+
+void Image_HeightmapToNormalmap(const unsigned char *inpixels, unsigned char *outpixels, int width, int height, int clamp, float bumpscale)
+{
+ int x, y;
+ const unsigned char *p0, *p1, *p2;
+ unsigned char *out;
+ float iwidth, iheight, ibumpscale, n[3];
+ iwidth = 1.0f / width;
+ iheight = 1.0f / height;
+ ibumpscale = (255.0f * 3.0f) / bumpscale;
+ out = outpixels;
+ for (y = 0;y < height;y++)
+ {
+ for (x = 0;x < width;x++)
+ {
+ p0 = inpixels + (y * width + x) * 4;
+ if (x == width - 1)
+ {
+ if (clamp)
+ p1 = inpixels + (y * width + x) * 4;
+ else
+ p1 = inpixels + (y * width) * 4;
+ }
+ else
+ p1 = inpixels + (y * width + x + 1) * 4;
+ if (y == height - 1)
+ {
+ if (clamp)
+ p2 = inpixels + (y * width + x) * 4;
+ else
+ p2 = inpixels + x * 4;
+ }
+ else
+ p2 = inpixels + ((y + 1) * width + x) * 4;
+ /*
+ dv[0][0] = iwidth;
+ dv[0][1] = 0;
+ dv[0][2] = ((p0[0] + p0[1] + p0[2]) * ibumpscale) - ((p1[0] + p1[1] + p1[2]) * ibumpscale);
+ dv[1][0] = 0;
+ dv[1][1] = iheight;
+ dv[1][2] = ((p2[0] + p2[1] + p2[2]) * ibumpscale) - ((p0[0] + p0[1] + p0[2]) * ibumpscale);
+ n[0] = dv[0][1]*dv[1][2]-dv[0][2]*dv[1][1];
+ n[1] = dv[0][2]*dv[1][0]-dv[0][0]*dv[1][2];
+ n[2] = dv[0][0]*dv[1][1]-dv[0][1]*dv[1][0];
+ */
+ n[0] = ((p0[0] + p0[1] + p0[2]) - (p1[0] + p1[1] + p1[2]));
+ n[1] = ((p2[0] + p2[1] + p2[2]) - (p0[0] + p0[1] + p0[2]));
+ n[2] = ibumpscale;
+ VectorNormalize(n);
+ /*
+ // this should work for the bottom right triangle if anyone wants
+ // code for that for some reason
+ n[0] = ((p3[0] + p3[1] + p3[2]) - (p1[0] + p1[1] + p1[2]));
+ n[1] = ((p2[0] + p2[1] + p2[2]) - (p3[0] + p3[1] + p3[2]));
+ n[2] = ibumpscale;
+ VectorNormalize(n);
+ */
+ out[0] = 128.0f + n[0] * 127.0f;
+ out[1] = 128.0f + n[1] * 127.0f;
+ out[2] = 128.0f + n[2] * 127.0f;
+ out[3] = (p0[0] + p0[1] + p0[2]) / 3;
+ out += 4;
+ }
+ }
+}
+
+int image_loadskin(imageskin_t *s, char *shadername)
+{
+ int j;
+ qbyte *bumppixels;
+ int bumppixels_width, bumppixels_height;
+ char name[MAX_QPATH];
+ strlcpy(name, shadername, sizeof(name));
+ Image_StripImageExtension(name, name);
+ memset(s, 0, sizeof(*s));
+ s->basepixels = loadimagepixels(name, false, 0, 0);
+ if (s->basepixels == NULL)
+ return false;
+ s->basepixels_width = image_width;
+ s->basepixels_height = image_height;
+
+ bumppixels = NULL;bumppixels_width = 0;bumppixels_height = 0;
+ if (Image_CheckAlpha(s->basepixels, s->basepixels_width * s->basepixels_height, true))
+ {
+ s->maskpixels = Mem_Alloc(loadmodel->mempool, s->basepixels_width * s->basepixels_height * 4);
+ s->maskpixels_width = s->basepixels_width;
+ s->maskpixels_height = s->basepixels_height;
+ memcpy(s->maskpixels, s->basepixels, s->maskpixels_width * s->maskpixels_height * 4);
+ for (j = 0;j < s->basepixels_width * s->basepixels_height * 4;j += 4)
+ {
+ s->maskpixels[j+0] = 255;
+ s->maskpixels[j+1] = 255;
+ s->maskpixels[j+2] = 255;
+ }
+ }
+
+ // _luma is supported for tenebrae compatibility
+ // (I think it's a very stupid name, but oh well)
+ if ((s->glowpixels = loadimagepixels(va("%s_glow", name), false, 0, 0)) != NULL
+ || (s->glowpixels = loadimagepixels(va("%s_luma", name), false, 0, 0)) != NULL)
+ {
+ s->glowpixels_width = image_width;
+ s->glowpixels_height = image_height;
+ }
+ // _norm is the name used by tenebrae
+ // (I don't like the name much)
+ if ((s->nmappixels = loadimagepixels(va("%s_norm", name), false, 0, 0)) != NULL)
+ {
+ s->nmappixels_width = image_width;
+ s->nmappixels_height = image_height;
+ }
+ else if ((bumppixels = loadimagepixels(va("%s_bump", name), false, 0, 0)) != NULL)
+ {
+ bumppixels_width = image_width;
+ bumppixels_height = image_height;
+ }
+ if ((s->glosspixels = loadimagepixels(va("%s_gloss", name), false, 0, 0)) != NULL)
+ {
+ s->glosspixels_width = image_width;
+ s->glosspixels_height = image_height;
+ }
+ if ((s->pantspixels = loadimagepixels(va("%s_pants", name), false, 0, 0)) != NULL)
+ {
+ s->pantspixels_width = image_width;
+ s->pantspixels_height = image_height;
+ }
+ if ((s->shirtpixels = loadimagepixels(va("%s_shirt", name), false, 0, 0)) != NULL)
+ {
+ s->shirtpixels_width = image_width;
+ s->shirtpixels_height = image_height;
+ }
+
+ if (s->nmappixels == NULL)
+ {
+ if (bumppixels != NULL)
+ {
+ if (r_shadow_bumpscale_bumpmap.value > 0)
+ {
+ s->nmappixels = Mem_Alloc(loadmodel->mempool, bumppixels_width * bumppixels_height * 4);
+ s->nmappixels_width = bumppixels_width;
+ s->nmappixels_height = bumppixels_height;
+ Image_HeightmapToNormalmap(bumppixels, s->nmappixels, s->nmappixels_width, s->nmappixels_height, false, r_shadow_bumpscale_bumpmap.value);
+ }
+ }
+ else
+ {
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ s->nmappixels = Mem_Alloc(loadmodel->mempool, s->basepixels_width * s->basepixels_height * 4);
+ s->nmappixels_width = s->basepixels_width;
+ s->nmappixels_height = s->basepixels_height;
+ Image_HeightmapToNormalmap(s->basepixels, s->nmappixels, s->nmappixels_width, s->nmappixels_height, false, r_shadow_bumpscale_basetexture.value);
+ }
+ }
+ }
+ if (bumppixels != NULL)
+ Mem_Free(bumppixels);
+ return true;
+}
+
+void image_freeskin(imageskin_t *s)
+{
+ if (s->basepixels)
+ Mem_Free(s->basepixels);
+ if (s->maskpixels)
+ Mem_Free(s->maskpixels);
+ if (s->nmappixels)
+ Mem_Free(s->nmappixels);
+ if (s->glowpixels)
+ Mem_Free(s->glowpixels);
+ if (s->glosspixels)
+ Mem_Free(s->glosspixels);
+ if (s->pantspixels)
+ Mem_Free(s->pantspixels);
+ if (s->shirtpixels)
+ Mem_Free(s->shirtpixels);
+ memset(s, 0, sizeof(*s));
+}
+