Files
xash3d-fwgs/ref/common/ref_image.c
2026-04-12 23:30:08 +05:00

109 lines
3.2 KiB
C

/*
ref_image.c - shared image code
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "ref_common.h"
#include "xash3d_mathlib.h"
/*
================
GL_ResampleTexture
Assume input buffer is RGBA
=================
*/
byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap )
{
uint frac, fracStep;
uint *in = (uint *)source;
uint p1[0x1000], p2[0x1000];
byte *pix1, *pix2, *pix3, *pix4;
uint *out, *inRow1, *inRow2;
static byte *scaledImage = NULL; // pointer to a scaled image
vec3_t normal;
int i, x, y;
if( !source ) return NULL;
scaledImage = Mem_Realloc( r_temppool, scaledImage, outWidth * outHeight * 4 );
fracStep = inWidth * 0x10000 / outWidth;
out = (uint *)scaledImage;
frac = fracStep >> 2;
for( i = 0; i < outWidth; i++ )
{
p1[i] = 4 * (frac >> 16);
frac += fracStep;
}
frac = (fracStep >> 2) * 3;
for( i = 0; i < outWidth; i++ )
{
p2[i] = 4 * (frac >> 16);
frac += fracStep;
}
if( isNormalMap )
{
for( y = 0; y < outHeight; y++, out += outWidth )
{
inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight);
for( x = 0; x < outWidth; x++ )
{
pix1 = (byte *)inRow1 + p1[x];
pix2 = (byte *)inRow1 + p2[x];
pix3 = (byte *)inRow2 + p1[x];
pix4 = (byte *)inRow2 + p2[x];
normal[0] = MAKE_SIGNED( pix1[0] ) + MAKE_SIGNED( pix2[0] ) + MAKE_SIGNED( pix3[0] ) + MAKE_SIGNED( pix4[0] );
normal[1] = MAKE_SIGNED( pix1[1] ) + MAKE_SIGNED( pix2[1] ) + MAKE_SIGNED( pix3[1] ) + MAKE_SIGNED( pix4[1] );
normal[2] = MAKE_SIGNED( pix1[2] ) + MAKE_SIGNED( pix2[2] ) + MAKE_SIGNED( pix3[2] ) + MAKE_SIGNED( pix4[2] );
if( !VectorNormalizeLength( normal ))
VectorSet( normal, 0.5f, 0.5f, 1.0f );
((byte *)(out+x))[0] = 128 + (byte)(127.0f * normal[0]);
((byte *)(out+x))[1] = 128 + (byte)(127.0f * normal[1]);
((byte *)(out+x))[2] = 128 + (byte)(127.0f * normal[2]);
((byte *)(out+x))[3] = 255;
}
}
}
else
{
for( y = 0; y < outHeight; y++, out += outWidth )
{
inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight);
for( x = 0; x < outWidth; x++ )
{
pix1 = (byte *)inRow1 + p1[x];
pix2 = (byte *)inRow1 + p2[x];
pix3 = (byte *)inRow2 + p1[x];
pix4 = (byte *)inRow2 + p2[x];
((byte *)(out+x))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2;
((byte *)(out+x))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2;
((byte *)(out+x))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2;
((byte *)(out+x))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3]) >> 2;
}
}
}
return scaledImage;
}