mirror of
https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 03:24:56 +08:00
ref: add GL_ResampleTexture to libref_common
This commit is contained in:
@@ -54,6 +54,7 @@ void *_Mem_Realloc( poolhandle_t poolptr, void *memptr, size_t size, qboolean cl
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extern dlight_t *gp_dlights;
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extern int g_lightstylevalue[MAX_LIGHTSTYLES];
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extern poolhandle_t r_temppool;
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//
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// ref_common cvars
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@@ -82,5 +83,9 @@ colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t
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colorVec R_LightPoint( const vec3_t p0 );
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void R_UpdateSurfaceCachedLight( msurface_t *surf );
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//
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// ref_image.c
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//
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byte *GL_ResampleTexture( const byte *source, int in_w, int in_h, int out_w, int out_h, qboolean isNormalMap );
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#endif // REF_COMMON_H
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@@ -25,6 +25,7 @@ ref_host_t *gp_host;
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uint16_t rtable[MOD_FRAMES][MOD_FRAMES];
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dlight_t *gp_dlights;
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int g_lightstylevalue[MAX_LIGHTSTYLES];
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poolhandle_t r_temppool;
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void _Mem_Free( void *data, const char *filename, int fileline )
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{
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108
ref/common/ref_image.c
Normal file
108
ref/common/ref_image.c
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@@ -0,0 +1,108 @@
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/*
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ref_image.c - shared image code
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Copyright (C) 2010 Uncle Mike
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This program 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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This program 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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*/
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#include "ref_common.h"
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#include "xash3d_mathlib.h"
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/*
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================
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GL_ResampleTexture
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Assume input buffer is RGBA
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=================
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*/
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byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap )
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{
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uint frac, fracStep;
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uint *in = (uint *)source;
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uint p1[0x1000], p2[0x1000];
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byte *pix1, *pix2, *pix3, *pix4;
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uint *out, *inRow1, *inRow2;
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static byte *scaledImage = NULL; // pointer to a scaled image
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vec3_t normal;
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int i, x, y;
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if( !source ) return NULL;
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scaledImage = Mem_Realloc( r_temppool, scaledImage, outWidth * outHeight * 4 );
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fracStep = inWidth * 0x10000 / outWidth;
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out = (uint *)scaledImage;
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frac = fracStep >> 2;
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for( i = 0; i < outWidth; i++ )
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{
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p1[i] = 4 * (frac >> 16);
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frac += fracStep;
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}
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frac = (fracStep >> 2) * 3;
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for( i = 0; i < outWidth; i++ )
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{
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p2[i] = 4 * (frac >> 16);
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frac += fracStep;
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}
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if( isNormalMap )
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{
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for( y = 0; y < outHeight; y++, out += outWidth )
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{
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inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
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inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight);
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for( x = 0; x < outWidth; x++ )
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{
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pix1 = (byte *)inRow1 + p1[x];
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pix2 = (byte *)inRow1 + p2[x];
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pix3 = (byte *)inRow2 + p1[x];
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pix4 = (byte *)inRow2 + p2[x];
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normal[0] = MAKE_SIGNED( pix1[0] ) + MAKE_SIGNED( pix2[0] ) + MAKE_SIGNED( pix3[0] ) + MAKE_SIGNED( pix4[0] );
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normal[1] = MAKE_SIGNED( pix1[1] ) + MAKE_SIGNED( pix2[1] ) + MAKE_SIGNED( pix3[1] ) + MAKE_SIGNED( pix4[1] );
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normal[2] = MAKE_SIGNED( pix1[2] ) + MAKE_SIGNED( pix2[2] ) + MAKE_SIGNED( pix3[2] ) + MAKE_SIGNED( pix4[2] );
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if( !VectorNormalizeLength( normal ))
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VectorSet( normal, 0.5f, 0.5f, 1.0f );
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((byte *)(out+x))[0] = 128 + (byte)(127.0f * normal[0]);
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((byte *)(out+x))[1] = 128 + (byte)(127.0f * normal[1]);
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((byte *)(out+x))[2] = 128 + (byte)(127.0f * normal[2]);
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((byte *)(out+x))[3] = 255;
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}
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}
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}
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else
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{
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for( y = 0; y < outHeight; y++, out += outWidth )
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{
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inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
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inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight);
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for( x = 0; x < outWidth; x++ )
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{
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pix1 = (byte *)inRow1 + p1[x];
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pix2 = (byte *)inRow1 + p2[x];
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pix3 = (byte *)inRow2 + p1[x];
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pix4 = (byte *)inRow2 + p2[x];
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((byte *)(out+x))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2;
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((byte *)(out+x))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2;
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((byte *)(out+x))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2;
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((byte *)(out+x))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3]) >> 2;
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}
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}
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}
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return scaledImage;
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}
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@@ -691,97 +691,6 @@ static void GL_SetTextureFormat( gl_texture_t *tex, pixformat_t format, int chan
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}
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}
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/*
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=================
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GL_ResampleTexture
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Assume input buffer is RGBA
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=================
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*/
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byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap )
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{
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uint frac, fracStep;
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uint *in = (uint *)source;
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uint p1[0x1000], p2[0x1000];
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byte *pix1, *pix2, *pix3, *pix4;
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uint *out, *inRow1, *inRow2;
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static byte *scaledImage = NULL; // pointer to a scaled image
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vec3_t normal;
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int i, x, y;
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if( !source ) return NULL;
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scaledImage = Mem_Realloc( r_temppool, scaledImage, outWidth * outHeight * 4 );
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fracStep = inWidth * 0x10000 / outWidth;
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out = (uint *)scaledImage;
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frac = fracStep >> 2;
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for( i = 0; i < outWidth; i++ )
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{
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p1[i] = 4 * (frac >> 16);
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frac += fracStep;
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}
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frac = (fracStep >> 2) * 3;
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for( i = 0; i < outWidth; i++ )
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{
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p2[i] = 4 * (frac >> 16);
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frac += fracStep;
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}
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if( isNormalMap )
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{
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for( y = 0; y < outHeight; y++, out += outWidth )
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{
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inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
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inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight);
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for( x = 0; x < outWidth; x++ )
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{
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pix1 = (byte *)inRow1 + p1[x];
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pix2 = (byte *)inRow1 + p2[x];
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pix3 = (byte *)inRow2 + p1[x];
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pix4 = (byte *)inRow2 + p2[x];
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normal[0] = MAKE_SIGNED( pix1[0] ) + MAKE_SIGNED( pix2[0] ) + MAKE_SIGNED( pix3[0] ) + MAKE_SIGNED( pix4[0] );
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normal[1] = MAKE_SIGNED( pix1[1] ) + MAKE_SIGNED( pix2[1] ) + MAKE_SIGNED( pix3[1] ) + MAKE_SIGNED( pix4[1] );
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normal[2] = MAKE_SIGNED( pix1[2] ) + MAKE_SIGNED( pix2[2] ) + MAKE_SIGNED( pix3[2] ) + MAKE_SIGNED( pix4[2] );
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if( !VectorNormalizeLength( normal ))
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VectorSet( normal, 0.5f, 0.5f, 1.0f );
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((byte *)(out+x))[0] = 128 + (byte)(127.0f * normal[0]);
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((byte *)(out+x))[1] = 128 + (byte)(127.0f * normal[1]);
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((byte *)(out+x))[2] = 128 + (byte)(127.0f * normal[2]);
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((byte *)(out+x))[3] = 255;
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}
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}
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}
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else
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{
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for( y = 0; y < outHeight; y++, out += outWidth )
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{
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inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
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inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight);
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for( x = 0; x < outWidth; x++ )
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{
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pix1 = (byte *)inRow1 + p1[x];
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pix2 = (byte *)inRow1 + p2[x];
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pix3 = (byte *)inRow2 + p1[x];
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pix4 = (byte *)inRow2 + p2[x];
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((byte *)(out+x))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2;
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((byte *)(out+x))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2;
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((byte *)(out+x))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2;
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((byte *)(out+x))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3]) >> 2;
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}
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}
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}
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return scaledImage;
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}
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/*
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=================
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GL_BoxFilter3x3
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@@ -54,7 +54,6 @@ void VGL_ShimEndFrame( void );
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#define LM_SAMPLE_SIZE 16
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extern poolhandle_t r_temppool;
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#define BLOCK_SIZE tr.block_size // lightmap blocksize
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#define BLOCK_SIZE_DEFAULT 128 // for keep backward compatibility
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@@ -351,7 +350,6 @@ gl_texture_t *R_GetTexture( unsigned int texnum );
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int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
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int GL_LoadTextureArray( const char **names, int flags );
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int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
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byte *GL_ResampleTexture( const byte *source, int in_w, int in_h, int out_w, int out_h, qboolean isNormalMap );
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int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags );
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int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
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void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor );
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@@ -40,8 +40,6 @@ CVAR_DEFINE_AUTO( r_ripple_spawntime, "0.1", FCVAR_GLCONFIG, "how fast new rippl
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CVAR_DEFINE_AUTO( r_large_lightmaps, "0", FCVAR_GLCONFIG|FCVAR_LATCH, "enable larger lightmap atlas textures (might break custom renderer mods)" );
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poolhandle_t r_temppool;
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gl_globals_t tr;
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glconfig_t glConfig;
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glstate_t glState;
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@@ -17,7 +17,6 @@ GNU General Public License for more details.
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gl_globals_t tr;
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ref_speeds_t r_stats;
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poolhandle_t r_temppool;
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viddef_t vid;
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@@ -115,98 +115,6 @@ static void GL_SetTextureDimensions( image_t *tex, int width, int height, int de
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tex->depth = Q_max( 1, depth );
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}
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/*
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=================
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GL_ResampleTexture
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Assume input buffer is RGBA
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=================
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*/
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byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap )
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{
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uint frac, fracStep;
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uint *in = (uint *)source;
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uint p1[0x1000], p2[0x1000];
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byte *pix1, *pix2, *pix3, *pix4;
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uint *out, *inRow1, *inRow2;
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static byte *scaledImage = NULL; // pointer to a scaled image
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vec3_t normal;
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int i, x, y;
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if( !source )
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return NULL;
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scaledImage = Mem_Realloc( r_temppool, scaledImage, outWidth * outHeight * 4 );
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fracStep = inWidth * 0x10000 / outWidth;
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out = (uint *)scaledImage;
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frac = fracStep >> 2;
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for( i = 0; i < outWidth; i++ )
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{
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p1[i] = 4 * ( frac >> 16 );
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frac += fracStep;
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}
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frac = ( fracStep >> 2 ) * 3;
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for( i = 0; i < outWidth; i++ )
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{
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p2[i] = 4 * ( frac >> 16 );
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frac += fracStep;
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}
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if( isNormalMap )
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{
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for( y = 0; y < outHeight; y++, out += outWidth )
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{
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inRow1 = in + inWidth * (int)(((float)y + 0.25f ) * inHeight / outHeight );
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inRow2 = in + inWidth * (int)(((float)y + 0.75f ) * inHeight / outHeight );
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for( x = 0; x < outWidth; x++ )
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{
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pix1 = (byte *)inRow1 + p1[x];
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pix2 = (byte *)inRow1 + p2[x];
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pix3 = (byte *)inRow2 + p1[x];
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pix4 = (byte *)inRow2 + p2[x];
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normal[0] = MAKE_SIGNED( pix1[0] ) + MAKE_SIGNED( pix2[0] ) + MAKE_SIGNED( pix3[0] ) + MAKE_SIGNED( pix4[0] );
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normal[1] = MAKE_SIGNED( pix1[1] ) + MAKE_SIGNED( pix2[1] ) + MAKE_SIGNED( pix3[1] ) + MAKE_SIGNED( pix4[1] );
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normal[2] = MAKE_SIGNED( pix1[2] ) + MAKE_SIGNED( pix2[2] ) + MAKE_SIGNED( pix3[2] ) + MAKE_SIGNED( pix4[2] );
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if( !VectorNormalizeLength( normal ))
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VectorSet( normal, 0.5f, 0.5f, 1.0f );
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((byte *)( out + x ))[0] = 128 + (byte)( 127.0f * normal[0] );
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((byte *)( out + x ))[1] = 128 + (byte)( 127.0f * normal[1] );
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((byte *)( out + x ))[2] = 128 + (byte)( 127.0f * normal[2] );
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((byte *)( out + x ))[3] = 255;
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}
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}
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}
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else
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{
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for( y = 0; y < outHeight; y++, out += outWidth )
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{
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inRow1 = in + inWidth * (int)(((float)y + 0.25f ) * inHeight / outHeight );
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inRow2 = in + inWidth * (int)(((float)y + 0.75f ) * inHeight / outHeight );
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for( x = 0; x < outWidth; x++ )
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{
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pix1 = (byte *)inRow1 + p1[x];
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pix2 = (byte *)inRow1 + p2[x];
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pix3 = (byte *)inRow2 + p1[x];
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pix4 = (byte *)inRow2 + p2[x];
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((byte *)( out + x ))[0] = ( pix1[0] + pix2[0] + pix3[0] + pix4[0] ) >> 2;
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((byte *)( out + x ))[1] = ( pix1[1] + pix2[1] + pix3[1] + pix4[1] ) >> 2;
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((byte *)( out + x ))[2] = ( pix1[2] + pix2[2] + pix3[2] + pix4[2] ) >> 2;
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((byte *)( out + x ))[3] = ( pix1[3] + pix2[3] + pix3[3] + pix4[3] ) >> 2;
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}
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}
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}
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return scaledImage;
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}
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/*
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=================
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GL_BuildMipMap
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@@ -38,8 +38,6 @@ typedef int fixed16_t;
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// make mod_ref.h?
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#define LM_SAMPLE_SIZE 16
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extern poolhandle_t r_temppool;
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#define BLOCK_SIZE tr.block_size // lightmap blocksize
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#define BLOCK_SIZE_DEFAULT 128 // for keep backward compatibility
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#define BLOCK_SIZE_MAX 1024
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@@ -367,7 +365,6 @@ image_t *R_GetTexture( unsigned int texnum );
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int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
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int GL_LoadTextureArray( const char **names, int flags );
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int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
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byte *GL_ResampleTexture( const byte *source, int in_w, int in_h, int out_w, int out_h, qboolean isNormalMap );
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int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags );
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int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
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void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor );
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Reference in New Issue
Block a user