mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
456 lines
11 KiB
C++
456 lines
11 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "stdh.h"
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#include <Engine/Graphics/Color.h>
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#include <Engine/Math/Functions.h>
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// asm shortcuts
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#define O offset
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#define Q qword ptr
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#define D dword ptr
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#define W word ptr
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#define B byte ptr
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extern const UBYTE *pubClipByte;
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// convert HSV components to CroTeam COLOR format
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COLOR HSVToColor( UBYTE const ubH, UBYTE const ubS, UBYTE const ubV)
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{
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if( ubS>1) {
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SLONG xH = (SLONG)ubH *1536; // ->FIXINT/(256/6)
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INDEX iHlo = xH & 0xFFFF;
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SLONG slP = ((SLONG)ubV * (256- (SLONG)ubS)) >>8;
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SLONG slQ = ((SLONG)ubV * (256-(((SLONG)ubS*iHlo)>>16))) >>8;
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SLONG slT = ((SLONG)ubV * (256-(((SLONG)ubS*(65536-iHlo))>>16))) >>8;
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switch( xH>>16) {
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case 0: return RGBToColor(ubV,slT,slP);
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case 1: return RGBToColor(slQ,ubV,slP);
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case 2: return RGBToColor(slP,ubV,slT);
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case 3: return RGBToColor(slP,slQ,ubV);
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case 4: return RGBToColor(slT,slP,ubV);
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case 5: return RGBToColor(ubV,slP,slQ);
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default: ASSERTALWAYS("WHAT???"); return C_BLACK;
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}
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} else return RGBToColor(ubV,ubV,ubV);
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}
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// convert CroTeam COLOR format to HSV components
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void ColorToHSV( COLOR const colSrc, UBYTE &ubH, UBYTE &ubS, UBYTE &ubV)
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{
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UBYTE ubR, ubG, ubB;
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ColorToRGB( colSrc, ubR,ubG,ubB);
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ubH = 0;
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ubS = 0;
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ubV = Max( Max(ubR,ubG),ubB);
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if( ubV>1) {
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SLONG slD = ubV - Min( Min(ubR,ubG),ubB);
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if( slD<1) return;
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ubS = (slD*255) /ubV;
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if( ubR==ubV) ubH = 0+ (((SLONG)ubG-ubB)*85) / (slD*2);
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else if( ubG==ubV) ubH = 85+ (((SLONG)ubB-ubR)*85) / (slD*2);
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else ubH = 170+ (((SLONG)ubR-ubG)*85) / (slD*2);
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}
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}
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// color checking routines
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#define GRAY_TRESHOLD 4
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#define WHITE_TRESHOLD (255-GRAY_TRESHOLD)
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BOOL IsGray( COLOR const col)
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{
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UBYTE ubR,ubG,ubB;
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ColorToRGB( col, ubR,ubG,ubB);
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INDEX iMaxDelta = Max( Max(ubR,ubG),ubB) - Min( Min(ubR,ubG),ubB);
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if( iMaxDelta<GRAY_TRESHOLD) return TRUE;
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return FALSE;
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}
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BOOL IsBlack( COLOR const col)
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{
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UBYTE ubR,ubG,ubB;
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ColorToRGB( col, ubR,ubG,ubB);
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if( ubR<GRAY_TRESHOLD && ubG<GRAY_TRESHOLD && ubB<GRAY_TRESHOLD) return TRUE;
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return FALSE;
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}
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BOOL IsWhite( COLOR const col)
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{
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UBYTE ubR,ubG,ubB;
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ColorToRGB( col, ubR,ubG,ubB);
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if( ubR>WHITE_TRESHOLD && ubG>WHITE_TRESHOLD && ubB>WHITE_TRESHOLD) return TRUE;
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return FALSE;
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}
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BOOL IsBigger( COLOR const col1, COLOR const col2)
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{
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UBYTE ubR1,ubG1,ubB1;
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UBYTE ubR2,ubG2,ubB2;
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ColorToRGB( col1, ubR1,ubG1,ubB1);
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ColorToRGB( col2, ubR2,ubG2,ubB2);
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SLONG slGray1 = (((SLONG)ubR1+ubG1+ubB1)*21846) >>16;
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SLONG slGray2 = (((SLONG)ubR2+ubG2+ubB2)*21846) >>16;
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return (slGray1>slGray2);
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}
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// has color same hue and saturation (with little tolerance) ?
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BOOL CompareChroma( COLOR col1, COLOR col2)
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{
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// make color1 bigger
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if( IsBigger(col2,col1)) Swap(col1,col2);
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// find biggest component
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SLONG slR1=0, slG1=0, slB1=0;
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SLONG slR2=0, slG2=0, slB2=0;
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ColorToRGB( col1, (UBYTE&)slR1, (UBYTE&)slG1, (UBYTE&)slB1);
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ColorToRGB( col2, (UBYTE&)slR2, (UBYTE&)slG2, (UBYTE&)slB2);
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SLONG slMax1 = Max(Max(slR1,slG1),slB1);
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SLONG slMax2 = Max(Max(slR2,slG2),slB2);
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// trivial?
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if( slMax1<GRAY_TRESHOLD || slMax2<GRAY_TRESHOLD) return TRUE;
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// find expected color
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SLONG slR,slG,slB, slDiv;
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if( slR1==slMax1) {
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slDiv = 65536 / slR1;
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slR = slR2;
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slG = (slR2*slG1*slDiv)>>16;
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slB = (slR2*slB1*slDiv)>>16;
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} else if( slG1==slMax1) {
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slDiv = 65536 / slG1;
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slR = (slG2*slR1*slDiv)>>16;
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slG = slG2;
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slB = (slG2*slB1*slDiv)>>16;
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} else {
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slDiv = 65536 / slB1;
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slR = (slB2*slR1*slDiv)>>16;
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slG = (slB2*slG1*slDiv)>>16;
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slB = slB2;
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}
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// check expected color
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if( Abs(slR-slR2) > (GRAY_TRESHOLD/2)) return FALSE;
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if( Abs(slG-slG2) > (GRAY_TRESHOLD/2)) return FALSE;
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if( Abs(slB-slB2) > (GRAY_TRESHOLD/2)) return FALSE;
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return TRUE;
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}
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// find corresponding desaturated color (it's not same as gray!)
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COLOR DesaturateColor( COLOR const col)
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{
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UBYTE ubR,ubG,ubB,ubA, ubMax;
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ColorToRGBA( col, ubR,ubG,ubB,ubA);
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ubMax = Max(Max(ubR,ubG),ubB);
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return RGBAToColor( ubMax,ubMax,ubMax,ubA);
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}
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// adjust color saturation and/or hue
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COLOR AdjustColor( COLOR const col, SLONG const slHueShift, SLONG const slSaturation)
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{
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// nothing?
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if( slHueShift==0 && slSaturation==256) return col;
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// saturation?
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COLOR colRes = col;
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UBYTE ubA = (col&CT_AMASK)>>CT_ASHIFT;
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if( slSaturation!=256)
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{ // calculate gray factor
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UBYTE ubR,ubG,ubB;
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ColorToRGB( col, ubR,ubG,ubB);
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SLONG slGray = (ubR*72 + ubG*152 + ubB*32)>>8;
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// saturate color components
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SLONG slR = slGray + (((ubR-slGray)*slSaturation)>>8);
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SLONG slG = slGray + (((ubG-slGray)*slSaturation)>>8);
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SLONG slB = slGray + (((ubB-slGray)*slSaturation)>>8);
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// clamp color components
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colRes = RGBToColor( pubClipByte[slR], pubClipByte[slG], pubClipByte[slB]);
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}
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// hue?
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if( slHueShift==0) return colRes|ubA;
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UBYTE ubH,ubS,ubV;
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ColorToHSV( colRes, ubH,ubS,ubV);
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ubH += slHueShift;
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return HSVAToColor( ubH,ubS,ubV,ubA);
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}
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// adjust color gamma correction
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COLOR AdjustGamma( COLOR const col, FLOAT const fGamma)
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{
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if( fGamma==1.0f || fGamma<0.2f) return col;
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const FLOAT f1oGamma = 1.0f / fGamma;
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const FLOAT f1o255 = 1.0f / 255.0f;
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UBYTE ubR,ubG,ubB,ubA;
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ColorToRGBA( col, ubR,ubG,ubB,ubA);
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ubR = ClampUp( NormFloatToByte(pow(ubR*f1o255,f1oGamma)), 255UL);
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ubG = ClampUp( NormFloatToByte(pow(ubG*f1o255,f1oGamma)), 255UL);
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ubB = ClampUp( NormFloatToByte(pow(ubB*f1o255,f1oGamma)), 255UL);
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return RGBAToColor( ubR,ubG,ubB,ubA);
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}
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// color lerping functions
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void LerpColor( COLOR col0, COLOR col1, FLOAT fRatio, UBYTE &ubR, UBYTE &ubG, UBYTE &ubB)
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{
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UBYTE ubR0, ubG0, ubB0;
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UBYTE ubR1, ubG1, ubB1;
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ColorToRGB( col0, ubR0, ubG0, ubB0);
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ColorToRGB( col1, ubR1, ubG1, ubB1);
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ubR = Lerp( ubR0, ubR1, fRatio);
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ubG = Lerp( ubG0, ubG1, fRatio);
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ubB = Lerp( ubB0, ubB1, fRatio);
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}
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COLOR LerpColor( COLOR col0, COLOR col1, FLOAT fRatio)
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{
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UBYTE ubR0, ubG0, ubB0, ubA0;
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UBYTE ubR1, ubG1, ubB1, ubA1;
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ColorToRGBA( col0, ubR0, ubG0, ubB0, ubA0);
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ColorToRGBA( col1, ubR1, ubG1, ubB1, ubA1);
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ubR0 = Lerp( ubR0, ubR1, fRatio);
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ubG0 = Lerp( ubG0, ubG1, fRatio);
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ubB0 = Lerp( ubB0, ubB1, fRatio);
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ubA0 = Lerp( ubA0, ubA1, fRatio);
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return RGBAToColor( ubR0, ubG0, ubB0, ubA0);
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}
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// fast color multiply function - RES = 1ST * 2ND /255
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COLOR MulColors( COLOR col1, COLOR col2)
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{
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if( col1==0xFFFFFFFF) return col2;
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if( col2==0xFFFFFFFF) return col1;
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if( col1==0 || col2==0) return 0;
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COLOR colRet;
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__asm {
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xor ebx,ebx
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// red
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mov eax,D [col1]
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and eax,CT_RMASK
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shr eax,CT_RSHIFT
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mov ecx,eax
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shl ecx,8
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or eax,ecx
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mov edx,D [col2]
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and edx,CT_RMASK
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shr edx,CT_RSHIFT
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mov ecx,edx
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shl ecx,8
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or edx,ecx
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imul eax,edx
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shr eax,16+8
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shl eax,CT_RSHIFT
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or ebx,eax
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// green
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mov eax,D [col1]
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and eax,CT_GMASK
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shr eax,CT_GSHIFT
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mov ecx,eax
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shl ecx,8
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or eax,ecx
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mov edx,D [col2]
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and edx,CT_GMASK
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shr edx,CT_GSHIFT
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mov ecx,edx
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shl ecx,8
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or edx,ecx
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imul eax,edx
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shr eax,16+8
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shl eax,CT_GSHIFT
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or ebx,eax
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// blue
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mov eax,D [col1]
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and eax,CT_BMASK
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shr eax,CT_BSHIFT
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mov ecx,eax
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shl ecx,8
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or eax,ecx
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mov edx,D [col2]
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and edx,CT_BMASK
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shr edx,CT_BSHIFT
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mov ecx,edx
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shl ecx,8
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or edx,ecx
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imul eax,edx
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shr eax,16+8
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shl eax,CT_BSHIFT
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or ebx,eax
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// alpha
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mov eax,D [col1]
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and eax,CT_AMASK
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shr eax,CT_ASHIFT
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mov ecx,eax
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shl ecx,8
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or eax,ecx
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mov edx,D [col2]
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and edx,CT_AMASK
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shr edx,CT_ASHIFT
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mov ecx,edx
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shl ecx,8
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or edx,ecx
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imul eax,edx
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shr eax,16+8
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shl eax,CT_ASHIFT
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or ebx,eax
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// done
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mov D [colRet],ebx
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}
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return colRet;
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}
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// fast color additon function - RES = clamp (1ST + 2ND)
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COLOR AddColors( COLOR col1, COLOR col2)
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{
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if( col1==0) return col2;
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if( col2==0) return col1;
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if( col1==0xFFFFFFFF || col2==0xFFFFFFFF) return 0xFFFFFFFF;
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COLOR colRet;
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__asm {
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xor ebx,ebx
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mov esi,255
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// red
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mov eax,D [col1]
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and eax,CT_RMASK
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shr eax,CT_RSHIFT
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mov edx,D [col2]
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and edx,CT_RMASK
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shr edx,CT_RSHIFT
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add eax,edx
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cmp esi,eax // clamp
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sbb ecx,ecx
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or eax,ecx
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shl eax,CT_RSHIFT
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and eax,CT_RMASK
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or ebx,eax
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// green
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mov eax,D [col1]
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and eax,CT_GMASK
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shr eax,CT_GSHIFT
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mov edx,D [col2]
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and edx,CT_GMASK
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shr edx,CT_GSHIFT
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add eax,edx
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cmp esi,eax // clamp
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sbb ecx,ecx
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or eax,ecx
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shl eax,CT_GSHIFT
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and eax,CT_GMASK
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or ebx,eax
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// blue
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mov eax,D [col1]
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and eax,CT_BMASK
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shr eax,CT_BSHIFT
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mov edx,D [col2]
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and edx,CT_BMASK
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shr edx,CT_BSHIFT
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add eax,edx
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cmp esi,eax // clamp
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sbb ecx,ecx
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or eax,ecx
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shl eax,CT_BSHIFT
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and eax,CT_BMASK
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or ebx,eax
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// alpha
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mov eax,D [col1]
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and eax,CT_AMASK
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shr eax,CT_ASHIFT
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mov edx,D [col2]
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and edx,CT_AMASK
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shr edx,CT_ASHIFT
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add eax,edx
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cmp esi,eax // clamp
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sbb ecx,ecx
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or eax,ecx
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shl eax,CT_ASHIFT
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and eax,CT_AMASK
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or ebx,eax
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// done
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mov D [colRet],ebx
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}
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return colRet;
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}
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// multiple conversion from OpenGL color to DirectX color
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extern void abgr2argb( ULONG *pulSrc, ULONG *pulDst, INDEX ct)
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{
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__asm {
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mov esi,dword ptr [pulSrc]
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mov edi,dword ptr [pulDst]
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mov ecx,dword ptr [ct]
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shr ecx,2
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jz colSkip4
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colLoop4:
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push ecx
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mov eax,dword ptr [esi+ 0]
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mov ebx,dword ptr [esi+ 4]
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mov ecx,dword ptr [esi+ 8]
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mov edx,dword ptr [esi+12]
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bswap eax
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bswap ebx
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bswap ecx
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bswap edx
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ror eax,8
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ror ebx,8
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ror ecx,8
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ror edx,8
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mov dword ptr [edi+ 0],eax
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mov dword ptr [edi+ 4],ebx
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mov dword ptr [edi+ 8],ecx
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mov dword ptr [edi+12],edx
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add esi,4*4
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add edi,4*4
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pop ecx
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dec ecx
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jnz colLoop4
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colSkip4:
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test dword ptr [ct],2
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jz colSkip2
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mov eax,dword ptr [esi+0]
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mov ebx,dword ptr [esi+4]
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bswap eax
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bswap ebx
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ror eax,8
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ror ebx,8
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mov dword ptr [edi+0],eax
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mov dword ptr [edi+4],ebx
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add esi,4*2
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add edi,4*2
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colSkip2:
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test dword ptr [ct],1
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jz colSkip1
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mov eax,dword ptr [esi]
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bswap eax
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ror eax,8
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mov dword ptr [edi],eax
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colSkip1:
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}
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}
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