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1/* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
3 *
4 *
5 * PrBoom: a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11 * Copyright 2005, 2006 by
12 * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
13 *
14 * This program is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU General Public License
16 * as published by the Free Software Foundation; either version 2
17 * of the License, or (at your option) any later version.
18 *
19 * This program is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 * GNU General Public License for more details.
23 *
24 * You should have received a copy of the GNU General Public License
25 * along with this program; if not, write to the Free Software
26 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
27 * 02111-1307, USA.
28 *
29 *-----------------------------------------------------------------------------*/
30
31#ifndef R_FILTER_H
32#define R_FILTER_H
33
34#define DITHER_DIM 4
35
36extern byte filter_ditherMatrix[DITHER_DIM][DITHER_DIM];
37#define FILTER_UVBITS 6
38#define FILTER_UVDIM (1<<FILTER_UVBITS)
39extern byte filter_roundedUVMap[FILTER_UVDIM*FILTER_UVDIM];
40extern byte filter_roundedRowMap[4*16];
41
42void R_FilterInit(void);
43
44// Use the dither matrix to determine whether a pixel is on or off based
45// on the overall intensity we're trying to simulate
46#define filter_getDitheredPixelLevel(x, y, intensity) \
47 ((filter_ditherMatrix[(y)&(DITHER_DIM-1)][(x)&(DITHER_DIM-1)] < (intensity)) ? 1 : 0)
48
49// Choose current pixel or next pixel down based on dither of the fractional
50// texture V coord. texV is not a true fractional texture coord, so it
51// has to be converted using ((texV) - dcvars.yl) >> 8), which was empirically
52// derived. the "-dcvars.yl" is apparently required to offset some minor
53// shaking in coordinate y-axis and prevents dithering seams
54#define FILTER_GETV(x,y,texV,nextRowTexV) \
55 (filter_getDitheredPixelLevel(x, y, (((texV) - yl) >> 8)&0xff) ? ((nextRowTexV)>>FRACBITS) : ((texV)>>FRACBITS))
56
57// Choose current column or next column to the right based on dither of the
58// fractional texture U coord
59#define filter_getDitheredForColumn(x, y, texV, nextRowTexV) \
60 dither_sources[(filter_getDitheredPixelLevel(x, y, filter_fracu))][FILTER_GETV(x,y,texV,nextRowTexV)]
61
62#define filter_getRoundedForColumn(texV, nextRowTexV) \
63 filter_getScale2xQuadColors( \
64 source[ ((texV)>>FRACBITS) ], \
65 source[ (MAX(0, ((texV)>>FRACBITS)-1)) ], \
66 nextsource[ ((texV)>>FRACBITS) ], \
67 source[ ((nextRowTexV)>>FRACBITS) ], \
68 prevsource[ ((texV)>>FRACBITS) ] \
69 ) \
70 [ filter_roundedUVMap[ \
71 ((filter_fracu>>(8-FILTER_UVBITS))<<FILTER_UVBITS) + \
72 ((((texV)>>8) & 0xff)>>(8-FILTER_UVBITS)) \
73 ] ]
74
75#define filter_getRoundedForSpan(texU, texV) \
76 filter_getScale2xQuadColors( \
77 source[ (((texU)>>16)&0x3f) | (((texV)>>10)&0xfc0) ], \
78 source[ (((texU)>>16)&0x3f) | ((((texV)-FRACUNIT)>>10)&0xfc0) ], \
79 source[ ((((texU)+FRACUNIT)>>16)&0x3f) | (((texV)>>10)&0xfc0) ], \
80 source[ (((texU)>>16)&0x3f) | ((((texV)+FRACUNIT)>>10)&0xfc0) ], \
81 source[ ((((texU)-FRACUNIT)>>16)&0x3f) | (((texV)>>10)&0xfc0) ] \
82 ) \
83 [ filter_roundedUVMap[ \
84 (((((texU)>>8) & 0xff)>>(8-FILTER_UVBITS))<<FILTER_UVBITS) + \
85 ((((texV)>>8) & 0xff)>>(8-FILTER_UVBITS)) \
86 ] ]
87
88byte *filter_getScale2xQuadColors(byte e, byte b, byte f, byte h, byte d);
89
90// This is the horrendous macro version of the function commented out of
91// r_filter.c. It does a bilinear blend on the four source texels for a
92// given u and v
93#define filter_getFilteredForColumn32(depthmap, texV, nextRowTexV) ( \
94 VID_PAL32( depthmap(nextsource[(nextRowTexV)>>FRACBITS]), (filter_fracu*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS) ) + \
95 VID_PAL32( depthmap(source[(nextRowTexV)>>FRACBITS]), ((0xffff-filter_fracu)*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS) ) + \
96 VID_PAL32( depthmap(source[(texV)>>FRACBITS]), ((0xffff-filter_fracu)*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS) ) + \
97 VID_PAL32( depthmap(nextsource[(texV)>>FRACBITS]), (filter_fracu*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS) ))
98
99// The 16 bit method of the filtering doesn't really maintain enough
100// accuracy for discerning viewers, but the alternative requires converting
101// from 32 bit, which is slow and requires both the intPalette and the
102// shortPalette to be in memory at the same time.
103#define filter_getFilteredForColumn16(depthmap, texV, nextRowTexV) ( \
104 VID_PAL16( depthmap(nextsource[(nextRowTexV)>>FRACBITS]), (filter_fracu*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS) ) + \
105 VID_PAL16( depthmap(source[(nextRowTexV)>>FRACBITS]), ((0xffff-filter_fracu)*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS) ) + \
106 VID_PAL16( depthmap(source[(texV)>>FRACBITS]), ((0xffff-filter_fracu)*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS) ) + \
107 VID_PAL16( depthmap(nextsource[(texV)>>FRACBITS]), (filter_fracu*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS) ))
108
109#define filter_getFilteredForColumn15(depthmap, texV, nextRowTexV) ( \
110 VID_PAL15( depthmap(nextsource[(nextRowTexV)>>FRACBITS]), (filter_fracu*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS) ) + \
111 VID_PAL15( depthmap(source[(nextRowTexV)>>FRACBITS]), ((0xffff-filter_fracu)*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS) ) + \
112 VID_PAL15( depthmap(source[(texV)>>FRACBITS]), ((0xffff-filter_fracu)*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS) ) + \
113 VID_PAL15( depthmap(nextsource[(texV)>>FRACBITS]), (filter_fracu*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS) ))
114
115// Same as for column but wrapping at 64
116#define filter_getFilteredForSpan32(depthmap, texU, texV) ( \
117 VID_PAL32( depthmap(source[ ((((texU)+FRACUNIT)>>16)&0x3f) | ((((texV)+FRACUNIT)>>10)&0xfc0)]), (unsigned int)(((texU)&0xffff)*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS)) + \
118 VID_PAL32( depthmap(source[ (((texU)>>16)&0x3f) | ((((texV)+FRACUNIT)>>10)&0xfc0)]), (unsigned int)((0xffff-((texU)&0xffff))*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS)) + \
119 VID_PAL32( depthmap(source[ (((texU)>>16)&0x3f) | (((texV)>>10)&0xfc0)]), (unsigned int)((0xffff-((texU)&0xffff))*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS)) + \
120 VID_PAL32( depthmap(source[ ((((texU)+FRACUNIT)>>16)&0x3f) | (((texV)>>10)&0xfc0)]), (unsigned int)(((texU)&0xffff)*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS)))
121
122// Use 16 bit addition here since it's a little faster and the defects from
123// such low-accuracy blending are less visible on spans
124#define filter_getFilteredForSpan16(depthmap, texU, texV) ( \
125 VID_PAL16( depthmap(source[ ((((texU)+FRACUNIT)>>16)&0x3f) | ((((texV)+FRACUNIT)>>10)&0xfc0)]), (unsigned int)(((texU)&0xffff)*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS)) + \
126 VID_PAL16( depthmap(source[ (((texU)>>16)&0x3f) | ((((texV)+FRACUNIT)>>10)&0xfc0)]), (unsigned int)((0xffff-((texU)&0xffff))*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS)) + \
127 VID_PAL16( depthmap(source[ (((texU)>>16)&0x3f) | (((texV)>>10)&0xfc0)]), (unsigned int)((0xffff-((texU)&0xffff))*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS)) + \
128 VID_PAL16( depthmap(source[ ((((texU)+FRACUNIT)>>16)&0x3f) | (((texV)>>10)&0xfc0)]), (unsigned int)(((texU)&0xffff)*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS)))
129
130#define filter_getFilteredForSpan15(depthmap, texU, texV) ( \
131 VID_PAL15( depthmap(source[ ((((texU)+FRACUNIT)>>16)&0x3f) | ((((texV)+FRACUNIT)>>10)&0xfc0)]), (unsigned int)(((texU)&0xffff)*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS)) + \
132 VID_PAL15( depthmap(source[ (((texU)>>16)&0x3f) | ((((texV)+FRACUNIT)>>10)&0xfc0)]), (unsigned int)((0xffff-((texU)&0xffff))*((texV)&0xffff))>>(32-VID_COLORWEIGHTBITS)) + \
133 VID_PAL15( depthmap(source[ (((texU)>>16)&0x3f) | (((texV)>>10)&0xfc0)]), (unsigned int)((0xffff-((texU)&0xffff))*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS)) + \
134 VID_PAL15( depthmap(source[ ((((texU)+FRACUNIT)>>16)&0x3f) | (((texV)>>10)&0xfc0)]), (unsigned int)(((texU)&0xffff)*(0xffff-((texV)&0xffff)))>>(32-VID_COLORWEIGHTBITS)))
135
136// do red and blue at once for slight speedup
137
138#define GETBLENDED15_5050(col1, col2) \
139 ((((col1&0x7c1f)+(col2&0x7c1f))>>1)&0x7c1f) | \
140 ((((col1&0x03e0)+(col2&0x03e0))>>1)&0x03e0)
141
142#define GETBLENDED16_5050(col1, col2) \
143 ((((col1&0xf81f)+(col2&0xf81f))>>1)&0xf81f) | \
144 ((((col1&0x07e0)+(col2&0x07e0))>>1)&0x07e0)
145
146#define GETBLENDED32_5050(col1, col2) \
147 ((((col1&0xff00ff)+(col2&0xff00ff))>>1)&0xff00ff) | \
148 ((((col1&0x00ff00)+(col2&0x00ff00))>>1)&0x00ff00)
149
150#define GETBLENDED15_3268(col1, col2) \
151 ((((col1&0x7c1f)*5+(col2&0x7c1f)*11)>>4)&0x7c1f) | \
152 ((((col1&0x03e0)*5+(col2&0x03e0)*11)>>4)&0x03e0)
153
154#define GETBLENDED16_3268(col1, col2) \
155 ((((col1&0xf81f)*5+(col2&0xf81f)*11)>>4)&0xf81f) | \
156 ((((col1&0x07e0)*5+(col2&0x07e0)*11)>>4)&0x07e0)
157
158#define GETBLENDED32_3268(col1, col2) \
159 ((((col1&0xff00ff)*5+(col2&0xff00ff)*11)>>4)&0xff00ff) | \
160 ((((col1&0x00ff00)*5+(col2&0x00ff00)*11)>>4)&0x00ff00)
161
162#define GETBLENDED15_9406(col1, col2) \
163 ((((col1&0x7c1f)*15+(col2&0x7c1f))>>4)&0x7c1f) | \
164 ((((col1&0x03e0)*15+(col2&0x03e0))>>4)&0x03e0)
165
166#define GETBLENDED16_9406(col1, col2) \
167 ((((col1&0xf81f)*15+(col2&0xf81f))>>4)&0xf81f) | \
168 ((((col1&0x07e0)*15+(col2&0x07e0))>>4)&0x07e0)
169
170#define GETBLENDED32_9406(col1, col2) \
171 ((((col1&0xff00ff)*15+(col2&0xff00ff))>>4)&0xff00ff) | \
172 ((((col1&0x00ff00)*15+(col2&0x00ff00))>>4)&0x00ff00)
173
174#endif