Exemplo n.º 1
0
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" );
	}
}
Exemplo n.º 2
0
/*
====================
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 );
}
Exemplo n.º 3
0
/*
============
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;
}
Exemplo n.º 4
0
/*
=============
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;
}
Exemplo n.º 5
0
/*
=============
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;
}
Exemplo n.º 6
0
/*
============
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;
}
Exemplo n.º 7
0
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 );
}
Exemplo n.º 8
0
/*
=================
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 );
}