280 lines
8.2 KiB
C++
280 lines
8.2 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: RageBitmapTexture
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Desc: Holder for a static texture with metadata. Can load just about any image format.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Glenn Maynard
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "RageBitmapTexture.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageException.h"
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#include "RageDisplay.h"
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#include "SDL.h"
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#include "SDL_image.h"
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#include "SDL_endian.h"
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#include "SDL_rotozoom.h"
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#include "SDL_utils.h"
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#include "SDL_dither.h"
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#include "SDL_opengl.h"
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#include "RageTimer.h"
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/* Definitions for various texture formats. We'll probably want RGBA
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* in OpenGL, not ARGB ... All of these are in local (little) endian;
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* this may or may not need adjustment for OpenGL. */
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const static unsigned int PixFmtMasks[][5] =
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{
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/* Err. D3D's texture formats are little-endian, so the order of
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* colors (bytewise) is BGRA; D3DFMT_A8R8G8B8 is really BGRA (bytewise).
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* D3DFMT_A4R4G4B4 is 0xGBAR; flip the bytes and it's sane (0xARGB).
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*/
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{ 0x00FF0000, /* B8G8R8A8 */
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0x0000FF00,
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0x000000FF,
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0xFF000000, 32 },
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{ 0x0F00, /* B4G4R4A4 */
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0x00F0,
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0x000F,
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0xF000, 16 },
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{ 0x7C00, /* B5G5R5A1 */
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0x03E0,
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0x001F,
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0x8000, 16 },
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// { 0xF800, /* B5G6R5 */ /* this format doesn't seem to be supported in OGL 1.0 */
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// 0x07E0,
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// 0x001F,
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// 0x0000, 16 }
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};
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int PixFmtMaskNo(GLenum fmt)
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{
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switch(fmt) {
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case GL_RGBA8: return 0;
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case GL_RGBA4: return 1;
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case GL_RGB5_A1: return 2;
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// case D3DFMT_R5G6B5: return 3;
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default: ASSERT(0); return 0;
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}
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}
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//-----------------------------------------------------------------------------
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// RageBitmapTexture constructor
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//-----------------------------------------------------------------------------
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RageBitmapTexture::RageBitmapTexture( CString sFilePath, RageTexturePrefs prefs ) :
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RageTexture( sFilePath, prefs )
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{
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// LOG->Trace( "RageBitmapTexture::RageBitmapTexture()" );
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m_uGLTextureID = 0;
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Create(); // sFilePath and prefs are saved by RageTexture()
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}
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RageBitmapTexture::~RageBitmapTexture()
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{
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if(m_uGLTextureID)
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glDeleteTextures(1, &m_uGLTextureID);
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}
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void RageBitmapTexture::Reload( RageTexturePrefs prefs )
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{
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DISPLAY->SetTexture(0);
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if(m_uGLTextureID)
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{
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glDeleteTextures(1, &m_uGLTextureID);
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m_uGLTextureID = 0;
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}
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Create();
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}
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static int power_of_two(int input)
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{
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int value = 1;
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while ( value < input ) value <<= 1;
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return value;
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}
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/*
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* Each dwMaxSize, dwTextureColorDepth and iAlphaBits are maximums; we may
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* use less. iAlphaBits must be 0, 1 or 4.
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*
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* XXX: change iAlphaBits == 4 to iAlphaBits == 8 to indicate "as much alpha
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* as needed", since that's what it really is; still only use 4 in 16-bit textures.
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*
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* Dither forces dithering when loading 16-bit textures.
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* Stretch forces the loaded image to fill the texture completely.
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*/
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void RageBitmapTexture::Create()
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{
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// look in the file name for a format hints
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m_sFilePath.MakeLower();
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if( m_sFilePath.Find("no alpha") != -1 ) m_prefs.iAlphaBits = 0;
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else if( m_sFilePath.Find("1 alpha") != -1 ) m_prefs.iAlphaBits = 1;
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else if( m_sFilePath.Find("1alpha") != -1 ) m_prefs.iAlphaBits = 1;
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else if( m_sFilePath.Find("0alpha") != -1 ) m_prefs.iAlphaBits = 0;
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if( m_sFilePath.Find("dither") != -1 ) m_prefs.bDither = true;
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/* Load the image into an SDL surface. */
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SDL_Surface *img = IMG_Load(m_sFilePath);
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/* Figure out which texture format to use. */
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GLenum fmtTexture;
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if( m_prefs.iTextureColorDepth == 16 )
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{
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/* Bits of alpha in the source: */
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int src_alpha_bits = 8 - img->format->Aloss;
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/* No real alpha in paletted input. */
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if( img->format->BytesPerPixel == 1 )
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src_alpha_bits = 0;
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/* Colorkeyed input effectively has at least one bit of alpha: */
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if( img->flags & SDL_SRCCOLORKEY )
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src_alpha_bits = max( 1, src_alpha_bits );
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/* Don't use more than we were hinted to. */
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src_alpha_bits = min( m_prefs.iAlphaBits, src_alpha_bits );
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/* XXX Scan the image, and see if it actually uses its alpha channel/color key
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* (if any). Reduce to 1 or 0 bits of alpha if possible. */
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switch( src_alpha_bits ) {
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case 0:
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case 1:
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fmtTexture = GL_RGB5_A1;
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break;
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default:
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fmtTexture = GL_RGBA4;
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break;
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}
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}
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else if( m_prefs.iTextureColorDepth == 32 )
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fmtTexture = GL_RGBA8;
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else
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throw RageException( "Invalid color depth: %d bits", m_prefs.iTextureColorDepth );
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/* Cap the max texture size to the hardware max. */
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m_prefs.iMaxSize = min( m_prefs.iMaxSize, DISPLAY->GetMaxTextureSize() );
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/* Save information about the source. */
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m_iSourceWidth = img->w;
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m_iSourceHeight = img->h;
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/* image size cannot exceed max size */
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m_iImageWidth = min( m_iSourceWidth, m_prefs.iMaxSize );
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m_iImageHeight = min( m_iSourceHeight, m_prefs.iMaxSize );
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/* Texture dimensions need to be a power of two; jump to the next. */
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m_iTextureWidth = power_of_two(m_iImageWidth);
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m_iTextureHeight = power_of_two(m_iImageHeight);
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ASSERT( m_iTextureWidth <= m_prefs.iMaxSize );
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ASSERT( m_iTextureHeight <= m_prefs.iMaxSize );
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/* If the source is larger than the texture, we have to scale it down; that's
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* "stretching", I guess. */
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if(m_iSourceWidth != m_iImageWidth || m_iSourceHeight > m_iImageHeight)
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m_prefs.bStretch = true;
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int target = PixFmtMaskNo(fmtTexture);
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/* Dither only when the target is 16bpp, not when it's 32bpp. */
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if( PixFmtMasks[target][4] /* XXX magic 4 */ == 4)
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m_prefs.bDither = false;
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if( m_prefs.bStretch )
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{
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/* resize currently only does RGBA8888 */
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int mask = 0;
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ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[mask][4],
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PixFmtMasks[mask][0], PixFmtMasks[mask][1], PixFmtMasks[mask][2], PixFmtMasks[mask][3]);
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SDL_Surface *dst = zoomSurface(img, m_iImageWidth, m_iImageHeight );
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SDL_FreeSurface(img);
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img = dst;
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// Commented out to see how things look without iterative filtering. -Chris
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// while (m_iImageWidth != m_iTextureWidth || m_iImageHeight != m_iTextureHeight) {
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// float xscale = float(m_iTextureWidth)/m_iImageWidth;
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// float yscale = float(m_iTextureHeight)/m_iImageHeight;
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//
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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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//
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// SDL_Surface *dst = zoomSurface(img, xscale, yscale);
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//
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// SDL_FreeSurface(img);
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// img = dst;
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//
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// /* The new image size is the full texture size. */
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// m_iImageWidth = int(m_iImageWidth * xscale + .0001);
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// m_iImageHeight = int(m_iImageHeight * yscale + .0001);
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// }
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}
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if( m_prefs.bDither )
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{
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/* Dither down to the destination format. */
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[target][4],
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PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
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SM_SDL_OrderedDither(img, dst);
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SDL_FreeSurface(img);
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img = dst;
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}
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/* Convert the data to the destination format. Hmm. We could just
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* convert the format, leaving the resolution alone (simplifying
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* ConvertSDLSurface), and then load the texture a little more
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* intelligently. If we do that with OpenGL, is the rest
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* of the texture (that we didn't fill) guaranteed to be black?
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* We don't want anything else to be linearly filtered in on the
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* edge of the texture ...
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*/
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ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, 32,
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0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 );
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if(!m_uGLTextureID)
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glGenTextures(1, &m_uGLTextureID);
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DISPLAY->SetTexture(this);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img->pitch / img->format->BytesPerPixel);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, fmtTexture, img->w, img->h, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, img->pixels);
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glFlush();
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SDL_FreeSurface(img);
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CreateFrameRects();
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// LOG->Trace( "RageBitmapTexture: Loaded '%s' (%ux%u) from disk. bStretch = %d, source %d,%d; image %d,%d.",
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// m_sFilePath.GetString(), GetTextureWidth(), GetTextureHeight(),
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// bStretch, m_iSourceWidth, m_iSourceHeight,
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// m_iImageWidth, m_iImageHeight);
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}
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