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189 lines
4 KiB
C++
189 lines
4 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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#include <base/system.h>
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#include <base/math.hpp>
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#include <engine/e_client_interface.h>
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#include "skins.hpp"
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SKINS::SKINS()
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{
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num_skins = 0;
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}
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void SKINS::skinscan(const char *name, int is_dir, void *user)
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{
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SKINS *self = (SKINS *)user;
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int l = strlen(name);
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if(l < 4 || is_dir || self->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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str_format(buf, sizeof(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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self->skins[self->num_skins].org_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data, info.format, 0);
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int body_size = 96; // body size
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unsigned char *d = (unsigned char *)info.data;
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int pitch = info.width*4;
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// dig out blood color
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{
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int colors[3] = {0};
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for(int y = 0; y < body_size; y++)
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for(int x = 0; x < body_size; x++)
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{
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if(d[y*pitch+x*4+3] > 128)
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{
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colors[0] += d[y*pitch+x*4+0];
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colors[1] += d[y*pitch+x*4+1];
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colors[2] += d[y*pitch+x*4+2];
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}
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}
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self->skins[self->num_skins].blood_color = normalize(vec3(colors[0], colors[1], colors[2]));
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}
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// create colorless version
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int step = info.format == IMG_RGBA ? 4 : 3;
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// make the texture gray scale
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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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if(1)
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{
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int freq[256] = {0};
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int org_weight = 0;
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int new_weight = 192;
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// find most common frequence
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for(int y = 0; y < body_size; y++)
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for(int x = 0; x < body_size; x++)
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{
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if(d[y*pitch+x*4+3] > 128)
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freq[d[y*pitch+x*4]]++;
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}
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for(int i = 1; i < 256; i++)
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{
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if(freq[org_weight] < freq[i])
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org_weight = i;
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}
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// reorder
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int inv_org_weight = 255-org_weight;
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int inv_new_weight = 255-new_weight;
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for(int y = 0; y < body_size; y++)
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for(int x = 0; x < body_size; x++)
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{
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int v = d[y*pitch+x*4];
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if(v <= org_weight)
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v = (int)(((v/(float)org_weight) * new_weight));
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else
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v = (int)(((v-org_weight)/(float)inv_org_weight)*inv_new_weight + new_weight);
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d[y*pitch+x*4] = v;
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d[y*pitch+x*4+1] = v;
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d[y*pitch+x*4+2] = v;
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}
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}
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self->skins[self->num_skins].color_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data, info.format, 0);
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mem_free(info.data);
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// set skin data
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strncpy(self->skins[self->num_skins].name, name, min((int)sizeof(self->skins[self->num_skins].name),l-4));
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dbg_msg("game", "load skin %s", self->skins[self->num_skins].name);
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self->num_skins++;
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}
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void SKINS::init()
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{
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// load skins
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num_skins = 0;
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fs_listdir("data/skins", skinscan, this);
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}
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int SKINS::num()
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{
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return num_skins;
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}
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const SKINS::SKIN *SKINS::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 SKINS::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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// 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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static 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 SKINS::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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