Support non-256x256 videos in shaders, by Zack Middleton (#4745)

This commit is contained in:
Thilo Schulz 2011-02-11 14:46:34 +00:00
parent 8bb9a261bd
commit 6516be2fed

View file

@ -1508,6 +1508,66 @@ void CIN_SetLooping(int handle, qboolean loop) {
cinTable[handle].looping = loop; cinTable[handle].looping = loop;
} }
/*
==================
CIN_ResampleCinematic
Resample cinematic to 256x256 and store in buf2
==================
*/
void CIN_ResampleCinematic(int handle, int *buf2) {
int ix, iy, *buf3, xm, ym, ll;
byte *buf;
buf = cinTable[handle].buf;
xm = cinTable[handle].CIN_WIDTH/256;
ym = cinTable[handle].CIN_HEIGHT/256;
ll = 8;
if (cinTable[handle].CIN_WIDTH==512) {
ll = 9;
}
buf3 = (int*)buf;
if (xm==2 && ym==2) {
byte *bc2, *bc3;
int ic, iiy;
bc2 = (byte *)buf2;
bc3 = (byte *)buf3;
for (iy = 0; iy<256; iy++) {
iiy = iy<<12;
for (ix = 0; ix<2048; ix+=8) {
for(ic = ix;ic<(ix+4);ic++) {
*bc2=(bc3[iiy+ic]+bc3[iiy+4+ic]+bc3[iiy+2048+ic]+bc3[iiy+2048+4+ic])>>2;
bc2++;
}
}
}
} else if (xm==2 && ym==1) {
byte *bc2, *bc3;
int ic, iiy;
bc2 = (byte *)buf2;
bc3 = (byte *)buf3;
for (iy = 0; iy<256; iy++) {
iiy = iy<<11;
for (ix = 0; ix<2048; ix+=8) {
for(ic = ix;ic<(ix+4);ic++) {
*bc2=(bc3[iiy+ic]+bc3[iiy+4+ic])>>1;
bc2++;
}
}
}
} else {
for (iy = 0; iy<256; iy++) {
for (ix = 0; ix<256; ix++) {
buf2[(iy<<8)+ix] = buf3[((iy*ym)<<ll) + (ix*xm)];
}
}
}
}
/* /*
================== ==================
SCR_DrawCinematic SCR_DrawCinematic
@ -1532,54 +1592,12 @@ void CIN_DrawCinematic (int handle) {
SCR_AdjustFrom640( &x, &y, &w, &h ); SCR_AdjustFrom640( &x, &y, &w, &h );
if (cinTable[handle].dirty && (cinTable[handle].CIN_WIDTH != cinTable[handle].drawX || cinTable[handle].CIN_HEIGHT != cinTable[handle].drawY)) { if (cinTable[handle].dirty && (cinTable[handle].CIN_WIDTH != cinTable[handle].drawX || cinTable[handle].CIN_HEIGHT != cinTable[handle].drawY)) {
int ix, iy, *buf2, *buf3, xm, ym, ll; int *buf2;
xm = cinTable[handle].CIN_WIDTH/256;
ym = cinTable[handle].CIN_HEIGHT/256;
ll = 8;
if (cinTable[handle].CIN_WIDTH==512) {
ll = 9;
}
buf3 = (int*)buf;
buf2 = Hunk_AllocateTempMemory( 256*256*4 ); buf2 = Hunk_AllocateTempMemory( 256*256*4 );
if (xm==2 && ym==2) {
byte *bc2, *bc3; CIN_ResampleCinematic(handle, buf2);
int ic, iiy;
bc2 = (byte *)buf2;
bc3 = (byte *)buf3;
for (iy = 0; iy<256; iy++) {
iiy = iy<<12;
for (ix = 0; ix<2048; ix+=8) {
for(ic = ix;ic<(ix+4);ic++) {
*bc2=(bc3[iiy+ic]+bc3[iiy+4+ic]+bc3[iiy+2048+ic]+bc3[iiy+2048+4+ic])>>2;
bc2++;
}
}
}
} else if (xm==2 && ym==1) {
byte *bc2, *bc3;
int ic, iiy;
bc2 = (byte *)buf2;
bc3 = (byte *)buf3;
for (iy = 0; iy<256; iy++) {
iiy = iy<<11;
for (ix = 0; ix<2048; ix+=8) {
for(ic = ix;ic<(ix+4);ic++) {
*bc2=(bc3[iiy+ic]+bc3[iiy+4+ic])>>1;
bc2++;
}
}
}
} else {
for (iy = 0; iy<256; iy++) {
for (ix = 0; ix<256; ix++) {
buf2[(iy<<8)+ix] = buf3[((iy*ym)<<ll) + (ix*xm)];
}
}
}
re.DrawStretchRaw( x, y, w, h, 256, 256, (byte *)buf2, handle, qtrue); re.DrawStretchRaw( x, y, w, h, 256, 256, (byte *)buf2, handle, qtrue);
cinTable[handle].dirty = qfalse; cinTable[handle].dirty = qfalse;
Hunk_FreeTempMemory(buf2); Hunk_FreeTempMemory(buf2);
@ -1659,7 +1677,25 @@ void CIN_UploadCinematic(int handle) {
} }
} }
} }
re.UploadCinematic( 256, 256, 256, 256, cinTable[handle].buf, handle, cinTable[handle].dirty);
// Resample the video if needed
if (cinTable[handle].dirty && (cinTable[handle].CIN_WIDTH != cinTable[handle].drawX || cinTable[handle].CIN_HEIGHT != cinTable[handle].drawY)) {
int *buf2;
buf2 = Hunk_AllocateTempMemory( 256*256*4 );
CIN_ResampleCinematic(handle, buf2);
re.UploadCinematic( cinTable[handle].CIN_WIDTH, cinTable[handle].CIN_HEIGHT, 256, 256, (byte *)buf2, handle, qtrue);
cinTable[handle].dirty = qfalse;
Hunk_FreeTempMemory(buf2);
} else {
// Upload video at normal resolution
re.UploadCinematic( cinTable[handle].CIN_WIDTH, cinTable[handle].CIN_HEIGHT, cinTable[handle].drawX, cinTable[handle].drawY,
cinTable[handle].buf, handle, cinTable[handle].dirty);
cinTable[handle].dirty = qfalse;
}
if (cl_inGameVideo->integer == 0 && cinTable[handle].playonwalls == 1) { if (cl_inGameVideo->integer == 0 && cinTable[handle].playonwalls == 1) {
cinTable[handle].playonwalls--; cinTable[handle].playonwalls--;
} }