bright filter in blocking level (pre-testing)
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5261 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+13
-16
@@ -219,11 +219,12 @@ bool checkgrayscale(SDL_Surface *s)
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return true;
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}
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bool fixcolor(SDL_Surface *s, bool check = false, Uint8 mlimit = 255)
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int fixcolor(SDL_Surface *s, bool check = true, Uint8 value = 0, Uint8 mlimit = 255)
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{
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Uint32 pixel = 0;
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int bpp = s->format->BytesPerPixel;
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long R = 0, G = 0, B = 0;
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int F = 0, N = 0, t = 0;
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while ( value > mlimit ) {t++; value >>= 1;}
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loopi(s->w)
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{
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loopj(s->h * bpp)
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@@ -239,25 +240,21 @@ bool fixcolor(SDL_Surface *s, bool check = false, Uint8 mlimit = 255)
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else
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pixel = p[0] | p[1] << 8 | p[2] << 16;
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break;
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case 4: pixel = *(Uint32 *)p; break;
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case 4: pixel = *(Uint32 *)p; break;
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default: break;
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}
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Uint8 r = 0, g = 0, b = 0, a = 0;
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SDL_GetRGBA(pixel, s->format, &r, &g, &b, &a);
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F += r > g ? ( r > b ? r : b ) : ( g > b ? g : b ); N++;
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if (!check)
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{
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r >>= 1; g >>= 1; b >>= 1;
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r >>= t; g >>= t; b >>= t;
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*p = SDL_MapRGBA(s->format, r,g,b,a);
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}
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else
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{
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R += r; G += g; B += b;
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}
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}
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}
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int N = s->w * s->h;
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if ( R > mlimit * N || G > mlimit * N || B > mlimit * N ) return true;
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return false;
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if (!N) return 0;
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return F/N;
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}
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SDL_Surface *fixsurfaceformat(SDL_Surface *s)
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@@ -313,7 +310,7 @@ SDL_Surface *texdecal(SDL_Surface *s)
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return m;
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}
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VARFP(limitbrightskin, 0, 0, 1, initwarning("limit brightness", INIT_LOAD));
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VARFP(brightskin, 0, 0, 1, initwarning("limit brightness", INIT_LOAD));
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GLuint loadsurface(const char *texname, int &xs, int &ys, int &bpp, int clamp = 0, bool mipmap = true, bool canreduce = false)
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{
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@@ -340,10 +337,10 @@ GLuint loadsurface(const char *texname, int &xs, int &ys, int &bpp, int clamp =
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if(!s) s = IMG_Load(findfile(file, "rb"));
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if(!s) { conoutf("couldn't load texture %s", texname); return 0; }
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s = fixsurfaceformat(s);
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if(limitbrightskin)
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{
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if(strstr(texname,"playermodel") && fixcolor(s,true,127)) { fixcolor(s); }
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else if(strstr(texname,"skin") && strstr(texname,"weapon") && fixcolor(s,true,127)) { fixcolor(s); }
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if (brightskin) {
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Uint8 x = 0;
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if(strstr(texname,"playermodel") && (x = fixcolor(s)) > 35) { conoutf("%s %d",texname,x); fixcolor(s,false,x,35); }
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else if(strstr(texname,"skin") && strstr(texname,"weapon") && (x = fixcolor(s)) > 40 ) { conoutf("%s %d",texname,x); fixcolor(s,false,x,40); }
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}
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GLenum format = texformat(s->format->BitsPerPixel);
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