/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include "gc_skin.h" #include "../g_math.h" enum { MAX_SKINS=256, }; static skin skins[MAX_SKINS] = {{0}}; static int num_skins = 0; static void skinscan(const char *name, int is_dir, void *user) { int l = strlen(name); if(l < 4 || is_dir || num_skins == MAX_SKINS) return; if(strcmp(name+l-4, ".png") != 0) return; char buf[512]; sprintf(buf, "data/skins/%s", name); IMAGE_INFO info; if(!gfx_load_png(&info, buf)) { dbg_msg("game", "failed to load skin from %s", name); return; } skins[num_skins].org_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data, info.format); // create colorless version unsigned char *d = (unsigned char *)info.data; int step = info.format == IMG_RGBA ? 4 : 3; for(int i = 0; i < info.width*info.height; i++) { int v = (d[i*step]+d[i*step+1]+d[i*step+2])/3; d[i*step] = v; d[i*step+1] = v; d[i*step+2] = v; } if(1) { int bs = 96; // body size int pitch = info.width*4; int freq[256] = {0}; for(int y = 0; y < bs; y++) for(int x = 0; x < bs; x++) { if(d[y*pitch+x*4+3] > 128) freq[d[y*pitch+x*4]]++; } int org_weight = 0; int new_weight = 192; for(int i = 1; i < 256; i++) { if(freq[org_weight] < freq[i]) org_weight = i; } int inv_org_weight = 255-org_weight; int inv_new_weight = 255-new_weight; for(int y = 0; y < bs; y++) for(int x = 0; x < bs; x++) { int v = d[y*pitch+x*4]; if(v <= org_weight) v = (int)(((v/(float)org_weight) * new_weight)); else v = (int)(((v-org_weight)/(float)inv_org_weight)*inv_new_weight + new_weight); d[y*pitch+x*4] = v; d[y*pitch+x*4+1] = v; d[y*pitch+x*4+2] = v; } } skins[num_skins].color_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data, info.format); mem_free(info.data); // set skin data strncpy(skins[num_skins].name, name, min((int)sizeof(skins[num_skins].name),l-4)); dbg_msg("game", "load skin %s", skins[num_skins].name); num_skins++; } void skin_init() { // load skins fs_listdir("data/skins", skinscan, 0); } int skin_num() { return num_skins; } const skin *skin_get(int index) { return &skins[index%num_skins]; } int skin_find(const char *name) { for(int i = 0; i < num_skins; i++) { if(strcmp(skins[i].name, name) == 0) return i; } return -1; } // these converter functions were nicked from some random internet pages static float hue_to_rgb(float v1, float v2, float h) { if(h < 0) h += 1; if(h > 1) h -= 1; if((6 * h) < 1) return v1 + ( v2 - v1 ) * 6 * h; if((2 * h) < 1) return v2; if((3 * h) < 2) return v1 + ( v2 - v1 ) * ((2.0f/3.0f) - h) * 6; return v1; } vec3 hsl_to_rgb(vec3 in) { float v1, v2; vec3 out; if(in.s == 0) { out.r = in.l; out.g = in.l; out.b = in.l; } else { if(in.l < 0.5f) v2 = in.l * (1 + in.s); else v2 = (in.l+in.s) - (in.s*in.l); v1 = 2 * in.l - v2; out.r = hue_to_rgb(v1, v2, in.h + (1.0f/3.0f)); out.g = hue_to_rgb(v1, v2, in.h); out.b = hue_to_rgb(v1, v2, in.h - (1.0f/3.0f)); } return out; } vec4 skin_get_color(int v) { vec3 r = hsl_to_rgb(vec3((v>>16)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f)); return vec4(r.r, r.g, r.b, 1.0f); }