static void SCR_InstallParticlePalette( void ) { rgbdata_t *pic; int i; // first check 'palette.lmp' then 'palette.pal' pic = FS_LoadImage( "gfx/palette.lmp", NULL, 0 ); if( !pic ) pic = FS_LoadImage( "gfx/palette.pal", NULL, 0 ); // NOTE: imagelib required this fakebuffer for loading internal palette if( !pic ) pic = FS_LoadImage( "#valve.pal", ((byte *)&i), 768 ); if( pic ) { for( i = 0; i < 256; i++ ) { clgame.palette[i][0] = pic->palette[i*4+0]; clgame.palette[i][1] = pic->palette[i*4+1]; clgame.palette[i][2] = pic->palette[i*4+2]; } FS_FreeImage( pic ); } else { for( i = 0; i < 256; i++ ) { clgame.palette[i][0] = i; clgame.palette[i][1] = i; clgame.palette[i][2] = i; } MsgDev( D_WARN, "CL_InstallParticlePalette: failed. Force to grayscale\n" ); } }
/* ==================== CL_UpdateTexture Update texture top and bottom colors ==================== */ void CL_UpdateTexture( mstudiotexture_t *ptexture, int topcolor, int bottomcolor ) { gltexture_t *glt; rgbdata_t *pic; texture_t *tx = NULL; char texname[128], name[128], mdlname[128]; int i, index; size_t size; byte paletteBackup[768]; byte *raw, *pal; // save of the real texture index glt = R_GetTexture( ptexture->index ); // build name of original texture Q_strncpy( mdlname, RI.currentmodel->name, sizeof( mdlname )); FS_FileBase( ptexture->name, name ); FS_StripExtension( mdlname ); Q_snprintf( texname, sizeof( texname ), "#%s/%s.mdl", mdlname, name ); index = GL_FindTexture( texname ); if( !index ) return; // couldn't find texture // search for pixels for( i = 0; i < RI.currentmodel->numtextures; i++ ) { tx = RI.currentmodel->textures[i]; if( tx->gl_texturenum == index ) break; // found } ASSERT( tx != NULL ); // backup original palette pal = (byte *)(tx + 1) + (tx->width * tx->height); Q_memcpy( paletteBackup, pal, 768 ); raw = CL_CreateRawTextureFromPixels( tx, &size, topcolor, bottomcolor ); pic = FS_LoadImage( glt->name, raw, size ); if( !pic ) { MsgDev( D_ERROR, "Couldn't update texture %s\n", glt->name ); return; } index = GL_LoadTextureInternal( glt->name, pic, 0, true ); FS_FreeImage( pic ); // restore original palette Q_memcpy( pal, paletteBackup, 768 ); ASSERT( index == ptexture->index ); }
/* ============ ConvFNT ============ */ bool ConvFNT( const char *name, byte *buffer, size_t filesize, const char *ext ) { rgbdata_t *pic = FS_LoadImage( va( "#%s.fnt", name ), buffer, filesize ); if( pic ) { FS_SaveImage(va("%s/%s.%s", gs_gamedir, name, ext ), pic ); Msg("%s.fnt\n", name ); // echo to console FS_FreeImage( pic ); return true; } return false; }
/* ============= ConvPCX this also uses by SP2_ConvertFrame ============= */ bool ConvPCX( const char *name, byte *buffer, size_t filesize, const char *ext ) { rgbdata_t *pic = FS_LoadImage( va( "#%s.pcx", name ), buffer, filesize ); if( pic ) { FS_SaveImage( va("%s/%s.%s", gs_gamedir, name, ext ), pic ); // pcx images not required shader because it hud pics or sprite frames Msg( "%s.pcx\n", name ); // echo to console FS_FreeImage( pic ); return true; } return false; }
/* ============= ConvBMP ============= */ bool ConvBMP( const char *name, byte *buffer, size_t filesize, const char *ext ) { rgbdata_t *pic = FS_LoadImage( va( "#%s.bmp", name ), buffer, filesize ); if( pic ) { FS_SaveImage( va("%s/%s.%s", gs_gamedir, name, ext ), pic ); Conv_CreateShader( name, pic, ext, NULL, 0, 0 ); Msg( "%s.bmp\n", name, ext ); // echo to console FS_FreeImage( pic ); return true; } return false; }
/* ============ ConvWAL ============ */ bool ConvWAL( const char *name, byte *buffer, size_t filesize, const char *ext ) { rgbdata_t *pic = FS_LoadImage( va( "#%s.wal", name ), buffer, filesize ); if( pic ) { wal_t *wal = (wal_t *)buffer; FS_SaveImage( va("%s/%s.%s", gs_gamedir, name, ext ), pic ); Conv_CreateShader( name, pic, ext, wal->animname, wal->flags, wal->contents ); Msg("%s.wal\n", name ); // echo to console FS_FreeImage( pic ); return true; } return false; }
void R_CreateDetailTexturesList( const char *filename ) { file_t *detail_txt = NULL; float xScale, yScale; const char *detail_name; texture_t *tex; rgbdata_t *pic; int i; for( i = 0; i < cl.worldmodel->numtextures; i++ ) { tex = cl.worldmodel->textures[i]; detail_name = R_DetailTextureForName( tex->name ); if( !detail_name ) continue; // detailtexture detected if( detail_name ) { if( !detail_txt ) detail_txt = FS_Open( filename, "w", false ); if( !detail_txt ) { MsgDev( D_ERROR, "Can't write %s\n", filename ); break; } pic = FS_LoadImage( va( "gfx/detail/%s", detail_name ), NULL, 0 ); if( pic ) { xScale = (pic->width / (float)tex->width) * gl_detailscale->value; yScale = (pic->height / (float)tex->height) * gl_detailscale->value; FS_FreeImage( pic ); } else xScale = yScale = 10.0f; // store detailtexture description FS_Printf( detail_txt, "%s detail/%s %.2f %.2f\n", tex->name, detail_name, xScale, yScale ); } } if( detail_txt ) FS_Close( detail_txt ); }
/* ================= LoadEntityIndexMap based on LoadAlphaMap() from terrain.c, a little more generic ================= */ void LoadEntityIndexMap( entity_t *e ) { int i, size, numLayers; const char *value, *indexMapFilename, *shader; char offset[ 4096 ], *search, *space; rgbdata_t *image; byte *pixels; uint *pixels32; indexMap_t *im; brush_t *b; parseMesh_t *p; if( e->brushes == NULL && e->patches == NULL ) return; value = ValueForKey( e, "_indexmap" ); if( value[0] == '\0' ) value = ValueForKey( e, "alphamap" ); if( value[0] == '\0' ) return; indexMapFilename = value; // get number of layers (support legacy "layers" key as well) value = ValueForKey( e, "_layers" ); if( value[0] == '\0' ) value = ValueForKey( e, "layers" ); if( value[0] == '\0' ) { Msg( "Warning: Entity with index/alpha map \"%s\" has missing \"_layers\" or \"layers\" key\n", indexMapFilename ); Msg( "Entity will not be textured properly. Check your keys/values.\n" ); return; } numLayers = com.atoi( value ); if( numLayers < 1 ) { Msg( "Warning: Entity with index/alpha map \"%s\" has < 1 layer (%d)\n", indexMapFilename, numLayers ); Msg( "Entity will not be textured properly. Check your keys/values.\n" ); return; } // get base shader name (support legacy "shader" key as well) value = ValueForKey( mapEnt, "_shader" ); if( value[0] == '\0' ) value = ValueForKey( e, "shader" ); if( value[0] == '\0' ) { Msg( "Warning: Entity with index/alpha map \"%s\" has missing \"_shader\" or \"shader\" key\n", indexMapFilename ); Msg( "Entity will not be textured properly. Check your keys/values.\n" ); return; } shader = value; MsgDev( D_NOTE, "Entity %d (%s) has shader index map \"%s\"\n", mapEnt->mapEntityNum, ValueForKey( e, "classname" ), indexMapFilename ); image = FS_LoadImage( indexMapFilename, NULL, 0 ); if( !image ) return; Image_Process( &image, 0, 0, IMAGE_FORCE_RGBA ); size = image->width * image->height; pixels = Malloc( size ); pixels32 = (uint *)image->buffer; for( i = 0; i < size; i++ ) { pixels[i] = ((pixels32[i] & 0xFF) * numLayers) / 256; if( pixels[i] >= numLayers ) pixels[i] = numLayers - 1; } // the index map must be at least 2x2 pixels if( image->width < 2 || image->height < 2 ) { Msg( "Warning: Entity with index/alpha map \"%s\" is smaller than 2x2 pixels\n", indexMapFilename ); Msg( "Entity will not be textured properly. Check your keys/values.\n" ); FS_FreeImage( image ); return; } // create a new index map im = Malloc( sizeof( *im )); im->w = image->width; im->h = image->height; im->numLayers = numLayers; com.strncpy( im->name, indexMapFilename, sizeof( im->name )); com.strncpy( im->shader, shader, sizeof( im->shader )); im->pixels = pixels; value = ValueForKey( mapEnt, "_offsets" ); if( value[0] == '\0' ) value = ValueForKey( e, "offsets" ); if( value[0] != '\0' ) { // value is a space-seperated set of numbers com.strncpy( offset, value, sizeof( offset )); search = offset; for( i = 0; i < 256 && *search != '\0'; i++ ) { space = com.strstr( search, " " ); if( space != NULL ) *space = '\0'; im->offsets[i] = com.atof( search ); if( space == NULL ) break; search = space + 1; } } // store the index map in every brush/patch in the entity for( b = e->brushes; b != NULL; b = b->next ) b->im = im; for( p = e->patches; p != NULL; p = p->next ) p->im = im; FS_FreeImage( image ); }