mirror of
https://github.com/ZDoom/raze-gles.git
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7a84887fc4
Mostly working. Note: Brightmaps must be per-translation!
137 lines
4.8 KiB
C++
137 lines
4.8 KiB
C++
/*
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** ihwtexture.cpp
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** Interface for hardware textures
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**
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**---------------------------------------------------------------------------
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** Copyright 2006-2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "hw_ihwtexture.h"
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#include "templates.h"
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#include "tarray.h"
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#include "xs_Float.h"
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//===========================================================================
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//
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// Quick'n dirty image rescaling.
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//
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// This will only be used when the source texture is larger than
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// what the hardware can manage (extremely rare in Doom)
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//
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// Code taken from wxWidgets
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//
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//===========================================================================
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struct BoxPrecalc
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{
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int boxStart;
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int boxEnd;
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};
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static void ResampleBoxPrecalc(TArray<BoxPrecalc>& boxes, int oldDim)
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{
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int newDim = boxes.Size();
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const double scale_factor_1 = double(oldDim) / newDim;
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const int scale_factor_2 = (int)(scale_factor_1 / 2);
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for (int dst = 0; dst < newDim; ++dst)
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{
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// Source pixel in the Y direction
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const int src_p = int(dst * scale_factor_1);
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BoxPrecalc& precalc = boxes[dst];
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precalc.boxStart = clamp<int>(int(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1);
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precalc.boxEnd = clamp<int>(MAX<int>(precalc.boxStart + 1, int(src_p + scale_factor_2)), 0, oldDim - 1);
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}
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}
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void IHardwareTexture::Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data)
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{
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// This function implements a simple pre-blur/box averaging method for
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// downsampling that gives reasonably smooth results To scale the image
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// down we will need to gather a grid of pixels of the size of the scale
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// factor in each direction and then do an averaging of the pixels.
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TArray<BoxPrecalc> vPrecalcs(height, true);
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TArray<BoxPrecalc> hPrecalcs(width, true);
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ResampleBoxPrecalc(vPrecalcs, sheight);
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ResampleBoxPrecalc(hPrecalcs, swidth);
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int averaged_pixels, averaged_alpha, src_pixel_index;
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double sum_r, sum_g, sum_b, sum_a;
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for (int y = 0; y < height; y++) // Destination image - Y direction
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{
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// Source pixel in the Y direction
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const BoxPrecalc& vPrecalc = vPrecalcs[y];
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for (int x = 0; x < width; x++) // Destination image - X direction
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{
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// Source pixel in the X direction
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const BoxPrecalc& hPrecalc = hPrecalcs[x];
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// Box of pixels to average
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averaged_pixels = 0;
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averaged_alpha = 0;
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sum_r = sum_g = sum_b = sum_a = 0.0;
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for (int j = vPrecalc.boxStart; j <= vPrecalc.boxEnd; ++j)
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{
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for (int i = hPrecalc.boxStart; i <= hPrecalc.boxEnd; ++i)
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{
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// Calculate the actual index in our source pixels
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src_pixel_index = j * swidth + i;
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int a = src_data[src_pixel_index * 4 + 3];
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if (a > 0) // do not use color from fully transparent pixels
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{
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sum_r += src_data[src_pixel_index * 4 + 0];
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sum_g += src_data[src_pixel_index * 4 + 1];
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sum_b += src_data[src_pixel_index * 4 + 2];
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sum_a += a;
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averaged_pixels++;
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}
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averaged_alpha++;
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}
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}
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// Calculate the average from the sum and number of averaged pixels
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dst_data[0] = (unsigned char)xs_CRoundToInt(sum_r / averaged_pixels);
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dst_data[1] = (unsigned char)xs_CRoundToInt(sum_g / averaged_pixels);
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dst_data[2] = (unsigned char)xs_CRoundToInt(sum_b / averaged_pixels);
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dst_data[3] = (unsigned char)xs_CRoundToInt(sum_a / averaged_alpha);
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dst_data += 4;
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}
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}
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}
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