(experimental) make the mysterious borders around land/hats/etc that appear on zoom vanish
note: not applied to everything yet
note: I'll probably merge the two functions that do the same thing (one for 1darray, one for 2darray representation of pixels) into a single function
--- a/hedgewars/uLand.pas Sun Jan 19 00:18:28 2014 +0400
+++ b/hedgewars/uLand.pas Sun Jan 19 13:41:11 2014 +0100
@@ -60,6 +60,61 @@
end;
end;
+{ this will make invisible pixels that have a visible neighbor have the
+ same color as their visible neighbor, so that bilinear filtering won't
+ display a "wrongly" colored border when zoomed in }
+procedure PrettifyLandAlpha();
+var
+ x, y, lastx, lasty: Longword;
+ lpi, cpi, bpi: boolean; // was last/current/bottom neighbor pixel invisible?
+begin
+ lasty:= LAND_HEIGHT - 1;
+ lastx:= LAND_WIDTH - 1;
+ if (cReducedQuality and rqBlurryLand) <> 0 then
+ begin
+ lasty:= lasty div 2;
+ lastx:= lastx div 2;
+ end;
+ for y:= 0 to lasty do
+ for x:= 0 to lastx do
+ begin
+ // use first pixel in row as starting point
+ //LandPixels[y, x]:= (LandPixels[y, x] and (BMask or GMask or AMask));
+ if x = 0 then
+ lpi:= ((LandPixels[y, x] and AMask) = 0)
+ else
+ begin
+ cpi:= ((LandPixels[y, x] and AMask) = 0);
+ if lpi <> cpi then
+ begin
+ // invisible pixels get colors from visible neighbors
+ if cpi then
+ begin
+ LandPixels[y, x]:= LandPixels[y, x-1] and not AMask;
+ // as this pixel is invisible and already colored correctly now, no point in further comparing it
+ lpi:= cpi;
+ continue;
+ end
+ else
+ LandPixels[y, x-1]:= LandPixels[y, x] and not AMask;
+ lpi:= cpi;
+ end;
+ end;
+ // also check bottom neighbor, lpi is now current pixel info
+ if y < lasty - 1 then
+ begin
+ bpi:= ((LandPixels[y+1, x] and AMask) = 0);
+ if cpi <> bpi then
+ begin
+ if cpi then
+ LandPixels[y, x]:= LandPixels[y+1, x] and not AMask
+ else
+ LandPixels[y+1, x]:= LandPixels[y, x] and not AMask;
+ end;
+ end
+ end;
+end;
+
procedure DrawBorderFromImage(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
@@ -811,6 +866,8 @@
LandPixels[y,x]:= w or (LandPixels[y div 2, x div 2] and AMask)
end
end;
+
+PrettifyLandAlpha();
end;
procedure GenPreview(out Preview: TPreview);
--- a/hedgewars/uTextures.pas Sun Jan 19 00:18:28 2014 +0400
+++ b/hedgewars/uTextures.pas Sun Jan 19 13:41:11 2014 +0100
@@ -25,6 +25,7 @@
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
procedure Surface2GrayScale(surf: PSDL_Surface);
function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
+procedure PrettifySurfaceAlpha(surf: PSDL_Surface; p: PLongwordArray);
procedure FreeTexture(tex: PTexture);
procedure FreeAndNilTexture(var tex: PTexture);
@@ -121,6 +122,53 @@
end;
end;
+{ this will make invisible pixels that have a visible neighbor have the
+ same color as their visible neighbor, so that bilinear filtering won't
+ display a "wrongly" colored border when zoomed in }
+procedure PrettifySurfaceAlpha(surf: PSDL_Surface; p: PLongwordArray);
+var
+ i, lasti: Longword;
+ lpi, cpi, bpi: boolean; // was last/current/bottom neighbor pixel invisible?
+begin
+ lasti:= surf^.w * surf^.h - 1;
+ for i:=0 to lasti do
+ begin
+ // use first pixel in row as starting point
+ //p^[i]:= p^[i] and (BMask or GMask);
+ if (i mod surf^.w) = 0 then
+ lpi:= ((p^[i] and AMask) = 0)
+ else
+ begin
+ cpi:= ((p^[i] and AMask) = 0);
+ if cpi <> lpi then
+ begin
+ // invisible pixels get colors from visible neighbors
+ if (p^[i] and AMask) = 0 then
+ begin
+ p^[i]:= p^[i-1] and not AMask;
+ // as this pixel is invisible and already colored correctly now, no point in further comparing it
+ lpi:= cpi;
+ continue;
+ end
+ else
+ p^[i-1]:= p^[i] and not AMask;
+ lpi:= cpi;
+ end;
+ end;
+ // also check bottom neighbor, lpi is now current pixel info
+ if i < lasti - surf^.w then
+ begin
+ bpi:= ((p^[i + surf^.w] and AMask) = 0);
+ if cpi <> bpi then
+ begin
+ if cpi then
+ p^[i]:= p^[i + surf^.w] and not AMask
+ else
+ p^[i + surf^.w]:= p^[i] and not AMask;
+ end;
+ end;
+ end;
+end;
function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
var tw, th, x, y: Longword;
@@ -148,7 +196,6 @@
exit
end;
-
glGenTextures(1, @Surface2Tex^.id);
glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);
@@ -161,6 +208,8 @@
if GrayScale then
Surface2GrayScale(Surf);
+PrettifySurfaceAlpha(surf, fromP4);
+
if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
begin
tw:= toPowerOf2(Surf^.w);