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author | b1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-31 20:19:15 +0000 |
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committer | b1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-31 20:19:15 +0000 |
commit | a6084b6fbc75ac6cb50dae964d34949f79a4be98 (patch) | |
tree | 55250446b20421b5e5d9e2baaef5df6f279b13ec /Game/Code/Classes/UTexture.pas | |
parent | 62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5 (diff) | |
download | usdx-a6084b6fbc75ac6cb50dae964d34949f79a4be98.tar.gz usdx-a6084b6fbc75ac6cb50dae964d34949f79a4be98.tar.xz usdx-a6084b6fbc75ac6cb50dae964d34949f79a4be98.zip |
ColorizePixel now uses fixed point math
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@993 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes/UTexture.pas')
-rw-r--r-- | Game/Code/Classes/UTexture.pas | 119 |
1 files changed, 77 insertions, 42 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas index 5b572185..cccfae6c 100644 --- a/Game/Code/Classes/UTexture.pas +++ b/Game/Code/Classes/UTexture.pas @@ -461,38 +461,85 @@ procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); hue := hue + 6.0; Result := hue; end; - procedure ColorizePixel(Pix: PByteArray; hue: Double); - var - clr: array[0..2] of Double; // [0: R, 1: G, 2: B] - hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)] + +var + DestinationHue: Double; + PixelIndex: Cardinal; + Pixel: PByte; + PixelColors: PByteArray; +// clr: array[0..2] of Double; // [0: R, 1: G, 2: B] + clr2: array[0..2] of Uint32; +// hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)] + hsv2: array[0..2] of UInt32;//LongInt; + dhue: UInt32;//LongInt; h_int: Cardinal; - delta, f, p, q, t: Double; - max: Double; - begin - clr[0] := Pix[0]/255; - clr[1] := Pix[1]/255; - clr[2] := Pix[2]/255; +// delta, f, p, q, t: Double; + delta2,f2,p2,q2,t2: Longint;//LongInt; +// max: Double; + max2: Uint32; +begin + DestinationHue := col2hue(Col); + + dhue:=Trunc(DestinationHue*1024); + Pixel := TexSurface^.Pixels; + + for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do + begin + PixelColors:=PByteArray(Pixel); + // inlined colorize per pixel + + // uses fixed point math + // get color values + clr2[0]:=PixelColors[0] shl 10; + clr2[1]:=PixelColors[1] shl 10; + clr2[2]:=PixelColors[2] shl 10; //calculate luminance and saturation from rgb + + max2:=clr2[0]; + if clr2[1]>max2 then max2:=clr2[1]; + if clr2[2]>max2 then max2:=clr2[2]; + delta2:=clr2[0]; + if clr2[1]<delta2 then delta2:=clr2[1]; + if clr2[2]<delta2 then delta2:=clr2[2]; + delta2:=max2-delta2; + hsv2[0]:=dhue; // shl 8 + hsv2[2]:=max2; // shl 8 + if (max2=0) then hsv2[1] := 0 + else hsv2[1] := (delta2 shl 10) div max2; // shl 8 + h_int:= hsv2[0] and $fffffC00; + f2:= hsv2[0]-h_int; //shl 10 + p2:= (hsv2[2]*(1024-hsv2[1])) shr 10; + q2:= (hsv2[2]*(1024-(hsv2[1]*f2) shr 10)) shr 10; + t2:= (hsv2[2]*(1024-(hsv2[1]*(1024-f2)) shr 10)) shr 10; + h_int:=h_int shr 10; + case h_int of + 0: begin clr2[0]:=hsv2[2]; clr2[1]:=t2; clr2[2]:=p2; end; // (v,t,p)
+ 1: begin clr2[0]:=q2; clr2[1]:=hsv2[2]; clr2[2]:=p2; end; // (q,v,p)
+ 2: begin clr2[0]:=p2; clr2[1]:=hsv2[2]; clr2[2]:=t2; end; // (p,v,t) + 3: begin clr2[0]:=p2; clr2[1]:=q2; clr2[2]:=hsv2[2]; end; // (p,q,v) + 4: begin clr2[0]:=t2; clr2[1]:=p2; clr2[2]:=hsv2[2]; end; // (t,p,v) + 5: begin clr2[0]:=hsv2[2]; clr2[1]:=p2; clr2[2]:=q2; end; // (v,p,q) + end; +
+ PixelColors[0]:=clr2[0] shr 10; + PixelColors[1]:=clr2[1] shr 10; + PixelColors[2]:=clr2[2] shr 10; + + // old floating point version +(* clr[0] := PixelColors[0]/255; + clr[1] := PixelColors[1]/255; + clr[2] := PixelColors[2]/255; max := maxvalue(clr); delta := max - minvalue(clr); - hsv[0] := hue; // set H(ue) + hsv[0] := DestinationHue; // set H(ue) hsv[2] := max; // set V(alue) // calc S(aturation) if (max = 0.0) then hsv[1] := 0.0 else hsv[1] := delta/max; - // HSV -> RGB (H from color, S ans V from pixel) - // transformation according to Gonzalez and Woods - { This part does not really improve speed, maybe even slows down - if ((hsv[1] = 0.0) or (hsv[2] = 0.0)) then - begin - clr[0]:=hsv[2]; clr[1]:=hsv[2]; clr[2]:=hsv[2]; // (v,v,v) - end - else - } - begin +// ColorizePixel(PByteArray(Pixel), DestinationHue); h_int := trunc(hsv[0]); // h_int = |_h_| f := hsv[0]-h_int; // f = h-h_int p := hsv[2]*(1.0-hsv[1]); // p = v*(1-s) @@ -506,24 +553,12 @@ procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hsv[2]; end; // (t,p,v) 5: begin clr[0]:=hsv[2]; clr[1]:=p; clr[2]:=q; end; // (v,p,q) end; - end; // and store new rgb back into the image - Pix[0] := trunc(255*clr[0]); - Pix[1] := trunc(255*clr[1]); - Pix[2] := trunc(255*clr[2]); - end; - -var - DestinationHue: Double; - PixelIndex: Cardinal; - Pixel: PByte; -begin - DestinationHue := col2hue(Col); - Pixel := TexSurface^.Pixels; - for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do - begin - ColorizePixel(PByteArray(Pixel), DestinationHue); + PixelColors[0] := trunc(255*clr[0]); + PixelColors[1] := trunc(255*clr[1]); + PixelColors[2] := trunc(255*clr[2]); +*) Inc(Pixel, TexSurface^.format.BytesPerPixel); end; end; @@ -560,7 +595,7 @@ begin Log.LogStatus( 'ERROR Could not load texture' , Identifier +' '+ TextureTypeToStr(Typ) ); Exit; end; - + // convert pixel format as needed {$ifdef blindydebug} Log.LogStatus('',' AdjustPixelFormat'); @@ -572,10 +607,10 @@ begin // adjust texture size (scale down, if necessary) newWidth := TexSurface.W; newHeight := TexSurface.H; - + if (newWidth > Limit) then newWidth := Limit; - + if (newHeight > Limit) then newHeight := Limit; @@ -740,8 +775,8 @@ begin Log.BenchmarkEnd(4); if Log.BenchmarkTimeLength[4] >= 1 then - Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4); - + Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4) + else Log.LogBenchmark('**********> Texture Load Time ' + Identifier + '/' + TextureTypeToStr(Typ), 4); {$ifdef blindydebug} Log.LogStatus('',' JB-8'); {$endif} |