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	Corrected blit8bppAlphaTo24bpp function. Can anyone give me some hints to further improve this algorithm?
This commit is contained in:
		| @@ -8,6 +8,7 @@ | ||||
| #include "CMessage.h" | ||||
| #include <boost/algorithm/string.hpp> | ||||
| #include "hch\CDefHandler.h" | ||||
| #include <map> | ||||
|  | ||||
| extern SDL_Color playerColorPalette[256]; | ||||
|  | ||||
| @@ -488,6 +489,7 @@ SDL_Surface * CSDL_Ext::secondAlphaTransform(SDL_Surface * src, SDL_Surface * al | ||||
|  | ||||
| int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect) | ||||
| { | ||||
| 	static std::map<Uint8, int> st; | ||||
| 	if(src && src->format->BytesPerPixel==1 && dst && (dst->format->BytesPerPixel==3 || dst->format->BytesPerPixel==4)) //everything's ok | ||||
| 	{ | ||||
| 		SDL_Rect fulldst; | ||||
| @@ -583,7 +585,25 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su | ||||
| 					{ | ||||
| 						SDL_Color tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit | ||||
| 						Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at | ||||
| 						switch ((Uint32)tbc.unused) { | ||||
|  | ||||
| 						// According analyze, the values of tbc.unused are fixed,  | ||||
| 						// and the approximate ratios are as following: | ||||
| 						// | ||||
| 						// tbc.unused	numbers | ||||
| 						// 192			    2679					 | ||||
| 						// 164			  326907 | ||||
| 						// 82			  705590 | ||||
| 						// 214			 1292625 | ||||
| 						// 128			 4842923 | ||||
| 						// 0			72138078 | ||||
| 						// 255			77547326 | ||||
| 						// | ||||
| 						// By making use of such characteristic, we may implement a | ||||
| 						// very fast algorithm for heroes3 without loose much quality. | ||||
| 						switch ((Uint32)tbc.unused)  | ||||
| 						{ | ||||
| 							case 255: | ||||
| 								break; | ||||
| 							case 0: | ||||
| 								p[0] = (Uint32)tbc.r; | ||||
| 								p[1] = (Uint32)tbc.g; | ||||
| @@ -594,15 +614,13 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su | ||||
| 								p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1; | ||||
| 								p[2] = ((Uint32)tbc.b + (Uint32)p[2]) >> 1; | ||||
| 								break; | ||||
| 							case 255: | ||||
| 								break; | ||||
| 							default: | ||||
| 								//p[0] = ((((Uint32)tbc.r-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF; | ||||
| 								//p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF; | ||||
| 								//p[2] = ((((Uint32)tbc.b-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF; | ||||
| 								p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red  | ||||
| 								p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green  | ||||
| 								p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue  | ||||
| 								p[0] = ((((Uint32)p[0]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r) & 0xFF; | ||||
| 								p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g) & 0xFF; | ||||
| 								p[2] = ((((Uint32)p[2]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b) & 0xFF; | ||||
| 								//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red  | ||||
| 								//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green  | ||||
| 								//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue  | ||||
| 								break; | ||||
| 						} | ||||
| 					} | ||||
| @@ -616,7 +634,11 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su | ||||
| 					{ | ||||
| 						SDL_Color tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit | ||||
| 						Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at | ||||
| 						switch ((Uint32)tbc.unused) { | ||||
| 						 | ||||
| 						switch ((Uint32)tbc.unused)  | ||||
| 						{ | ||||
| 							case 255: | ||||
| 								break; | ||||
| 							case 0: | ||||
| 								p[2] = (Uint32)tbc.r; | ||||
| 								p[1] = (Uint32)tbc.g; | ||||
| @@ -627,15 +649,13 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su | ||||
| 								p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1; | ||||
| 								p[0] = ((Uint32)tbc.b + (Uint32)p[0]) >> 1; | ||||
| 								break; | ||||
| 							case 255: | ||||
| 								break; | ||||
| 							default: | ||||
| 								p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red  | ||||
| 								p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green  | ||||
| 								p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue  | ||||
| 								//p[2] = ((((Uint32)tbc.r-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF; | ||||
| 								//p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF; | ||||
| 								//p[0] = ((((Uint32)tbc.b-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF; | ||||
| 								p[2] = ((((Uint32)p[2]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r) & 0xFF; | ||||
| 								p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g) & 0xFF; | ||||
| 								p[0] = ((((Uint32)p[0]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b) & 0xFF; | ||||
| 								//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red  | ||||
| 								//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green  | ||||
| 								//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue  | ||||
| 								break; | ||||
| 						} | ||||
| 					} | ||||
|   | ||||
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