- moved the texture resizer to hwrenderer.

This is pure math and will be shareable with Vulkan.
This commit is contained in:
Christoph Oelckers 2018-10-29 13:18:48 +01:00
parent 190a225301
commit 0c8b36e121
4 changed files with 99 additions and 100 deletions

View file

@ -71,105 +71,6 @@ int TexFormat[]={
//===========================================================================
unsigned int FHardwareTexture::lastbound[FHardwareTexture::MAX_TEXTURES];
//===========================================================================
//
// Quick'n dirty image rescaling.
//
// This will only be used when the source texture is larger than
// what the hardware can manage (extremely rare in Doom)
//
// Code taken from wxWidgets
//
//===========================================================================
struct BoxPrecalc
{
int boxStart;
int boxEnd;
};
static void ResampleBoxPrecalc(TArray<BoxPrecalc>& boxes, int oldDim)
{
int newDim = boxes.Size();
const double scale_factor_1 = double(oldDim) / newDim;
const int scale_factor_2 = (int)(scale_factor_1 / 2);
for (int dst = 0; dst < newDim; ++dst)
{
// Source pixel in the Y direction
const int src_p = int(dst * scale_factor_1);
BoxPrecalc& precalc = boxes[dst];
precalc.boxStart = clamp<int>(int(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1);
precalc.boxEnd = clamp<int>(MAX<int>(precalc.boxStart + 1, int(src_p + scale_factor_2)), 0, oldDim - 1);
}
}
void FHardwareTexture::Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data)
{
// This function implements a simple pre-blur/box averaging method for
// downsampling that gives reasonably smooth results To scale the image
// down we will need to gather a grid of pixels of the size of the scale
// factor in each direction and then do an averaging of the pixels.
TArray<BoxPrecalc> vPrecalcs(height, true);
TArray<BoxPrecalc> hPrecalcs(width, true);
ResampleBoxPrecalc(vPrecalcs, sheight);
ResampleBoxPrecalc(hPrecalcs, swidth);
int averaged_pixels, averaged_alpha, src_pixel_index;
double sum_r, sum_g, sum_b, sum_a;
for (int y = 0; y < height; y++) // Destination image - Y direction
{
// Source pixel in the Y direction
const BoxPrecalc& vPrecalc = vPrecalcs[y];
for (int x = 0; x < width; x++) // Destination image - X direction
{
// Source pixel in the X direction
const BoxPrecalc& hPrecalc = hPrecalcs[x];
// Box of pixels to average
averaged_pixels = 0;
averaged_alpha = 0;
sum_r = sum_g = sum_b = sum_a = 0.0;
for (int j = vPrecalc.boxStart; j <= vPrecalc.boxEnd; ++j)
{
for (int i = hPrecalc.boxStart; i <= hPrecalc.boxEnd; ++i)
{
// Calculate the actual index in our source pixels
src_pixel_index = j * swidth + i;
int a = src_data[src_pixel_index * 4 + 3];
if (a > 0) // do not use color from fully transparent pixels
{
sum_r += src_data[src_pixel_index * 4 + 0];
sum_g += src_data[src_pixel_index * 4 + 1];
sum_b += src_data[src_pixel_index * 4 + 2];
sum_a += a;
averaged_pixels++;
}
averaged_alpha++;
}
}
// Calculate the average from the sum and number of averaged pixels
dst_data[0] = (unsigned char)xs_CRoundToInt(sum_r / averaged_pixels);
dst_data[1] = (unsigned char)xs_CRoundToInt(sum_g / averaged_pixels);
dst_data[2] = (unsigned char)xs_CRoundToInt(sum_b / averaged_pixels);
dst_data[3] = (unsigned char)xs_CRoundToInt(sum_a / averaged_alpha);
dst_data += 4;
}
}
}
//===========================================================================
//
// Loads the texture image into the hardware

View file

@ -66,7 +66,6 @@ private:
TranslatedTexture * GetTexID(int translation);
int GetDepthBuffer(int w, int h);
void Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data);
public:
FHardwareTexture(bool nocompress);

View file

@ -27,5 +27,7 @@ public:
virtual void Clean(bool all) = 0;
virtual void CleanUnused(SpriteHits &usedtranslations) = 0;
void Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data);
};

View file

@ -33,6 +33,103 @@ EXTERN_CVAR(Bool, gl_texture_usehires)
extern TArray<UserShaderDesc> usershaders;
//===========================================================================
//
// Quick'n dirty image rescaling.
//
// This will only be used when the source texture is larger than
// what the hardware can manage (extremely rare in Doom)
//
// Code taken from wxWidgets
//
//===========================================================================
struct BoxPrecalc
{
int boxStart;
int boxEnd;
};
static void ResampleBoxPrecalc(TArray<BoxPrecalc>& boxes, int oldDim)
{
int newDim = boxes.Size();
const double scale_factor_1 = double(oldDim) / newDim;
const int scale_factor_2 = (int)(scale_factor_1 / 2);
for (int dst = 0; dst < newDim; ++dst)
{
// Source pixel in the Y direction
const int src_p = int(dst * scale_factor_1);
BoxPrecalc& precalc = boxes[dst];
precalc.boxStart = clamp<int>(int(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1);
precalc.boxEnd = clamp<int>(MAX<int>(precalc.boxStart + 1, int(src_p + scale_factor_2)), 0, oldDim - 1);
}
}
void IHardwareTexture::Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data)
{
// This function implements a simple pre-blur/box averaging method for
// downsampling that gives reasonably smooth results To scale the image
// down we will need to gather a grid of pixels of the size of the scale
// factor in each direction and then do an averaging of the pixels.
TArray<BoxPrecalc> vPrecalcs(height, true);
TArray<BoxPrecalc> hPrecalcs(width, true);
ResampleBoxPrecalc(vPrecalcs, sheight);
ResampleBoxPrecalc(hPrecalcs, swidth);
int averaged_pixels, averaged_alpha, src_pixel_index;
double sum_r, sum_g, sum_b, sum_a;
for (int y = 0; y < height; y++) // Destination image - Y direction
{
// Source pixel in the Y direction
const BoxPrecalc& vPrecalc = vPrecalcs[y];
for (int x = 0; x < width; x++) // Destination image - X direction
{
// Source pixel in the X direction
const BoxPrecalc& hPrecalc = hPrecalcs[x];
// Box of pixels to average
averaged_pixels = 0;
averaged_alpha = 0;
sum_r = sum_g = sum_b = sum_a = 0.0;
for (int j = vPrecalc.boxStart; j <= vPrecalc.boxEnd; ++j)
{
for (int i = hPrecalc.boxStart; i <= hPrecalc.boxEnd; ++i)
{
// Calculate the actual index in our source pixels
src_pixel_index = j * swidth + i;
int a = src_data[src_pixel_index * 4 + 3];
if (a > 0) // do not use color from fully transparent pixels
{
sum_r += src_data[src_pixel_index * 4 + 0];
sum_g += src_data[src_pixel_index * 4 + 1];
sum_b += src_data[src_pixel_index * 4 + 2];
sum_a += a;
averaged_pixels++;
}
averaged_alpha++;
}
}
// Calculate the average from the sum and number of averaged pixels
dst_data[0] = (unsigned char)xs_CRoundToInt(sum_r / averaged_pixels);
dst_data[1] = (unsigned char)xs_CRoundToInt(sum_g / averaged_pixels);
dst_data[2] = (unsigned char)xs_CRoundToInt(sum_b / averaged_pixels);
dst_data[3] = (unsigned char)xs_CRoundToInt(sum_a / averaged_alpha);
dst_data += 4;
}
}
}
//===========================================================================
//
//