unigi.ext/texture.c

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2024-07-31 20:05:51 +00:00
struct unigi_ext_type_texture {
unigi_type_resolution_2d_coord width;
unigi_type_resolution_2d_coord height;
unigi_type_color lq_color;
unigi_type_color * pixels;
};
typedef struct unigi_ext_type_texture unigi_ext_type_texture;
struct unigi_ext_type_rect {
unigi_ext_type_2d_coord x1;
unigi_ext_type_2d_coord y1;
unigi_ext_type_2d_coord x2;
unigi_ext_type_2d_coord y2;
};
typedef struct unigi_ext_type_rect unigi_ext_type_rect;
void unigi_ext_rect_dimensions(
unigi_ext_type_rect bounds,
unigi_ext_type_2d_coord * width,
unigi_ext_type_2d_coord * height
) {
*width = abs(bounds.x2 - bounds.x1);
*height = abs(bounds.y2 - bounds.y1);
}
#define unigi_ext_texture_fixedpointdepth 8
void unigi_ext_texture_draw(
unigi_ext_type_texture tex,
unigi_ext_type_texture buffer,
unigi_ext_type_rect texbounds,
unigi_ext_type_rect bufbounds
) {
unigi_ext_type_2d_coord texwidth;
unigi_ext_type_2d_coord texheight;
unigi_ext_type_2d_coord outwidth;
unigi_ext_type_2d_coord outheight;
unigi_ext_type_2d_coord x;
unigi_ext_type_2d_coord y;
unigi_type_resolution_1d_coord texi;
unigi_type_resolution_1d_coord bufi;
unigi_ext_type_2d_coord stepx;
unigi_ext_type_2d_coord stepy;
unigi_ext_type_2d_coord texx;
unigi_ext_type_2d_coord texy;
unigi_ext_rect_dimensions(texbounds, &texwidth, &texheight);
unigi_ext_rect_dimensions(bufbounds, &outwidth, &outheight);
// We precalculate the step through the texture to avoid division and
// multiplication per pixel. We also expand the range so we can use
// integers. By using 256, we are essentially adding 8 bits of "decimal
// point". If you need more bits (or less), just change this to some other
// power of 2.
stepx = (1 << unigi_ext_texture_fixedpointdepth) * (float)texwidth / outwidth;
stepy = (1 << unigi_ext_texture_fixedpointdepth) * (float)texheight / outheight;
texx = (1 << unigi_ext_texture_fixedpointdepth) * texbounds.x1;
texy = (1 << unigi_ext_texture_fixedpointdepth) * texbounds.y1;
//log("%f,%f step %f,%f", texx, texy, stepx, stepy);
// Buffer is R G B for each pixel, then across then down. If you want X, Y,
// it's: 3 * (x + y * width)
for(y = bufbounds.y1; y < bufbounds.y2; y++) {
texx = texbounds.x1;
for(x = bufbounds.x1; x < bufbounds.x2; x++) {
// And then with the shift, it is log2(256), or whatever you shifted
// by up there. So 512 would be 9, because 2^9 = 512
texi = (texx >> unigi_ext_texture_fixedpointdepth) + tex.width * (texy >> unigi_ext_texture_fixedpointdepth); // 'texy >> FIXEDPOINTDEPTH' could be calculated per y-iteration
bufi = x + y * buffer.width; // 'y * buffer.width' could be calculated per y-iteration
buffer.pixels[bufi] = tex.pixels[texi];
texx += stepx;
bufi += 1;
}
texy += stepy;
}
}