//----------------------------------------------------------------------------- // // This file contains texture filtering functions. // // Copyright (C) Microsoft Corporation, 1997. // //----------------------------------------------------------------------------- #include "rgb_pch.h" #pragma hdrstop #include "ctexfilt.h" //----------------------------------------------------------------------------- // // TexFiltBilinear // // Given the basic bilinear equations // // A = C00 + U*(C10 - C00) // B = C01 + U*(C11 - C01) // C = A + V*(B-A) // // This routine is based on the re-arrangement of this equation into // // C = C00*(1-U-V+U*V) + C10*(U-U*V) + C10(V-U*V) + C11*(U*V) // or // C = C00*s1 + C10*s2 + C10*s3 + C11*s4 // //----------------------------------------------------------------------------- void TexFiltBilinear(D3DCOLOR *pOut, INT32 iU, INT32 iV, UINT32 uTex00, UINT32 uTex10, UINT32 uTex01, UINT32 uTex11) { #define SIMPLE_BILINEAR 1 #ifdef SIMPLE_BILINEAR INT32 r00, r01, r10, r11; INT32 g00, g01, g10, g11; INT32 b00, b01, b10, b11; INT32 a00, a01, a10, a11; r00 = RGBA_GETRED(uTex00); r01 = RGBA_GETRED(uTex01); r10 = RGBA_GETRED(uTex10); r11 = RGBA_GETRED(uTex11); g00 = RGBA_GETGREEN(uTex00); g01 = RGBA_GETGREEN(uTex01); g10 = RGBA_GETGREEN(uTex10); g11 = RGBA_GETGREEN(uTex11); b00 = RGBA_GETBLUE(uTex00); b01 = RGBA_GETBLUE(uTex01); b10 = RGBA_GETBLUE(uTex10); b11 = RGBA_GETBLUE(uTex11); a00 = RGBA_GETALPHA(uTex00); a01 = RGBA_GETALPHA(uTex01); a10 = RGBA_GETALPHA(uTex10); a11 = RGBA_GETALPHA(uTex11); r00 = r00 + ((iU*(r10 - r00)) >> 16); g00 = g00 + ((iU*(g10 - g00)) >> 16); b00 = b00 + ((iU*(b10 - b00)) >> 16); a00 = a00 + ((iU*(a10 - a00)) >> 16); r01 = r01 + ((iU*(r11 - r01)) >> 16); g01 = g01 + ((iU*(g11 - g01)) >> 16); b01 = b01 + ((iU*(b11 - b01)) >> 16); a01 = a01 + ((iU*(a11 - a01)) >> 16); r00 = r00 + ((iV*(r01 - r00)) >> 16); g00 = g00 + ((iV*(g01 - g00)) >> 16); b00 = b00 + ((iV*(b01 - b00)) >> 16); a00 = a00 + ((iV*(a01 - a00)) >> 16); #else // another potential implementation INT32 s1, s2, s3, s4; s4 = (iU * iV)>>16; // (0.16 * 0.16) >> 16 = 0.16 s3 = iV - s4; s2 = iU - s4; s1 = 0x10000 - iV - s2; INT32 r00, r01, r10, r11; INT32 g00, g01, g10, g11; INT32 b00, b01, b10, b11; INT32 a00, a01, a10, a11; r00 = RGBA_GETRED(uTex00); r01 = RGBA_GETRED(uTex01); r10 = RGBA_GETRED(uTex10); r11 = RGBA_GETRED(uTex11); g00 = RGBA_GETGREEN(uTex00); g01 = RGBA_GETGREEN(uTex01); g10 = RGBA_GETGREEN(uTex10); g11 = RGBA_GETGREEN(uTex11); b00 = RGBA_GETBLUE(uTex00); b01 = RGBA_GETBLUE(uTex01); b10 = RGBA_GETBLUE(uTex10); b11 = RGBA_GETBLUE(uTex11); a00 = RGBA_GETALPHA(uTex00); a01 = RGBA_GETALPHA(uTex01); a10 = RGBA_GETALPHA(uTex10); a11 = RGBA_GETALPHA(uTex11); // 8.0 * 0.16 == 8.16 >> 16 == 8.0 r00 = (r00*s1 + r10*s2 + r01*s3 + r11*s4)>>16; g00 = (g00*s1 + g10*s2 + g01*s3 + g11*s4)>>16; b00 = (b00*s1 + b10*s2 + b01*s3 + b11*s4)>>16; a00 = (a00*s1 + a10*s2 + a01*s3 + a11*s4)>>16; #endif *pOut = RGBA_MAKE(r00, g00, b00, a00); }