fix scaling up in zoomSurface: calculate source pixels and weights differently
fix scaling > 2:1 in the same way as < 1:2 do lrintf(x), not int(x+0.5f)
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@@ -157,8 +157,6 @@ void RageBitmapTexture::Create()
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if( img->w != m_iImageWidth || img->h != m_iImageHeight )
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{
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/* resize currently only does RGBA8888 */
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RageSurfaceUtils::ConvertSurface(img, img->w, img->h, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
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zoomSurface(img, m_iImageWidth, m_iImageHeight );
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}
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+100
-79
@@ -1,6 +1,7 @@
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#include "global.h"
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#include "SDL_rotozoom.h"
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#include "RageSurface.h"
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#include "RageSurfaceUtils.h"
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#include "RageUtil.h"
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#include <vector>
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@@ -14,92 +15,105 @@ using namespace std;
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* lines.)
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*/
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static void ZoomSurface( RageSurface * src, RageSurface * dst )
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static void InitVectors( vector<int> &s0, vector<int> &s1, vector<float> &percent, int src, int dst )
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{
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/* Ratio from source to dest. */
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const float sx = float(src->w) / dst->w;
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const float sy = float(src->h) / dst->h;
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/* For each destination coordinate, two source rows, two source columns
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* and the percentage of the first row and first column: */
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vector<int> esx0, esx1, esy0, esy1;
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vector<float> ex0, ey0;
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int x, y;
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/* sax[x] is the exact (floating-point) x coordinate in the source
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* that the destination pixel at x should from. For example, if we're
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* going 512->256, then dst[0] should come from the pixels from 0..1 and
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* 1..2, so sax[0] is 1. sx is the total number of pixels, so sx/2 is the
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* distance from the start of the sample to its center. */
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for( x = 0; x < dst->w; x++ )
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if( src >= dst )
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{
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float sax = sx*x + sx/2;
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/* sx/2 is the distance from the start of the sample to the center;
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* sx/4 is the distance from the center of the sample to the center of
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* either pixel. */
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const float xstep = sx/4;
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/* source x coordinates of left and right pixels to sample */
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esx0.push_back(int(sax-xstep));
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esx1.push_back(int(sax+xstep));
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if( esx1[x] == esx0[x] )
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float sx = float(src) / dst;
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printf("sx %f\n", sx);
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for( int x = 0; x < dst; x++ )
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{
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/* If the sampled pixels happen to be the same, the distance
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* will be 0. Avoid division by zero. */
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ex0.push_back( 1.f );
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} else {
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const int xdist = esx1[x] - esx0[x];
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/* sax is the exact (floating-point) x coordinate in the source
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* that the destination pixel at x should from. For example, if we're
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* going 512->256, then dst[0] should come from the pixels from 0..1 and
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* 1..2, so sax[0] is 1. sx is the total number of pixels, so sx/2 is the
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* distance from the start of the sample to its center. */
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const float sax = sx*x + sx/2;
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/* fleft is the left pixel sampled; +.5 is the center: */
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const float fleft = esx0[x] + .5f;
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/* sax is somewhere between the centers of both sampled
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* pixels; find the percentage: */
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const float p = (sax - fleft) / xdist;
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ex0.push_back(1-p);
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/* sx/2 is the distance from the start of the sample to the center;
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* sx/4 is the distance from the center of the sample to the center of
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* either pixel. */
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const float xstep = sx/4;
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/* source x coordinates of left and right pixels to sample */
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s0.push_back(int(sax-xstep));
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s1.push_back(int(sax+xstep));
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if( s0[x] == s1[x] )
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{
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/* If the sampled pixels happen to be the same, the distance
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* will be 0. Avoid division by zero. */
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percent.push_back( 1.f );
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} else {
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const int xdist = s1[x] - s0[x];
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/* fleft is the left pixel sampled; +.5 is the center: */
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const float fleft = s0[x] + .5f;
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/* sax is somewhere between the centers of both sampled
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* pixels; find the percentage: */
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const float p = (sax - fleft) / xdist;
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percent.push_back(1-p);
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printf("p %.3f\n", p);
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}
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}
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}
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for( y = 0; y < dst->h; y++ )
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}
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else
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{
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float say = sy*y + sy/2;
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float ystep = sy/4;
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esy0.push_back( int(say-ystep) );
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esy1.push_back( int(say+ystep) );
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if( esy0[y] == esy1[y] )
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/*
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* Fencepost: If we have source:
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* abcd
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* and dest:
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* xyz
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* then we want x to be sampled entirely from a, and z entirely from d;
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* the inner pixels are interpolated. (This behavior mimics Photoshop's
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* resize.)
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*/
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float sx = float(src-1) / (dst-1);
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printf("sx %f\n", sx);
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for( int x = 0; x < dst; x++ )
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{
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ey0.push_back( 1.f );
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} else {
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const int ydist = esy1[y] - esy0[y];
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const float ftop = esy0[y] + .5f;
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const float p = (say - ftop) / ydist;
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ey0.push_back( 1-p );
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const float sax = sx*x;
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/* source x coordinates of left and right pixels to sample */
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s0.push_back( clamp(int(sax), 0, src-1));
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s1.push_back( clamp(int(sax+1), 0, src-1) );
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printf("sax: %.3f, esx0 %i, esx1 %i\n", sax, s0.back(), s1.back());
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const float p = 1 - (sax - floorf(sax));
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percent.push_back( p );
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printf("p %.3f\n", p);
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}
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}
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}
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}
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const uint8_t *sp = (uint8_t *) src->pixels;
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static void ZoomSurface( const RageSurface * src, RageSurface * dst )
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{
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/* For each destination coordinate, two source rows, two source columns
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* and the percentage of the first row and first column: */
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vector<int> esx0, esx1, esy0, esy1;
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vector<float> ex0, ey0;
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for( y = 0; y < dst->h; y++ )
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InitVectors( esx0, esx1, ex0, src->w, dst->w );
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InitVectors( esy0, esy1, ey0, src->h, dst->h );
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/* This is where all of the real work is done. */
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const uint8_t *sp = (uint8_t *) src->pixels;
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for( int y = 0; y < dst->h; y++ )
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{
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uint8_t *dp = ((uint8_t *) dst->pixels + dst->pitch*y);
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uint32_t *dp = (uint32_t *) (dst->pixels + dst->pitch*y);
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/* current source pointer and next source pointer (first and second
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* rows sampled for this row): */
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const uint8_t *csp = (uint8_t *) (sp + esy0[y] * src->pitch);
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const uint8_t *ncsp = (uint8_t *) (sp + esy1[y] * src->pitch);
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const uint8_t *csp = sp + esy0[y] * src->pitch;
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const uint8_t *ncsp = sp + esy1[y] * src->pitch;
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for( x = 0; x < dst->w; x++ )
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for( int x = 0; x < dst->w; x++ )
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{
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/* Grab pointers to the sampled pixels: */
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const uint8_t *c00 = (uint8_t *) (csp + esx0[x]*4);
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const uint8_t *c01 = (uint8_t *) (csp + esx1[x]*4);
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const uint8_t *c10 = (uint8_t *) (ncsp + esx0[x]*4);
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const uint8_t *c11 = (uint8_t *) (ncsp + esx1[x]*4);
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const uint8_t *c00 = csp + esx0[x]*4;
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const uint8_t *c01 = csp + esx1[x]*4;
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const uint8_t *c10 = ncsp + esx0[x]*4;
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const uint8_t *c11 = ncsp + esx1[x]*4;
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uint8_t color[4];
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for( int c = 0; c < 4; ++c )
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@@ -113,10 +127,10 @@ static void ZoomSurface( RageSurface * src, RageSurface * dst )
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const float res = (x0 * ey0[y]) + (x1 * (1-ey0[y]));
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color[c] = uint8_t(res);
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}
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*(uint32_t *) dp = *(uint32_t *) color;
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*dp = *(uint32_t *) color;
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/* Advance destination pointer. */
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dp += 4;
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++dp;
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}
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}
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}
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@@ -127,19 +141,26 @@ void zoomSurface( RageSurface *&src, int dstwidth, int dstheight )
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if( src == NULL )
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return;
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/* resize currently only does RGBA8888 */
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if( src->fmt.BytesPerPixel != 4 )
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{
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RageSurfaceUtils::ConvertSurface( src, src->w, src->h, 32,
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0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
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}
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while( src->w != dstwidth || src->h != dstheight )
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{
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float xscale = float(dstwidth)/src->w;
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float yscale = float(dstheight)/src->h;
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/* Our filter is a simple linear filter, so it can't scale to
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* less than .5 very well. If we need to go lower than .5, do
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* it iteratively. */
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xscale = max( xscale, .5f );
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yscale = max( yscale, .5f );
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/* Our filter is a simple linear filter, so it can't scale to less than
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* 1:2 or more than 2:1 very well. If we need to go beyond that, do it
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* iteratively. */
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xscale = clamp( xscale, .5f, 2.0f );
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yscale = clamp( yscale, .5f, 2.0f );
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int target_width = int(src->w*xscale + .5);
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int target_height = int(src->h*yscale + .5);
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int target_width = lrintf( src->w*xscale );
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int target_height = lrintf( src->h*yscale );
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RageSurface *dst =
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CreateSurface(target_width, target_height, 32,
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