3; j++ )
{
// FIXME losing texture coord resultion!
pmesh->triangle[i][j].s = adjust_texcoord( pmesh->triangle[i][j].u * ptexture->srcwidth );
pmesh->triangle[i][j].t = adjust_texcoord( pmesh->triangle[i][j].v * ptexture->srcheight );
}
}
// find the range
if( !clip_texcoords )
{
for( i = 0; i < pmesh->numtris; i++ )
{
for( j = 0; j < 3; j++ )
{
ptexture->max_s = Q_max( pmesh->triangle[i][j].s, ptexture->max_s );
ptexture->min_s = Q_min( pmesh->triangle[i][j].s, ptexture->min_s );
ptexture->max_t = Q_max( pmesh->triangle[i][j].t, ptexture->max_t );
ptexture->min_t = Q_min( pmesh->triangle[i][j].t, ptexture->min_t );
}
}
}
else
{
ptexture->max_s = ptexture->srcwidth - 1;
ptexture->min_s = 0;
ptexture->max_t = ptexture->srcheight - 1;
ptexture->min_t = 0;
}
}
void ResetTextureCoordRanges( s_mesh_t *pmesh, s_texture_t *ptexture )
{
int i, j;
// adjust top, left edge
for( i = 0; i < pmesh->numtris; i++ )
{
for( j = 0; j < 3; j++ )
{
pmesh->triangle[i][j].s -= ptexture->min_s;
// quake wants t inverted
pmesh->triangle[i][j].t = (ptexture->max_t - ptexture->min_t) - (pmesh->triangle[i][j].t - ptexture->min_t);
if( store_uv_coords ) pmesh->triangle[i][j].v = -pmesh->triangle[i][j].v;
}
}
}
void SetSkinValues( void )
{
int i, j;
for( i = 0; i < g_numtextures; i++ )
{
Grab_Skin ( &g_texture[i] );
g_texture[i].max_s = -9999999;
g_texture[i].min_s = 9999999;
g_texture[i].max_t = -9999999;
g_texture[i].min_t = 9999999;
}
for( i = 0; i < g_nummodels; i++ )
{
for( j = 0; j < g_model[i]->nummesh; j++ )
{
TextureCoordRanges( g_model[i]->pmesh[j], &g_texture[g_model[i]->pmesh[j]->skinref] );
}
}
for( i = 0; i < g_numtextures; i++ )
{
if( g_texture[i].max_s < g_texture[i].min_s )
{
// must be a replacement texture
if( FBitSet( g_texture[i].flags, STUDIO_NF_CHROME ))
{
g_texture[i].max_s = 63;
g_texture[i].min_s = 0;
g_texture[i].max_t = 63;
g_texture[i].min_t = 0;
}
else
{
g_texture[i].max_s = g_texture[g_texture[i].parent].max_s;
g_texture[i].min_s = g_texture[g_texture[i].parent].min_s;
g_texture[i].max_t = g_texture[g_texture[i].parent].max_t;
g_texture[i].min_t = g_texture[g_texture[i].parent].min_t;
}
}
ResizeTexture( &g_texture[i] );
}
for( i = 0; i < g_nummodels; i++ )
{
for (j = 0; j < g_model[i]->nummesh; j++)
{
ResetTextureCoordRanges( g_model[i]->pmesh[j], &g_texture[g_model[i]->pmesh[j]->skinref] );
}
}
// build texture groups
for( i = 0; i < MAXSTUDIOSKINS; i++ )
{
for( j = 0; j < MAXSTUDIOSKINS; j++ )
{
g_skinref[i][j] = j;
}
}
for( i = 0; i < g_numtexturelayers[0]; i++ )
{
for( j = 0; j < g_numtexturereps[0]; j++ )
{
g_skinref[i][g_texturegroup[0][0][j]] = g_texturegroup[0][i][j];
}
}
if( i != 0 )
{
g_numskinfamilies = i;
}
else
{
g_numskinref = g_numtextures;
g_numskinfamilies = 1;
}
}