/* ** ihwtexture.cpp ** Interface for hardware textures ** **--------------------------------------------------------------------------- ** Copyright 2006-2020 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "hw_ihwtexture.h" #include "templates.h" #include "tarray.h" #include "xs_Float.h" //=========================================================================== // // 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& 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(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1); precalc.boxEnd = clamp(MAX(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 vPrecalcs(height, true); TArray 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; } } }