ref: gl: make r_ripple work with non-square non-pot textures, fix holes caused by unexpected transparency
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c6e3146290
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1 changed files with 32 additions and 41 deletions
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@ -81,7 +81,6 @@ static struct
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uint32_t texture[RIPPLES_TEXSIZE];
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int gl_texturenum;
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int rippletexturenum;
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float texturescale; // not all textures are 128x128, scale the texcoords down
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} g_ripple;
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@ -616,8 +615,8 @@ void EmitWaterPolys( msurface_t *warp, qboolean reverse, qboolean ripples )
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}
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else
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{
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s = os / g_ripple.texturescale;
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t = ot / g_ripple.texturescale;
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s = os;
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t = ot;
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}
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s *= ( 1.0f / SUBDIVIDE_SIZE );
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@ -710,17 +709,6 @@ static void R_RunRipplesAnimation( const short *oldbuf, short *pbuf )
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}
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}
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static int MostSignificantBit( unsigned int v )
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{
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#if __GNUC__
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return 31 - __builtin_clz( v );
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#else
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int i;
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for( i = 0, v >>= 1; v; v >>= 1, i++ );
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return i;
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#endif
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}
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void R_AnimateRipples( void )
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{
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double frametime = gp_cl->time - g_ripple.time;
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@ -752,18 +740,18 @@ void R_AnimateRipples( void )
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qboolean R_UploadRipples( const texture_t *image )
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{
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gl_texture_t *glt;
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uint32_t *pixels;
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int wbits, wmask, wshft;
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const gl_texture_t *glt;
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const uint32_t *pixels;
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int y;
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int width, height, size;
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// discard unuseful textures
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if( !r_ripple.value || image->width > RIPPLES_CACHEWIDTH || image->width != image->height )
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if( !r_ripple.value )
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{
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GL_Bind( XASH_TEXTURE0, image->gl_texturenum );
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return false;
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}
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// discard unuseful textures
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glt = R_GetTexture( image->gl_texturenum );
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if( !glt || !glt->original || !glt->original->buffer || !FBitSet( glt->flags, TF_EXPAND_SOURCE ))
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{
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@ -778,40 +766,43 @@ qboolean R_UploadRipples( const texture_t *image )
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return true;
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g_ripple.gl_texturenum = image->gl_texturenum;
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if( r_ripple.value == 1.0f )
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{
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g_ripple.texturescale = Q_max( 1.0f, image->width / 64.0f );
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}
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else
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{
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g_ripple.texturescale = 1.0f;
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}
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size = r_ripple.value == 1.0f ? 64 : RIPPLES_CACHEWIDTH;
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pixels = (uint32_t *)glt->original->buffer;
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wbits = MostSignificantBit( image->width );
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wshft = 7 - wbits;
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wmask = image->width - 1;
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// try to preserve aspect ratio
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width = height = RIPPLES_CACHEWIDTH; // always render at maximum size
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if( image->width > image->height )
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height = (float)image->height / image->width * width;
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else if( image->width < image->height )
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width = (float)image->width / image->height * height;
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for( y = 0; y < image->height; y++ )
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pixels = (const uint32_t *)glt->original->buffer;
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for( y = 0; y < height; y++ )
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{
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int ry = y << ( 7 + wshft );
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int ry = (float)y / height * size;
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int x;
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for( x = 0; x < image->width; x++ )
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for( x = 0; x < width; x++ )
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{
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int rx = x << wshft;
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int val = g_ripple.curbuf[ry + rx] >> 4;
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int rx = (float)x / width * size;
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int val = g_ripple.curbuf[ry * RIPPLES_CACHEWIDTH + rx] / 16;
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int py = (y - val) & wmask;
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int px = (x + val) & wmask;
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int p = ( py << wbits ) + px;
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// transform it to texture space and get nice tiling effect
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int rpy = ( y - val ) % height;
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int rpx = ( x + val ) % width;
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g_ripple.texture[(y << wbits) + x] = pixels[p];
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int py = (float)rpy / height * image->height;
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int px = (float)rpx / width * image->width;
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if( py < 0 ) py = image->height + py;
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if( px < 0 ) px = image->width + px;
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g_ripple.texture[y * width + x] = pixels[py * image->width + px];
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}
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}
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->width, 0,
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pglTexImage2D( GL_TEXTURE_2D, 0, glt->format, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, g_ripple.texture );
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return true;
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