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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <math.h>
#include <base/system.h>
#include <base/math.h>
#include <engine/graphics.h>
#include <engine/storage.h>
#include "skins.h"
int CSkins::SkinScan(const char *pName, int IsDir, int DirType, void *pUser)
{
CSkins *pSelf = (CSkins *)pUser;
int l = str_length(pName);
if(l < 4 || IsDir || str_comp(pName+l-4, ".png") != 0)
return 0;
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "skins/%s", pName);
CImageInfo Info;
if(!pSelf->Graphics()->LoadPNG(&Info, aBuf, DirType))
{
str_format(aBuf, sizeof(aBuf), "failed to load skin from %s", pName);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf);
return 0;
}
CSkin Skin;
Skin.m_OrgTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0);
int BodySize = 96; // body size
unsigned char *d = (unsigned char *)Info.m_pData;
int Pitch = Info.m_Width*4;
// dig out blood color
{
int aColors[3] = {0};
for(int y = 0; y < BodySize; y++)
for(int x = 0; x < BodySize; x++)
{
if(d[y*Pitch+x*4+3] > 128)
{
aColors[0] += d[y*Pitch+x*4+0];
aColors[1] += d[y*Pitch+x*4+1];
aColors[2] += d[y*Pitch+x*4+2];
}
}
Skin.m_BloodColor = normalize(vec3(aColors[0], aColors[1], aColors[2]));
}
// create colorless version
int Step = Info.m_Format == CImageInfo::FORMAT_RGBA ? 4 : 3;
// make the texture gray scale
for(int i = 0; i < Info.m_Width*Info.m_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;
}
int Freq[256] = {0};
int OrgWeight = 0;
int NewWeight = 192;
// find most common frequence
for(int y = 0; y < BodySize; y++)
for(int x = 0; x < BodySize; x++)
{
if(d[y*Pitch+x*4+3] > 128)
Freq[d[y*Pitch+x*4]]++;
}
for(int i = 1; i < 256; i++)
{
if(Freq[OrgWeight] < Freq[i])
OrgWeight = i;
}
// reorder
int InvOrgWeight = 255-OrgWeight;
int InvNewWeight = 255-NewWeight;
for(int y = 0; y < BodySize; y++)
for(int x = 0; x < BodySize; x++)
{
int v = d[y*Pitch+x*4];
if(v <= OrgWeight)
v = (int)(((v/(float)OrgWeight) * NewWeight));
else
v = (int)(((v-OrgWeight)/(float)InvOrgWeight)*InvNewWeight + NewWeight);
d[y*Pitch+x*4] = v;
d[y*Pitch+x*4+1] = v;
d[y*Pitch+x*4+2] = v;
}
Skin.m_ColorTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0);
mem_free(Info.m_pData);
// set skin data
str_copy(Skin.m_aName, pName, min((int)sizeof(Skin.m_aName),l-3));
str_format(aBuf, sizeof(aBuf), "load skin %s", Skin.m_aName);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf);
pSelf->m_aSkins.add(Skin);
return 0;
}
void CSkins::OnInit()
{
// load skins
m_aSkins.clear();
Storage()->ListDirectory(IStorage::TYPE_ALL, "skins", SkinScan, this);
if(!m_aSkins.size())
{
Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "gameclient", "failed to load skins. folder='skins/'");
CSkin DummySkin;
DummySkin.m_OrgTexture = -1;
DummySkin.m_ColorTexture = -1;
str_copy(DummySkin.m_aName, "dummy", sizeof(DummySkin.m_aName));
DummySkin.m_BloodColor = vec3(1.0f, 1.0f, 1.0f);
m_aSkins.add(DummySkin);
}
}
int CSkins::Num()
{
return m_aSkins.size();
}
const CSkins::CSkin *CSkins::Get(int Index)
{
return &m_aSkins[Index%m_aSkins.size()];
}
int CSkins::Find(const char *pName)
{
for(int i = 0; i < m_aSkins.size(); i++)
{
if(str_comp(m_aSkins[i].m_aName, pName) == 0)
return i;
}
return -1;
}
vec3 CSkins::GetColorV3(int v)
{
return HslToRgb(vec3(((v>>16)&0xff)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f));
}
vec4 CSkins::GetColorV4(int v)
{
vec3 r = GetColorV3(v);
return vec4(r.r, r.g, r.b, 1.0f);
}
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