Merge branch 'master' into master

pull/2987/head
Tomas Mariancik 2020-02-06 22:58:19 +01:00 committed by GitHub
commit acf57bdb13
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1 changed files with 11 additions and 53 deletions

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@ -340,39 +340,13 @@ void HL1MDLLoader::load_sequence_groups_files() {
}
// ------------------------------------------------------------------------------------------------
/** @brief Read an MDL texture.
*
* @note This method is taken from HL1 source code.
* source: file: studio_utils.c
* function(s): UploadTexture
*/
// Read an MDL texture.
void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
uint8_t *data, uint8_t *pal, aiTexture *pResult,
aiColor3D &last_palette_color) {
int outwidth, outheight;
int i, j;
static const size_t BuffenLen = 256;
int row1[BuffenLen], row2[BuffenLen], col1[BuffenLen], col2[BuffenLen];
unsigned char *pix1, *pix2, *pix3, *pix4;
// convert texture to power of 2
for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
;
if ( outwidth > static_cast<int>(BuffenLen)) {
outwidth = BuffenLen;
}
for (outheight = 1; outheight < ptexture->height; outheight <<= 1)
;
if (static_cast<size_t>(outheight) > BuffenLen) {
outheight = BuffenLen;
}
pResult->mFilename = ptexture->name;
pResult->mWidth = outwidth;
pResult->mHeight = outheight;
pResult->mWidth = static_cast<unsigned int>(ptexture->width);
pResult->mHeight = static_cast<unsigned int>(ptexture->height);
pResult->achFormatHint[0] = 'r';
pResult->achFormatHint[1] = 'g';
pResult->achFormatHint[2] = 'b';
@ -383,31 +357,15 @@ void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
pResult->achFormatHint[7] = '8';
pResult->achFormatHint[8] = '\0';
aiTexel *out = pResult->pcData = new aiTexel[outwidth * outheight];
const size_t num_pixels = pResult->mWidth * pResult->mHeight;
aiTexel *out = pResult->pcData = new aiTexel[num_pixels];
for (i = 0; i < outwidth; i++) {
col1[i] = (int)((i + 0.25) * (ptexture->width / (float)outwidth));
col2[i] = (int)((i + 0.75) * (ptexture->width / (float)outwidth));
}
for (i = 0; i < outheight; i++) {
row1[i] = (int)((i + 0.25) * (ptexture->height / (float)outheight)) * ptexture->width;
row2[i] = (int)((i + 0.75) * (ptexture->height / (float)outheight)) * ptexture->width;
}
// scale down and convert to 32bit RGB
for (i = 0; i < outheight; i++) {
for (j = 0; j < outwidth; j++, out++) {
pix1 = &pal[data[row1[i] + col1[j]] * 3];
pix2 = &pal[data[row1[i] + col2[j]] * 3];
pix3 = &pal[data[row2[i] + col1[j]] * 3];
pix4 = &pal[data[row2[i] + col2[j]] * 3];
out->r = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2;
out->g = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2;
out->b = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2;
out->a = 0xFF;
}
// Convert indexed 8 bit to 32 bit RGBA.
for (size_t i = 0; i < num_pixels; ++i, ++out) {
out->r = pal[data[i] * 3];
out->g = pal[data[i] * 3 + 1];
out->b = pal[data[i] * 3 + 2];
out->a = 255;
}
// Get the last palette color.