/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "stdh.h" #include #include // asm shortcuts #define O offset #define Q qword ptr #define D dword ptr #define W word ptr #define B byte ptr extern const UBYTE *pubClipByte; // convert HSV components to CroTeam COLOR format COLOR HSVToColor( UBYTE const ubH, UBYTE const ubS, UBYTE const ubV) { if( ubS>1) { SLONG xH = (SLONG)ubH *1536; // ->FIXINT/(256/6) INDEX iHlo = xH & 0xFFFF; SLONG slP = ((SLONG)ubV * (256- (SLONG)ubS)) >>8; SLONG slQ = ((SLONG)ubV * (256-(((SLONG)ubS*iHlo)>>16))) >>8; SLONG slT = ((SLONG)ubV * (256-(((SLONG)ubS*(65536-iHlo))>>16))) >>8; switch( xH>>16) { case 0: return RGBToColor(ubV,slT,slP); case 1: return RGBToColor(slQ,ubV,slP); case 2: return RGBToColor(slP,ubV,slT); case 3: return RGBToColor(slP,slQ,ubV); case 4: return RGBToColor(slT,slP,ubV); case 5: return RGBToColor(ubV,slP,slQ); default: ASSERTALWAYS("WHAT???"); return C_BLACK; } } else return RGBToColor(ubV,ubV,ubV); } // convert CroTeam COLOR format to HSV components void ColorToHSV( COLOR const colSrc, UBYTE &ubH, UBYTE &ubS, UBYTE &ubV) { UBYTE ubR, ubG, ubB; ColorToRGB( colSrc, ubR,ubG,ubB); ubH = 0; ubS = 0; ubV = Max( Max(ubR,ubG),ubB); if( ubV>1) { SLONG slD = ubV - Min( Min(ubR,ubG),ubB); if( slD<1) return; ubS = (slD*255) /ubV; if( ubR==ubV) ubH = 0+ (((SLONG)ubG-ubB)*85) / (slD*2); else if( ubG==ubV) ubH = 85+ (((SLONG)ubB-ubR)*85) / (slD*2); else ubH = 170+ (((SLONG)ubR-ubG)*85) / (slD*2); } } // color checking routines #define GRAY_TRESHOLD 4 #define WHITE_TRESHOLD (255-GRAY_TRESHOLD) BOOL IsGray( COLOR const col) { UBYTE ubR,ubG,ubB; ColorToRGB( col, ubR,ubG,ubB); INDEX iMaxDelta = Max( Max(ubR,ubG),ubB) - Min( Min(ubR,ubG),ubB); if( iMaxDeltaWHITE_TRESHOLD && ubG>WHITE_TRESHOLD && ubB>WHITE_TRESHOLD) return TRUE; return FALSE; } BOOL IsBigger( COLOR const col1, COLOR const col2) { UBYTE ubR1,ubG1,ubB1; UBYTE ubR2,ubG2,ubB2; ColorToRGB( col1, ubR1,ubG1,ubB1); ColorToRGB( col2, ubR2,ubG2,ubB2); SLONG slGray1 = (((SLONG)ubR1+ubG1+ubB1)*21846) >>16; SLONG slGray2 = (((SLONG)ubR2+ubG2+ubB2)*21846) >>16; return (slGray1>slGray2); } // has color same hue and saturation (with little tolerance) ? BOOL CompareChroma( COLOR col1, COLOR col2) { // make color1 bigger if( IsBigger(col2,col1)) Swap(col1,col2); // find biggest component SLONG slR1=0, slG1=0, slB1=0; SLONG slR2=0, slG2=0, slB2=0; ColorToRGB( col1, (UBYTE&)slR1, (UBYTE&)slG1, (UBYTE&)slB1); ColorToRGB( col2, (UBYTE&)slR2, (UBYTE&)slG2, (UBYTE&)slB2); SLONG slMax1 = Max(Max(slR1,slG1),slB1); SLONG slMax2 = Max(Max(slR2,slG2),slB2); // trivial? if( slMax1>16; slB = (slR2*slB1*slDiv)>>16; } else if( slG1==slMax1) { slDiv = 65536 / slG1; slR = (slG2*slR1*slDiv)>>16; slG = slG2; slB = (slG2*slB1*slDiv)>>16; } else { slDiv = 65536 / slB1; slR = (slB2*slR1*slDiv)>>16; slG = (slB2*slG1*slDiv)>>16; slB = slB2; } // check expected color if( Abs(slR-slR2) > (GRAY_TRESHOLD/2)) return FALSE; if( Abs(slG-slG2) > (GRAY_TRESHOLD/2)) return FALSE; if( Abs(slB-slB2) > (GRAY_TRESHOLD/2)) return FALSE; return TRUE; } // find corresponding desaturated color (it's not same as gray!) COLOR DesaturateColor( COLOR const col) { UBYTE ubR,ubG,ubB,ubA, ubMax; ColorToRGBA( col, ubR,ubG,ubB,ubA); ubMax = Max(Max(ubR,ubG),ubB); return RGBAToColor( ubMax,ubMax,ubMax,ubA); } // adjust color saturation and/or hue COLOR AdjustColor( COLOR const col, SLONG const slHueShift, SLONG const slSaturation) { // nothing? if( slHueShift==0 && slSaturation==256) return col; // saturation? COLOR colRes = col; UBYTE ubA = (col&CT_AMASK)>>CT_ASHIFT; if( slSaturation!=256) { // calculate gray factor UBYTE ubR,ubG,ubB; ColorToRGB( col, ubR,ubG,ubB); SLONG slGray = (ubR*72 + ubG*152 + ubB*32)>>8; // saturate color components SLONG slR = slGray + (((ubR-slGray)*slSaturation)>>8); SLONG slG = slGray + (((ubG-slGray)*slSaturation)>>8); SLONG slB = slGray + (((ubB-slGray)*slSaturation)>>8); // clamp color components colRes = RGBToColor( pubClipByte[slR], pubClipByte[slG], pubClipByte[slB]); } // hue? if( slHueShift==0) return colRes|ubA; UBYTE ubH,ubS,ubV; ColorToHSV( colRes, ubH,ubS,ubV); ubH += slHueShift; return HSVAToColor( ubH,ubS,ubV,ubA); } // adjust color gamma correction COLOR AdjustGamma( COLOR const col, FLOAT const fGamma) { if( fGamma==1.0f || fGamma<0.2f) return col; const FLOAT f1oGamma = 1.0f / fGamma; const FLOAT f1o255 = 1.0f / 255.0f; UBYTE ubR,ubG,ubB,ubA; ColorToRGBA( col, ubR,ubG,ubB,ubA); ubR = ClampUp( NormFloatToByte(pow(ubR*f1o255,f1oGamma)), 255UL); ubG = ClampUp( NormFloatToByte(pow(ubG*f1o255,f1oGamma)), 255UL); ubB = ClampUp( NormFloatToByte(pow(ubB*f1o255,f1oGamma)), 255UL); return RGBAToColor( ubR,ubG,ubB,ubA); } // color lerping functions void LerpColor( COLOR col0, COLOR col1, FLOAT fRatio, UBYTE &ubR, UBYTE &ubG, UBYTE &ubB) { UBYTE ubR0, ubG0, ubB0; UBYTE ubR1, ubG1, ubB1; ColorToRGB( col0, ubR0, ubG0, ubB0); ColorToRGB( col1, ubR1, ubG1, ubB1); ubR = Lerp( ubR0, ubR1, fRatio); ubG = Lerp( ubG0, ubG1, fRatio); ubB = Lerp( ubB0, ubB1, fRatio); } COLOR LerpColor( COLOR col0, COLOR col1, FLOAT fRatio) { UBYTE ubR0, ubG0, ubB0, ubA0; UBYTE ubR1, ubG1, ubB1, ubA1; ColorToRGBA( col0, ubR0, ubG0, ubB0, ubA0); ColorToRGBA( col1, ubR1, ubG1, ubB1, ubA1); ubR0 = Lerp( ubR0, ubR1, fRatio); ubG0 = Lerp( ubG0, ubG1, fRatio); ubB0 = Lerp( ubB0, ubB1, fRatio); ubA0 = Lerp( ubA0, ubA1, fRatio); return RGBAToColor( ubR0, ubG0, ubB0, ubA0); } // fast color multiply function - RES = 1ST * 2ND /255 COLOR MulColors( COLOR col1, COLOR col2) { if( col1==0xFFFFFFFF) return col2; if( col2==0xFFFFFFFF) return col1; if( col1==0 || col2==0) return 0; COLOR colRet; __asm { xor ebx,ebx // red mov eax,D [col1] and eax,CT_RMASK shr eax,CT_RSHIFT mov ecx,eax shl ecx,8 or eax,ecx mov edx,D [col2] and edx,CT_RMASK shr edx,CT_RSHIFT mov ecx,edx shl ecx,8 or edx,ecx imul eax,edx shr eax,16+8 shl eax,CT_RSHIFT or ebx,eax // green mov eax,D [col1] and eax,CT_GMASK shr eax,CT_GSHIFT mov ecx,eax shl ecx,8 or eax,ecx mov edx,D [col2] and edx,CT_GMASK shr edx,CT_GSHIFT mov ecx,edx shl ecx,8 or edx,ecx imul eax,edx shr eax,16+8 shl eax,CT_GSHIFT or ebx,eax // blue mov eax,D [col1] and eax,CT_BMASK shr eax,CT_BSHIFT mov ecx,eax shl ecx,8 or eax,ecx mov edx,D [col2] and edx,CT_BMASK shr edx,CT_BSHIFT mov ecx,edx shl ecx,8 or edx,ecx imul eax,edx shr eax,16+8 shl eax,CT_BSHIFT or ebx,eax // alpha mov eax,D [col1] and eax,CT_AMASK shr eax,CT_ASHIFT mov ecx,eax shl ecx,8 or eax,ecx mov edx,D [col2] and edx,CT_AMASK shr edx,CT_ASHIFT mov ecx,edx shl ecx,8 or edx,ecx imul eax,edx shr eax,16+8 shl eax,CT_ASHIFT or ebx,eax // done mov D [colRet],ebx } return colRet; } // fast color additon function - RES = clamp (1ST + 2ND) COLOR AddColors( COLOR col1, COLOR col2) { if( col1==0) return col2; if( col2==0) return col1; if( col1==0xFFFFFFFF || col2==0xFFFFFFFF) return 0xFFFFFFFF; COLOR colRet; __asm { xor ebx,ebx mov esi,255 // red mov eax,D [col1] and eax,CT_RMASK shr eax,CT_RSHIFT mov edx,D [col2] and edx,CT_RMASK shr edx,CT_RSHIFT add eax,edx cmp esi,eax // clamp sbb ecx,ecx or eax,ecx shl eax,CT_RSHIFT and eax,CT_RMASK or ebx,eax // green mov eax,D [col1] and eax,CT_GMASK shr eax,CT_GSHIFT mov edx,D [col2] and edx,CT_GMASK shr edx,CT_GSHIFT add eax,edx cmp esi,eax // clamp sbb ecx,ecx or eax,ecx shl eax,CT_GSHIFT and eax,CT_GMASK or ebx,eax // blue mov eax,D [col1] and eax,CT_BMASK shr eax,CT_BSHIFT mov edx,D [col2] and edx,CT_BMASK shr edx,CT_BSHIFT add eax,edx cmp esi,eax // clamp sbb ecx,ecx or eax,ecx shl eax,CT_BSHIFT and eax,CT_BMASK or ebx,eax // alpha mov eax,D [col1] and eax,CT_AMASK shr eax,CT_ASHIFT mov edx,D [col2] and edx,CT_AMASK shr edx,CT_ASHIFT add eax,edx cmp esi,eax // clamp sbb ecx,ecx or eax,ecx shl eax,CT_ASHIFT and eax,CT_AMASK or ebx,eax // done mov D [colRet],ebx } return colRet; } // multiple conversion from OpenGL color to DirectX color extern void abgr2argb( ULONG *pulSrc, ULONG *pulDst, INDEX ct) { __asm { mov esi,dword ptr [pulSrc] mov edi,dword ptr [pulDst] mov ecx,dword ptr [ct] shr ecx,2 jz colSkip4 colLoop4: push ecx mov eax,dword ptr [esi+ 0] mov ebx,dword ptr [esi+ 4] mov ecx,dword ptr [esi+ 8] mov edx,dword ptr [esi+12] bswap eax bswap ebx bswap ecx bswap edx ror eax,8 ror ebx,8 ror ecx,8 ror edx,8 mov dword ptr [edi+ 0],eax mov dword ptr [edi+ 4],ebx mov dword ptr [edi+ 8],ecx mov dword ptr [edi+12],edx add esi,4*4 add edi,4*4 pop ecx dec ecx jnz colLoop4 colSkip4: test dword ptr [ct],2 jz colSkip2 mov eax,dword ptr [esi+0] mov ebx,dword ptr [esi+4] bswap eax bswap ebx ror eax,8 ror ebx,8 mov dword ptr [edi+0],eax mov dword ptr [edi+4],ebx add esi,4*2 add edi,4*2 colSkip2: test dword ptr [ct],1 jz colSkip1 mov eax,dword ptr [esi] bswap eax ror eax,8 mov dword ptr [edi],eax colSkip1: } }