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https://github.com/vcmi/vcmi.git
synced 2025-09-16 09:26:28 +02:00
Corrected blit8bppAlphaTo24bpp function. Can anyone give me some hints to further improve this algorithm?
This commit is contained in:
@@ -8,6 +8,7 @@
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#include "CMessage.h"
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#include "CMessage.h"
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#include <boost/algorithm/string.hpp>
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#include <boost/algorithm/string.hpp>
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#include "hch\CDefHandler.h"
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#include "hch\CDefHandler.h"
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#include <map>
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extern SDL_Color playerColorPalette[256];
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extern SDL_Color playerColorPalette[256];
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@@ -488,6 +489,7 @@ SDL_Surface * CSDL_Ext::secondAlphaTransform(SDL_Surface * src, SDL_Surface * al
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int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect)
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int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect)
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{
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{
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static std::map<Uint8, int> st;
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if(src && src->format->BytesPerPixel==1 && dst && (dst->format->BytesPerPixel==3 || dst->format->BytesPerPixel==4)) //everything's ok
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if(src && src->format->BytesPerPixel==1 && dst && (dst->format->BytesPerPixel==3 || dst->format->BytesPerPixel==4)) //everything's ok
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{
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{
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SDL_Rect fulldst;
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SDL_Rect fulldst;
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@@ -583,7 +585,25 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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{
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{
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SDL_Color tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit
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SDL_Color tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit
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Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at
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Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at
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switch ((Uint32)tbc.unused) {
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// According analyze, the values of tbc.unused are fixed,
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// and the approximate ratios are as following:
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//
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// tbc.unused numbers
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// 192 2679
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// 164 326907
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// 82 705590
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// 214 1292625
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// 128 4842923
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// 0 72138078
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// 255 77547326
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//
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// By making use of such characteristic, we may implement a
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// very fast algorithm for heroes3 without loose much quality.
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switch ((Uint32)tbc.unused)
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{
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case 255:
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break;
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case 0:
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case 0:
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p[0] = (Uint32)tbc.r;
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p[0] = (Uint32)tbc.r;
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p[1] = (Uint32)tbc.g;
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p[1] = (Uint32)tbc.g;
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@@ -594,15 +614,13 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1;
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p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1;
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p[2] = ((Uint32)tbc.b + (Uint32)p[2]) >> 1;
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p[2] = ((Uint32)tbc.b + (Uint32)p[2]) >> 1;
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break;
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break;
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case 255:
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break;
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default:
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default:
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//p[0] = ((((Uint32)tbc.r-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
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p[0] = ((((Uint32)p[0]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r) & 0xFF;
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//p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
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p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g) & 0xFF;
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//p[2] = ((((Uint32)tbc.b-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
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p[2] = ((((Uint32)p[2]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b) & 0xFF;
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p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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break;
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break;
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}
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}
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}
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}
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@@ -616,7 +634,11 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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{
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{
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SDL_Color tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit
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SDL_Color tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit
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Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at
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Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at
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switch ((Uint32)tbc.unused) {
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switch ((Uint32)tbc.unused)
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{
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case 255:
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break;
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case 0:
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case 0:
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p[2] = (Uint32)tbc.r;
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p[2] = (Uint32)tbc.r;
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p[1] = (Uint32)tbc.g;
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p[1] = (Uint32)tbc.g;
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@@ -627,15 +649,13 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1;
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p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1;
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p[0] = ((Uint32)tbc.b + (Uint32)p[0]) >> 1;
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p[0] = ((Uint32)tbc.b + (Uint32)p[0]) >> 1;
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break;
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break;
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case 255:
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break;
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default:
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default:
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p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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p[2] = ((((Uint32)p[2]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r) & 0xFF;
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p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g) & 0xFF;
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p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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p[0] = ((((Uint32)p[0]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b) & 0xFF;
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//p[2] = ((((Uint32)tbc.r-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
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//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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//p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
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//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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//p[0] = ((((Uint32)tbc.b-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
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//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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break;
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break;
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}
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}
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}
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}
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