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-rw-r--r--Game/Code/Classes/UTexture.pas119
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}