less buggy filter function

likes highres skins
This commit is contained in:
ac-stef
2016-11-03 01:19:11 +01:00
parent 5af661ddeb
commit dc3abca170
+25 -59
View File
@@ -223,67 +223,34 @@ bool checkgrayscale(SDL_Surface *s)
return true;
}
int fixcl(SDL_Surface *s, bool check = true, Uint8 value = 0, Uint8 mlimit = 255)
int fixcl(SDL_Surface *s, int threshold)
{
Uint32 pixel = 0;
int bpp = s->format->BytesPerPixel;
int F = 0, N = 0, t = 0;
while ( value > mlimit ) {t++; value >>= 1;}
int tmp = s->w * bpp;
for (int i = 0; i < tmp; i+=bpp)
if(!s || !s->h || !s->w) return 0;
int sum = 0, w, a0 = *((uchar *) &s->format->Amask) ? 1 : 0;
if(s->format->palette || s->format->BytesPerPixel < 3) s = (SDL_Surface *)s->pixels;
for(int y = 0; y < s->h; y++)
{
for (int j = 0; j < s->h; j++)
uchar *pix = ((uchar *)s->pixels) + y * s->pitch + a0;
w = 0;
for(int x = 0; x < s->w; x++)
{
Uint8 *p = (Uint8 *)s->pixels + j * s->w * bpp + i;
switch (bpp)
{
case 1:
{
if (check) pixel = *p;
else *p >>= t;
break;
}
case 2:
{
if (check) pixel = *(Uint16 *)p;
else { p[0] >>= t; p[1] >>= t; }
break;
}
case 3:
{
if (check)
{
if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
pixel = p[0] << 16 | p[1] << 8 | p[2];
else
pixel = p[0] | p[1] << 8 | p[2] << 16;
}
else { loopk(3) p[k] >>= t; }
break;
}
case 4:
{
if (check) pixel = *(Uint32 *)p;
else {
Uint8 r = 0, g = 0, b = 0, a = 0;
SDL_GetRGBA(pixel, s->format, &r, &g, &b, &a);
r >>= t; g >>= t; b >>= t;
Uint32 *q = (Uint32 *)p;
*q = SDL_MapRGBA(s->format, r,g,b,a);
}
break;
}
default: break;
}
if (check) {
Uint8 r = 0, g = 0, b = 0, a = 0;
SDL_GetRGBA(pixel, s->format, &r, &g, &b, &a);
F += r > g ? ( r > b ? r : b ) : ( g > b ? g : b ); N++;
}
w += iabs(((pix[0] * pix[0]) | (pix[1] * pix[1]) | (pix[2] * pix[2])) - ((pix[0] * pix[1] * pix[2]) / 222));
pix += s->format->BytesPerPixel;
}
sum += w / s->w;
}
sum = sqrtf(sum / s->h);
int t = sum / threshold + 1;
if(t > 1) for(int y = 0; y < s->h; y++)
{
uchar *pix = ((uchar *)s->pixels) + y * s->pitch + a0;
for(int x = 0; x < s->w; x++)
{
loopi(3) pix[i] /= t;
pix += s->format->BytesPerPixel;
}
}
if (!N) return 0;
return F/N;
return t;
}
SDL_Surface *fixsurfaceformat(SDL_Surface *s)
@@ -389,9 +356,8 @@ GLuint loadsurface(const char *texname, int &xs, int &ys, int &bpp, int clamp =
return 0;
}
s = fixsurfaceformat(s);
Uint8 x = 0;
if(strstr(texname,"playermodel") && (x = fixcl(s)) > 35) { fixcl(s,false,x,35); }
else if(strstr(texname,"skin") && strstr(texname,"weapon") && (x = fixcl(s)) > 40 ) { fixcl(s,false,x,40); }
if(strstr(texname,"playermodel")) { fixcl(s, 45); }
else if(strstr(texname,"skin") && strstr(texname,"weapon")) { fixcl(s, 44); }
GLenum format = texformat(s->format->BitsPerPixel);
if(!format)