mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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622 lines
16 KiB
C++
622 lines
16 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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/*
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================
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R_ResampleTexture
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Used to resample images in a more general than quartering fashion.
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This will only have filter coverage if the resampled size
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is greater than half the original size.
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If a larger shrinking is needed, use the mipmap function
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after resampling to the next lower power of two.
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================
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*/
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#define MAX_DIMENSION 4096
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byte *R_ResampleTexture( const byte *in, int inwidth, int inheight,
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int outwidth, int outheight ) {
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int i, j;
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const byte *inrow, *inrow2;
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unsigned int frac, fracstep;
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unsigned int p1[MAX_DIMENSION], p2[MAX_DIMENSION];
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const byte *pix1, *pix2, *pix3, *pix4;
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byte *out, *out_p;
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if ( outwidth > MAX_DIMENSION ) {
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outwidth = MAX_DIMENSION;
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}
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if ( outheight > MAX_DIMENSION ) {
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outheight = MAX_DIMENSION;
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}
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out = (byte *)R_StaticAlloc( outwidth * outheight * 4 );
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out_p = out;
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fracstep = inwidth*0x10000/outwidth;
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frac = fracstep>>2;
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for ( i=0 ; i<outwidth ; i++ ) {
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p1[i] = 4*(frac>>16);
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frac += fracstep;
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}
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frac = 3*(fracstep>>2);
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for ( i=0 ; i<outwidth ; i++ ) {
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p2[i] = 4*(frac>>16);
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frac += fracstep;
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}
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for (i=0 ; i<outheight ; i++, out_p += outwidth*4 ) {
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inrow = in + 4 * inwidth * (int)( ( i + 0.25f ) * inheight / outheight );
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inrow2 = in + 4 * inwidth * (int)( ( i + 0.75f ) * inheight / outheight );
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frac = fracstep >> 1;
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for (j=0 ; j<outwidth ; j++) {
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pix1 = inrow + p1[j];
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pix2 = inrow + p2[j];
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pix3 = inrow2 + p1[j];
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pix4 = inrow2 + p2[j];
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out_p[j*4+0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
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out_p[j*4+1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
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out_p[j*4+2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
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out_p[j*4+3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2;
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}
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}
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return out;
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}
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/*
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================
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R_Dropsample
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Used to resample images in a more general than quartering fashion.
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Normal maps and such should not be bilerped.
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================
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*/
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byte *R_Dropsample( const byte *in, int inwidth, int inheight,
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int outwidth, int outheight ) {
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int i, j, k;
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const byte *inrow;
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const byte *pix1;
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byte *out, *out_p;
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out = (byte *)R_StaticAlloc( outwidth * outheight * 4 );
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out_p = out;
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for (i=0 ; i<outheight ; i++, out_p += outwidth*4 ) {
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inrow = in + 4*inwidth*(int)((i+0.25)*inheight/outheight);
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for (j=0 ; j<outwidth ; j++) {
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k = j * inwidth / outwidth;
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pix1 = inrow + k * 4;
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out_p[j*4+0] = pix1[0];
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out_p[j*4+1] = pix1[1];
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out_p[j*4+2] = pix1[2];
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out_p[j*4+3] = pix1[3];
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}
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}
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return out;
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}
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/*
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===============
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R_SetBorderTexels
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===============
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*/
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void R_SetBorderTexels( byte *inBase, int width, int height, const byte border[4] ) {
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int i;
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byte *out;
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out = inBase;
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for (i=0 ; i<height ; i++, out+=width*4) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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out = inBase+(width-1)*4;
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for (i=0 ; i<height ; i++, out+=width*4) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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out = inBase;
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for (i=0 ; i<width ; i++, out+=4) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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out = inBase+width*4*(height-1);
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for (i=0 ; i<width ; i++, out+=4) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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}
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/*
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===============
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R_SetBorderTexels3D
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===============
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*/
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void R_SetBorderTexels3D( byte *inBase, int width, int height, int depth, const byte border[4] ) {
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int i, j;
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byte *out;
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int row, plane;
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row = width * 4;
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plane = row * depth;
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for ( j = 1 ; j < depth - 1 ; j++ ) {
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out = inBase + j * plane;
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for (i=0 ; i<height ; i++, out+=row) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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out = inBase+(width-1)*4 + j * plane;
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for (i=0 ; i<height ; i++, out+=row) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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out = inBase + j * plane;
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for (i=0 ; i<width ; i++, out+=4) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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out = inBase+width*4*(height-1) + j * plane;
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for (i=0 ; i<width ; i++, out+=4) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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}
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out = inBase;
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for ( i = 0 ; i < plane ; i += 4, out += 4 ) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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out = inBase+(depth-1)*plane;
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for ( i = 0 ; i < plane ; i += 4, out += 4 ) {
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out[0] = border[0];
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out[1] = border[1];
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out[2] = border[2];
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out[3] = border[3];
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}
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}
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/*
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================
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R_SetAlphaNormalDivergence
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If any of the angles inside the cone would directly reflect to the light, there will be
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a specular highlight. The intensity of the highlight is inversely proportional to the
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area of the spread.
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Light source area is important for the base size.
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area subtended in light is the divergence times the distance
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Shininess value is subtracted from the divergence
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Sets the alpha channel to the greatest divergence dot product of the surrounding texels.
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1.0 = flat, 0.0 = turns a 90 degree angle
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Lower values give less shiny specular
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With mip maps, the lowest samnpled value will be retained
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Should we rewrite the normal as the centered average?
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================
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*/
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void R_SetAlphaNormalDivergence( byte *in, int width, int height ) {
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for ( int y = 0 ; y < height ; y++ ) {
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for ( int x = 0 ; x < width ; x++ ) {
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// the divergence is the smallest dot product of any of the eight surrounding texels
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byte *pic_p = in + ( y * width + x ) * 4;
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idVec3 center;
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center[0] = ( pic_p[0] - 128 ) / 127;
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center[1] = ( pic_p[1] - 128 ) / 127;
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center[2] = ( pic_p[2] - 128 ) / 127;
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center.Normalize();
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float maxDiverge = 1.0;
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// FIXME: this assumes wrap mode, but should handle clamp modes and border colors
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for ( int yy = -1 ; yy <= 1 ; yy++ ) {
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for ( int xx = -1 ; xx <= 1 ; xx++ ) {
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if ( yy == 0 && xx == 0 ) {
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continue;
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}
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byte *corner_p = in + ( ((y+yy)&(height-1)) * width + ((x+xx)&width-1) ) * 4;
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idVec3 corner;
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corner[0] = ( corner_p[0] - 128 ) / 127;
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corner[1] = ( corner_p[1] - 128 ) / 127;
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corner[2] = ( corner_p[2] - 128 ) / 127;
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corner.Normalize();
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float diverge = corner * center;
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if ( diverge < maxDiverge ) {
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maxDiverge = diverge;
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}
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}
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}
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// we can get a diverge < 0 in some extreme cases
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if ( maxDiverge < 0 ) {
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maxDiverge = 0;
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}
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pic_p[3] = maxDiverge * 255;
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}
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}
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}
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/*
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================
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R_MipMapWithAlphaSpecularity
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Returns a new copy of the texture, quartered in size and filtered.
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The alpha channel is taken to be the minimum of the dots of all surrounding normals.
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================
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*/
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#define MIP_MIN(a,b) (a<b?a:b)
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byte *R_MipMapWithAlphaSpecularity( const byte *in, int width, int height ) {
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int i, j, c, x, y, sx, sy;
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const byte *in_p;
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byte *out, *out_p;
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int row;
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int newWidth, newHeight;
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float *fbuf, *fbuf_p;
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if ( width < 1 || height < 1 || ( width + height == 2 ) ) {
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common->FatalError( "R_MipMapWithAlphaMin called with size %i,%i", width, height );
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}
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// convert the incoming texture to centered floating point
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c = width * height;
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fbuf = (float *)_alloca( c * 4 * sizeof( *fbuf ) );
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in_p = in;
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fbuf_p = fbuf;
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for ( i = 0 ; i < c ; i++, in_p+=4, fbuf_p += 4 ) {
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fbuf_p[0] = ( in_p[0] / 255.0 ) * 2.0 - 1.0; // convert to a normal
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fbuf_p[1] = ( in_p[1] / 255.0 ) * 2.0 - 1.0;
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fbuf_p[2] = ( in_p[2] / 255.0 ) * 2.0 - 1.0;
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fbuf_p[3] = ( in_p[3] / 255.0 ); // filtered divegence / specularity
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}
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row = width * 4;
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newWidth = width >> 1;
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newHeight = height >> 1;
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if ( !newWidth ) {
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newWidth = 1;
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}
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if ( !newHeight ) {
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newHeight = 1;
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}
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out = (byte *)R_StaticAlloc( newWidth * newHeight * 4 );
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out_p = out;
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in_p = in;
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for ( i=0 ; i<newHeight ; i++ ) {
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for ( j=0 ; j<newWidth ; j++, out_p+=4 ) {
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idVec3 total;
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float totalSpec;
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total.Zero();
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totalSpec = 0;
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// find the average normal
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for ( x = -1 ; x <= 1 ; x++ ) {
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sx = ( j * 2 + x ) & (width-1);
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for ( y = -1 ; y <= 1 ; y++ ) {
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sy = ( i * 2 + y ) & (height-1);
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fbuf_p = fbuf + ( sy * width + sx ) * 4;
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total[0] += fbuf_p[0];
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total[1] += fbuf_p[1];
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total[2] += fbuf_p[2];
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totalSpec += fbuf_p[3];
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}
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}
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total.Normalize();
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totalSpec /= 9.0;
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// find the maximum divergence
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for ( x = -1 ; x <= 1 ; x++ ) {
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for ( y = -1 ; y <= 1 ; y++ ) {
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}
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}
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// store the average normal and divergence
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}
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}
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return out;
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}
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/*
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================
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R_MipMap
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Returns a new copy of the texture, quartered in size and filtered.
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If a texture is intended to be used in GL_CLAMP or GL_CLAMP_TO_EDGE mode with
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a completely transparent border, we must prevent any blurring into the outer
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ring of texels by filling it with the border from the previous level. This
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will result in a slight shrinking of the texture as it mips, but better than
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smeared clamps...
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================
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*/
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byte *R_MipMap( const byte *in, int width, int height, bool preserveBorder ) {
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int i, j;
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const byte *in_p;
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byte *out, *out_p;
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int row;
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byte border[4];
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int newWidth, newHeight;
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if ( width < 1 || height < 1 || ( width + height == 2 ) ) {
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common->FatalError( "R_MipMap called with size %i,%i", width, height );
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}
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border[0] = in[0];
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border[1] = in[1];
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border[2] = in[2];
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border[3] = in[3];
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row = width * 4;
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newWidth = width >> 1;
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newHeight = height >> 1;
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if ( !newWidth ) {
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newWidth = 1;
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}
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if ( !newHeight ) {
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newHeight = 1;
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}
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out = (byte *)R_StaticAlloc( newWidth * newHeight * 4 );
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out_p = out;
|
||
|
|
||
|
in_p = in;
|
||
|
|
||
|
width >>= 1;
|
||
|
height >>= 1;
|
||
|
|
||
|
if ( width == 0 || height == 0 ) {
|
||
|
width += height; // get largest
|
||
|
if ( preserveBorder ) {
|
||
|
for (i=0 ; i<width ; i++, out_p+=4 ) {
|
||
|
out_p[0] = border[0];
|
||
|
out_p[1] = border[1];
|
||
|
out_p[2] = border[2];
|
||
|
out_p[3] = border[3];
|
||
|
}
|
||
|
} else {
|
||
|
for (i=0 ; i<width ; i++, out_p+=4, in_p+=8 ) {
|
||
|
out_p[0] = ( in_p[0] + in_p[4] )>>1;
|
||
|
out_p[1] = ( in_p[1] + in_p[5] )>>1;
|
||
|
out_p[2] = ( in_p[2] + in_p[6] )>>1;
|
||
|
out_p[3] = ( in_p[3] + in_p[7] )>>1;
|
||
|
}
|
||
|
}
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
for (i=0 ; i<height ; i++, in_p+=row) {
|
||
|
for (j=0 ; j<width ; j++, out_p+=4, in_p+=8) {
|
||
|
out_p[0] = (in_p[0] + in_p[4] + in_p[row+0] + in_p[row+4])>>2;
|
||
|
out_p[1] = (in_p[1] + in_p[5] + in_p[row+1] + in_p[row+5])>>2;
|
||
|
out_p[2] = (in_p[2] + in_p[6] + in_p[row+2] + in_p[row+6])>>2;
|
||
|
out_p[3] = (in_p[3] + in_p[7] + in_p[row+3] + in_p[row+7])>>2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// copy the old border texel back around if desired
|
||
|
if ( preserveBorder ) {
|
||
|
R_SetBorderTexels( out, width, height, border );
|
||
|
}
|
||
|
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
R_MipMap3D
|
||
|
|
||
|
Returns a new copy of the texture, eigthed in size and filtered.
|
||
|
|
||
|
If a texture is intended to be used in GL_CLAMP or GL_CLAMP_TO_EDGE mode with
|
||
|
a completely transparent border, we must prevent any blurring into the outer
|
||
|
ring of texels by filling it with the border from the previous level. This
|
||
|
will result in a slight shrinking of the texture as it mips, but better than
|
||
|
smeared clamps...
|
||
|
================
|
||
|
*/
|
||
|
byte *R_MipMap3D( const byte *in, int width, int height, int depth, bool preserveBorder ) {
|
||
|
int i, j, k;
|
||
|
const byte *in_p;
|
||
|
byte *out, *out_p;
|
||
|
int row, plane;
|
||
|
byte border[4];
|
||
|
int newWidth, newHeight, newDepth;
|
||
|
|
||
|
if ( depth == 1 ) {
|
||
|
return R_MipMap( in, width, height, preserveBorder );
|
||
|
}
|
||
|
|
||
|
// assume symetric for now
|
||
|
if ( width < 2 || height < 2 || depth < 2 ) {
|
||
|
common->FatalError( "R_MipMap3D called with size %i,%i,%i", width, height, depth );
|
||
|
}
|
||
|
|
||
|
border[0] = in[0];
|
||
|
border[1] = in[1];
|
||
|
border[2] = in[2];
|
||
|
border[3] = in[3];
|
||
|
|
||
|
row = width * 4;
|
||
|
plane = row * height;
|
||
|
|
||
|
newWidth = width >> 1;
|
||
|
newHeight = height >> 1;
|
||
|
newDepth = depth >> 1;
|
||
|
|
||
|
out = (byte *)R_StaticAlloc( newWidth * newHeight * newDepth * 4 );
|
||
|
out_p = out;
|
||
|
|
||
|
in_p = in;
|
||
|
|
||
|
width >>= 1;
|
||
|
height >>= 1;
|
||
|
depth >>= 1;
|
||
|
|
||
|
for (k=0 ; k<depth ; k++, in_p+=plane) {
|
||
|
for (i=0 ; i<height ; i++, in_p+=row) {
|
||
|
for (j=0 ; j<width ; j++, out_p+=4, in_p+=8) {
|
||
|
out_p[0] = (in_p[0] + in_p[4] + in_p[row+0] + in_p[row+4] +
|
||
|
in_p[plane+0] + in_p[plane+4] + in_p[plane+row+0] + in_p[plane+row+4]
|
||
|
)>>3;
|
||
|
out_p[1] = (in_p[1] + in_p[5] + in_p[row+1] + in_p[row+5] +
|
||
|
in_p[plane+1] + in_p[plane+5] + in_p[plane+row+1] + in_p[plane+row+5]
|
||
|
)>>3;
|
||
|
out_p[2] = (in_p[2] + in_p[6] + in_p[row+2] + in_p[row+6] +
|
||
|
in_p[plane+2] + in_p[plane+6] + in_p[plane+row+2] + in_p[plane+row+6]
|
||
|
)>>3;
|
||
|
out_p[3] = (in_p[3] + in_p[7] + in_p[row+3] + in_p[row+7] +
|
||
|
in_p[plane+3] + in_p[plane+6] + in_p[plane+row+3] + in_p[plane+row+6]
|
||
|
)>>3;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// copy the old border texel back around if desired
|
||
|
if ( preserveBorder ) {
|
||
|
R_SetBorderTexels3D( out, width, height, depth, border );
|
||
|
}
|
||
|
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
R_BlendOverTexture
|
||
|
|
||
|
Apply a color blend over a set of pixels
|
||
|
==================
|
||
|
*/
|
||
|
void R_BlendOverTexture( byte *data, int pixelCount, const byte blend[4] ) {
|
||
|
int i;
|
||
|
int inverseAlpha;
|
||
|
int premult[3];
|
||
|
|
||
|
inverseAlpha = 255 - blend[3];
|
||
|
premult[0] = blend[0] * blend[3];
|
||
|
premult[1] = blend[1] * blend[3];
|
||
|
premult[2] = blend[2] * blend[3];
|
||
|
|
||
|
for ( i = 0 ; i < pixelCount ; i++, data+=4 ) {
|
||
|
data[0] = ( data[0] * inverseAlpha + premult[0] ) >> 9;
|
||
|
data[1] = ( data[1] * inverseAlpha + premult[1] ) >> 9;
|
||
|
data[2] = ( data[2] * inverseAlpha + premult[2] ) >> 9;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
R_HorizontalFlip
|
||
|
|
||
|
Flip the image in place
|
||
|
==================
|
||
|
*/
|
||
|
void R_HorizontalFlip( byte *data, int width, int height ) {
|
||
|
int i, j;
|
||
|
int temp;
|
||
|
|
||
|
for ( i = 0 ; i < height ; i++ ) {
|
||
|
for ( j = 0 ; j < width / 2 ; j++ ) {
|
||
|
temp = *( (int *)data + i * width + j );
|
||
|
*( (int *)data + i * width + j ) = *( (int *)data + i * width + width - 1 - j );
|
||
|
*( (int *)data + i * width + width - 1 - j ) = temp;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void R_VerticalFlip( byte *data, int width, int height ) {
|
||
|
int i, j;
|
||
|
int temp;
|
||
|
|
||
|
for ( i = 0 ; i < width ; i++ ) {
|
||
|
for ( j = 0 ; j < height / 2 ; j++ ) {
|
||
|
temp = *( (int *)data + j * width + i );
|
||
|
*( (int *)data + j * width + i ) = *( (int *)data + ( height - 1 - j ) * width + i );
|
||
|
*( (int *)data + ( height - 1 - j ) * width + i ) = temp;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void R_RotatePic( byte *data, int width ) {
|
||
|
int i, j;
|
||
|
int *temp;
|
||
|
|
||
|
temp = (int *)R_StaticAlloc( width * width * 4 );
|
||
|
|
||
|
for ( i = 0 ; i < width ; i++ ) {
|
||
|
for ( j = 0 ; j < width ; j++ ) {
|
||
|
*( temp + i * width + j ) = *( (int *)data + j * width + i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
memcpy( data, temp, width * width * 4 );
|
||
|
|
||
|
R_StaticFree( temp );
|
||
|
}
|
||
|
|