- got rid of a lot of stuff that's no longer required with GLEW.
- replaced GLUs texture scaling with our own function. This is only used to scale down textures larger than what the hardware can handle so we do not need a dependency to an essentially deprecated library for it.
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6a3a159e09
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9 changed files with 101 additions and 13770 deletions
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@ -75,6 +75,105 @@ int FHardwareTexture::GetTexDimension(int value)
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return value;
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}
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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 FHardwareTexture::Resize(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);
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TArray<BoxPrecalc> hPrecalcs(width);
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ResampleBoxPrecalc(vPrecalcs, texheight);
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ResampleBoxPrecalc(hPrecalcs, texwidth);
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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 * texwidth + 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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//===========================================================================
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//
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// Loads the texture image into the hardware
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@ -124,7 +223,7 @@ void FHardwareTexture::LoadImage(unsigned char * buffer,int w, int h, unsigned i
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unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1));
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if (scaledbuffer)
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{
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gluScaleImage(GL_RGBA,w, h,GL_UNSIGNED_BYTE,buffer, rw, rh, GL_UNSIGNED_BYTE,scaledbuffer);
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Resize(rw, rh, buffer, scaledbuffer);
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deletebuffer=true;
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buffer=scaledbuffer;
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}
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