Пример #1
0
        /* ----- render utilities ----- */

        /*-------------------------------------------------
        *   render_resample_argb_bitmap_hq - perform a high
        *   quality resampling of a texture
        *  -------------------------------------------------*/
        public static void render_resample_argb_bitmap_hq(bitmap_argb32 dest, bitmap_argb32 source, render_color color, bool force = false)
        {
            if (dest.width() == 0 || dest.height() == 0)
            {
                return;
            }

            /* adjust the source base */
            PointerU32 sbase = source.pix(0);  //const u32 *sbase = &source.pix(0);

            /* determine the steppings */
            u32 swidth  = (u32)source.width();
            u32 sheight = (u32)source.height();
            u32 dwidth  = (u32)dest.width();
            u32 dheight = (u32)dest.height();
            u32 dx      = (swidth << 12) / dwidth;
            u32 dy      = (sheight << 12) / dheight;

            /* if the source is higher res than the target, use full averaging */
            if (dx > 0x1000 || dy > 0x1000 || force)
            {
                resample_argb_bitmap_average(dest.pix(0), (u32)dest.rowpixels(), dwidth, dheight, sbase, (u32)source.rowpixels(), swidth, sheight, color, dx, dy);
            }
            else
            {
                resample_argb_bitmap_bilinear(dest.pix(0), (u32)dest.rowpixels(), dwidth, dheight, sbase, (u32)source.rowpixels(), swidth, sheight, color, dx, dy);
            }
        }
Пример #2
0
        /* ----- render utilities ----- */

        /*-------------------------------------------------
        *   render_resample_argb_bitmap_hq - perform a high
        *   quality resampling of a texture
        *  -------------------------------------------------*/
        public static void render_resample_argb_bitmap_hq(bitmap_argb32 dest, bitmap_argb32 source, render_color color, bool force = false)
        {
            if (dest.width() == 0 || dest.height() == 0)
            {
                return;
            }

            /* adjust the source base */
            //const UINT32 *sbase = &source.pix32(0);
            RawBuffer sbaseBuf;
            u32       sbaseOffset = source.pix32(out sbaseBuf, 0);

            /* determine the steppings */
            u32 swidth  = (u32)source.width();
            u32 sheight = (u32)source.height();
            u32 dwidth  = (u32)dest.width();
            u32 dheight = (u32)dest.height();
            u32 dx      = (swidth << 12) / dwidth;
            u32 dy      = (sheight << 12) / dheight;

            //throw new emu_unimplemented();
            /* if the source is higher res than the target, use full averaging */
            if (dx > 0x1000 || dy > 0x1000 || force)
            {
                RawBuffer destBuf;
                u32       destOffset = dest.pix32(out destBuf, 0);
                resample_argb_bitmap_average(new RawBufferPointer(destBuf, (int)destOffset), (UInt32)dest.rowpixels(), dwidth, dheight, new RawBufferPointer(sbaseBuf, (int)sbaseOffset), (UInt32)source.rowpixels(), swidth, sheight, color, dx, dy);
            }
            else
            {
                RawBuffer destBuf;
                u32       destOffset = dest.pix32(out destBuf, 0);
                resample_argb_bitmap_bilinear(new RawBufferPointer(destBuf, (int)destOffset), (UInt32)dest.rowpixels(), dwidth, dheight, new RawBufferPointer(sbaseBuf, (int)sbaseOffset), (UInt32)source.rowpixels(), swidth, sheight, color, dx, dy);
            }
        }
Пример #3
0
        //-------------------------------------------------
        //  get_scaled_bitmap_and_bounds - return a
        //  scaled bitmap and bounding rect for a char
        //-------------------------------------------------
        public void get_scaled_bitmap_and_bounds(bitmap_argb32 dest, float height, float aspect, char32_t chnum, out rectangle bounds)
        {
            bounds = default;

            glyph gl = get_char(chnum);

            // on entry, assume x0,y0 are the top,left coordinate of the cell and add
            // the character bounding box to that position
            float scale = m_scale * height;

            bounds.min_x = (int)((float)(gl.xoffs) * scale * aspect);
            bounds.min_y = 0;

            // compute x1,y1 from there based on the bitmap size
            bounds.set_width((int)((float)(gl.bmwidth) * scale * aspect));
            bounds.set_height((int)((float)(m_height) * scale));

            // if the bitmap isn't big enough, bail
            if (dest.width() < bounds.width() || dest.height() < bounds.height())
            {
                return;
            }

            // if no texture, fill the target
            if (gl.texture == null)
            {
                dest.fill(0);
                return;
            }

            throw new emu_unimplemented();
#if false
            // scale the font
            bitmap_argb32 tempbitmap = new bitmap_argb32(&dest.pix(0), bounds.width(), bounds.height(), dest.rowpixels());
            render_texture.hq_scale(tempbitmap, gl.bitmap, gl.bitmap.cliprect(), null);
#endif
        }