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https://github.com/vcmi/vcmi.git
synced 2025-07-13 01:20:34 +02:00
- fixed crash in hero window (#963)
- added unused for now image scaling algorithm
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@ -1095,7 +1095,7 @@ void CSDL_Ext::applyEffectBpp( SDL_Surface * surf, const SDL_Rect * rect, int mo
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}
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break;
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default:
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throw std::runtime_error("Unsuppoerted efftct!");
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throw std::runtime_error("Unsupported effect!");
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}
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}
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@ -1109,6 +1109,78 @@ void CSDL_Ext::applyEffect( SDL_Surface * surf, const SDL_Rect * rect, int mode
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}
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}
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template<int bpp>
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void scaleSurfaceInternal(SDL_Surface *surf, SDL_Surface *ret)
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{
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const float factorX = float(surf->w - 1) / float(ret->w),
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factorY = float(surf->h - 1) / float(ret->h);
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for(int y = 0; y < ret->h; y++)
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{
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for(int x = 0; x < ret->w; x++)
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{
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//coordinates we want to interpolate
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float origX = x * factorX,
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origY = y * factorY;
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float x1 = floor(origX), x2 = floor(origX+1),
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y1 = floor(origY), y2 = floor(origY+1);
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assert( x1 >= 0 && y1 >= 0 && x2 < surf->w && y2 < surf->h);//All pixels are in range
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// Calculate weights of each source pixel
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float w11 = ((origX - x1) * (origY - y1));
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float w12 = ((origX - x1) * (y2 - origY));
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float w21 = ((x2 - origX) * (origY - y1));
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float w22 = ((x2 - origX) * (y2 - origY));
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assert( w11 + w12 + w21 + w22 > 0.99 && w11 + w12 + w21 + w22 < 1.01);//total weight is ~1.0
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// Get pointers to source pixels
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Uint8 *p11 = (Uint8*)surf->pixels + int(y1) * surf->pitch + int(x1) * bpp;
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Uint8 *p12 = p11 + bpp;
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Uint8 *p21 = p11 + surf->pitch;
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Uint8 *p22 = p21 + bpp;
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// Calculate resulting channels
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#define PX(X, PTR) Channels::px<bpp>::X.get(PTR)
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int resR = PX(r, p11) * w11 + PX(r, p12) * w12 + PX(r, p21) * w21 + PX(r, p22) * w22;
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int resG = PX(g, p11) * w11 + PX(g, p12) * w12 + PX(g, p21) * w21 + PX(g, p22) * w22;
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int resB = PX(b, p11) * w11 + PX(b, p12) * w12 + PX(b, p21) * w21 + PX(b, p22) * w22;
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int resA = PX(a, p11) * w11 + PX(a, p12) * w12 + PX(a, p21) * w21 + PX(a, p22) * w22;
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assert(resR < 256 && resG < 256 && resB < 256 && resA < 256);
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#undef PX
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Uint8 *dest = (Uint8*)ret->pixels + y * ret->pitch + x * bpp;
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Channels::px<bpp>::r.set(dest, resR);
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Channels::px<bpp>::g.set(dest, resG);
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Channels::px<bpp>::b.set(dest, resB);
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Channels::px<bpp>::a.set(dest, resA);
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}
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}
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}
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/// scaling via bilinear interpolation algorithm.
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/// NOTE: best results are for scaling in range 50%...200%
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SDL_Surface * CSDL_Ext::scaleSurface(SDL_Surface *surf, int width, int height)
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{
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if (!surf || !width || !height)
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return nullptr;
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if (surf->format->palette)
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{
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//it is possible implement but only to power of 2 sizes. May be needed for view world spells
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tlog0 << "scale surface error: Can't scale indexed surface!\n";
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return nullptr;
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}
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SDL_Surface *ret = newSurface(width, height, surf);
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switch(surf->format->BytesPerPixel)
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{
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case 2: scaleSurfaceInternal<2>(surf, ret); break;
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case 3: scaleSurfaceInternal<3>(surf, ret); break;
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case 4: scaleSurfaceInternal<4>(surf, ret); break;
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}
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return ret;
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}
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void CSDL_Ext::blitSurface( SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect )
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{
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if (dst != screen)
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