#include "global.h" #include "RageUtil.h" #include "SDL.h" #include "SDL_dither.h" #include "SDL_utils.h" #define DitherMatDim 4 /* Added error-diffusion algorithm. (SM_SDL_ErrorDiffusionDither) Error distributed per-row, left to right. http://www.gamasutra.com/features/19990521/pixel_conversion_03.htm */ /* Fractions, 0/16 to 15/16: */ static const int DitherMat[DitherMatDim][DitherMatDim] = { { 0, 8, 2, 10 }, { 12, 4, 14, 6 }, { 3, 11, 1, 9 }, { 15, 7, 13, 5 } }; static int DitherMatCalc[DitherMatDim][DitherMatDim]; /* conv is the ratio from the input to the output. */ static Uint8 DitherPixel(int x, int y, int intensity, int conv) { /* The intensity matrix wraps. This assumes the matrix dims are a power of 2. */ x &= DitherMatDim-1; y &= DitherMatDim-1; /* Ordered dithering is scaling the old intensity range to the new, with * the matrix values biasing to rounding down or up. Matrix values are in * the range [0..1). For example, converting the 8-bit value 100 to 4 * bits directly gives 6.25. A matrix value of 0 means the pixel is not * biased at all, which would cause it to be truncated to 6. A value * of 5/16 means that the value is biased to 6.5625, which is also truncated * to 6. A value of 15/16 biases to 6.1875, which causes it to be rounded * up to 6. So, a proportion of pixels gets rounded up based on how close * the number is to the next value. */ /* Convert the number to the destination range. */ int out_intensity = intensity * conv; /* Add bias. */ out_intensity += DitherMatCalc[y][x]; /* Truncate, and add e to make sure a value of 14.999998 -> 15. */ return Uint8((out_intensity + 1) >> 16); } void SM_SDL_OrderedDither(const SDL_Surface *src, SDL_Surface *dst) { static bool DitherMatCalc_initted = false; if( !DitherMatCalc_initted ) { for( int i = 0; i < DitherMatDim; ++i ) { for( int j = 0; j < DitherMatDim; ++j ) { /* Each value is 0..15. They represent 0/16 through 15/16. * Set DitherMatCalc to that value * 65536, so we can do it * with integer calcs. */ DitherMatCalc[i][j] = DitherMat[i][j] * 65536 / 16; } } DitherMatCalc_initted = true; } /* We can't dither to paletted surfaces. */ ASSERT( dst->format->BytesPerPixel > 1 ); Uint32 src_cbits[4], dst_cbits[4]; mySDL_GetBitsPerChannel( src->format, src_cbits ); mySDL_GetBitsPerChannel( dst->format, dst_cbits ); /* Calculate the ratio from the old bit depth to the new for each color channel. */ int conv[4]; for( int i = 0; i < 4; ++i ) { int MaxInputIntensity = (1 << src_cbits[i])-1; int MaxOutputIntensity = (1 << dst_cbits[i])-1; /* If the source is missing the channel, avoid div/0. */ if( MaxInputIntensity == 0 ) conv[i] = 0; else conv[i] = MaxOutputIntensity * 65536 / MaxInputIntensity; } /* Max alpha value; used when there's no alpha source. */ const Uint8 alpha_max = Uint8((1 << dst_cbits[3]) - 1); /* For each row: */ for( int row = 0; row < src->h; ++row ) { const Uint8 *srcp = (const Uint8 *) src->pixels + row * src->pitch; Uint8 *dstp = (Uint8 *) dst->pixels + row * dst->pitch; /* For each pixel: */ for( int col = 0; col < src->w; ++col ) { Uint8 colors[4]; mySDL_GetRawRGBAV( srcp, src, colors ); /* Note that we don't dither the alpha channel. */ for( int c = 0; c < 3; ++c ) { /* If the destination has less bits, dither: */ colors[c] = DitherPixel( col, row, colors[c], conv[c] ); } /* If the source has no alpha, the conversion formula will end up * with 0; that's fine for color channels, but for alpha we need to * be opaque. */ if( src_cbits[3] == 0 ) { colors[3] = alpha_max; } else { /* Same as DitherPixel, except it doesn't actually dither; dithering * looks bad on the alpha channel. */ int out_intensity = colors[3] * conv[3]; /* Truncate, and add e to make sure a value of 14.999998 -> 15. */ colors[3] = Uint8((out_intensity + 1) >> 16); } /* Raw value -> int -> pixel */ mySDL_SetRawRGBAV(dstp, dst, colors); srcp += src->format->BytesPerPixel; dstp += dst->format->BytesPerPixel; } } } /* Return "random" numbers in [0,2]; this is for SM_SDL_ErrorDiffusionDither (rand() is too slow). */ /* static inline int GetFastRand() { static int RandomNumbers[] = { 2, 1, 0, 2, 0, 2, 2, 1, 0, 1, 1, 2, 2, 0, 1, 1, 2, 2, 1, 0, 1, 0, 1, 2, 1, 0, 2, 1, 0, 1, 1, 0, 2, 1, 1, 2, 1, 0, 0, 1, 1, 2, 0, 2, 0, 1, 0, 1, 2, 0, 0, 1, 1, 2, 0, 2, 1, 2, 2, 2, 2, 1, 1, 1, 1, 0, 2, 1, 2, 1, 1, 1, 2, 1, 0, 0, 1, 0, 0, 2, 0, 1, 0, 1, 2, 2, 0, 0, 0, 2, 2, 1, 2, 2, 2, 2, 1, 2, 1, 0, 2, 0, 1, 0, 2, 1, 2, 1, 1, 0, 1, 1, 2, 0, 0, 2, 2, 2, 1, 0, 0, 1, 2, 1, 2, 0, 0, 2, 2, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 2, 2, 2, 0, 0, 0, 1, 2, 0, 1, 1, 0, 0, 0, 2, 1, 2, 0, 0, 1, 1, 2, 0, 1, 1, 2, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 1, 2, 0, 0, 1, 2, 1, 1, 1, 2, 1, 1, 1, 2, 2, 0, 1, 2, 0, 2, 2, 0, 2, 1, 0, 0, 2, 2, 2, 2, 2, 2, 1, 1, 2, 2, 2, 0, 1, 0, 1, 2, 1, 2, 1, 0, 0, 1, 0, 0, 0, 2, 2, 2, 2, 1, 2, 1, 0, 0, 2, 1, 0, 1, 2, 0, 2, 2, 0, 0, 0, 2, 2, 0, 0, 2, 0, 1, 1 }; static int iNextNumber = 0; if( iNextNumber == ARRAYSIZE(RandomNumbers) ) iNextNumber = 0; return RandomNumbers[ iNextNumber++ ]; } */ /* This is very similar to SM_SDL_OrderedDither, except instead of using a matrix * containing rounding values, we truncate and then add the resulting error for * each pixel to the next pixel on the same line. (Maybe we could do both?) */ void SM_SDL_ErrorDiffusionDither(const SDL_Surface *src, SDL_Surface *dst) { /* We can't dither to paletted surfaces. */ ASSERT( dst->format->BytesPerPixel > 1 ); Uint32 src_cbits[4], dst_cbits[4]; mySDL_GetBitsPerChannel( src->format, src_cbits ); mySDL_GetBitsPerChannel( dst->format, dst_cbits ); /* Calculate the ratio from the old bit depth to the new for each color channel. */ int conv[4]; for( int i = 0; i < 4; ++i ) { int MaxInputIntensity = (1 << src_cbits[i])-1; int MaxOutputIntensity = (1 << dst_cbits[i])-1; /* If the source is missing the channel, avoid div/0. */ if( MaxInputIntensity == 0 ) conv[i] = 0; else conv[i] = MaxOutputIntensity * 65536 / MaxInputIntensity; } /* Max alpha value; used when there's no alpha source. */ const Uint8 alpha_max = Uint8((1 << dst_cbits[3]) - 1); /* For each row: */ for(int row = 0; row < src->h; ++row) { Sint32 accumError[4] = { 0, 0, 0, 0 }; // accum error values are reset every row const Uint8 *srcp = (const Uint8 *)src->pixels + row * src->pitch; Uint8 *dstp = (Uint8 *)dst->pixels + row * dst->pitch; /* For each pixel in row: */ for( int col = 0; col < src->w; ++col ) { Uint8 colors[4]; mySDL_GetRawRGBAV( srcp, src, colors ); for( int c = 0; c < 3; ++c ) { /* Convert the number to the destination range. */ int out_intensity = colors[c] * conv[c]; /* Add e to make sure a value of 14.999998 -> 15. */ ++out_intensity; /* Add bias. */ out_intensity += accumError[c]; /* out_intensity is now what we actually want this component to be. * To store it, we have to clamp it (prevent overflow) and shift it * from fixed-point to [0,255]. The error introduced in that calculation * becomes the new accumError. */ int clamped_intensity = clamp( out_intensity, 0, 0xFFFFFF ); clamped_intensity &= 0xFF0000; /* Truncate. */ colors[c] = Uint8(clamped_intensity >> 16); accumError[c] = out_intensity - clamped_intensity; // Reduce funky streaks in low-bit channels by clamping error. CLAMP( accumError[c], -128 * 65536, +128 * 65536 ); // Keep only a fraction of the error to make the effect more subtle. // This used to divide by [1,4]; shift right by [0,2] to get a similar // (but much faster) effect. /* This resulted in banding in gradients, and doesn't work quite the * same way with this calculation; without it, gradients look correct. * Unfortunately, I don't remember any of the problem cases we had * originally; if we see problems with the dithering in the future, let's * archive them somewhere for future testing. */ // accumError[c] >>= (GetFastRand())+1; } /* If the source has no alpha, the conversion formula will end up * with 0; that's fine for color channels, but for alpha we need to * be opaque. */ if( src_cbits[3] == 0 ) { colors[3] = alpha_max; } else { /* Same as DitherPixel, except it doesn't actually dither; dithering * looks bad on the alpha channel. */ int out_intensity = colors[3] * conv[3]; /* Truncate, and add e to make sure a value of 14.999998 -> 15. */ colors[3] = Uint8((out_intensity + 1) >> 16); } mySDL_SetRawRGBAV( dstp, dst, colors ); srcp += src->format->BytesPerPixel; dstp += dst->format->BytesPerPixel; } } }