2007-11-18 12:03:59 +00:00
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#include <string.h>
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#include <stdio.h>
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#include <engine/system.h>
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#include <engine/interface.h>
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#include "cl_skin.h"
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#include "../math.h"
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enum
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{
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MAX_SKINS=256,
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};
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2007-11-18 22:20:35 +00:00
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static skin skins[MAX_SKINS] = {{0}};
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2007-11-18 12:03:59 +00:00
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static int num_skins = 0;
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static void skinscan(const char *name, int is_dir, void *user)
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{
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int l = strlen(name);
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if(l < 4 || is_dir || num_skins == MAX_SKINS)
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return;
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if(strcmp(name+l-4, ".png") != 0)
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return;
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char buf[512];
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sprintf(buf, "data/skins/%s", name);
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IMAGE_INFO info;
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if(!gfx_load_png(&info, buf))
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{
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dbg_msg("game", "failed to load skin from %s", name);
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return;
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}
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skins[num_skins].org_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data);
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// create colorless version
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unsigned char *d = (unsigned char *)info.data;
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int step = info.format == IMG_RGBA ? 4 : 3;
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for(int i = 0; i < info.width*info.height; i++)
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{
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int v = (d[i*step]+d[i*step+1]+d[i*step+2])/3;
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d[i*step] = v;
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d[i*step+1] = v;
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d[i*step+2] = v;
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}
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skins[num_skins].color_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data);
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mem_free(info.data);
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// set skin data
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strncpy(skins[num_skins].name, name, min((int)sizeof(skins[num_skins].name),l-4));
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dbg_msg("game", "load skin %s", skins[num_skins].name);
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num_skins++;
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}
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void skin_init()
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{
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// load skins
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fs_listdir("data/skins", skinscan, 0);
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}
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int skin_num()
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{
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return num_skins;
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}
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const skin *skin_get(int index)
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{
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return &skins[index%num_skins];
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}
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int skin_find(const char *name)
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{
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for(int i = 0; i < num_skins; i++)
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{
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if(strcmp(skins[i].name, name) == 0)
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return i;
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}
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return -1;
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}
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2007-11-18 14:24:34 +00:00
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// these converter functions were nicked from some random internet pages
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static float hue_to_rgb(float v1, float v2, float h)
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{
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if(h < 0) h += 1;
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if(h > 1) h -= 1;
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if((6 * h) < 1) return v1 + ( v2 - v1 ) * 6 * h;
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if((2 * h) < 1) return v2;
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if((3 * h) < 2) return v1 + ( v2 - v1 ) * ((2.0f/3.0f) - h) * 6;
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return v1;
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}
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vec3 hsl_to_rgb(vec3 in)
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{
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float v1, v2;
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vec3 out;
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if(in.s == 0)
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{
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out.r = in.l;
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out.g = in.l;
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out.b = in.l;
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}
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else
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{
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if(in.l < 0.5f)
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v2 = in.l * (1 + in.s);
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else
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v2 = (in.l+in.s) - (in.s*in.l);
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v1 = 2 * in.l - v2;
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out.r = hue_to_rgb(v1, v2, in.h + (1.0f/3.0f));
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out.g = hue_to_rgb(v1, v2, in.h);
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out.b = hue_to_rgb(v1, v2, in.h - (1.0f/3.0f));
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}
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return out;
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}
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vec4 skin_get_color(int v)
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{
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vec3 r = hsl_to_rgb(vec3((v>>16)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f));
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return vec4(r.r, r.g, r.b, 1.0f);
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}
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