ScalableImage.cpp 17 KB

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  1. /*
  2. * ScalableImage.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ScalableImage.h"
  12. #include "SDLImage.h"
  13. #include "SDL_Extensions.h"
  14. #include "../gui/CGuiHandler.h"
  15. #include "../render/ColorFilter.h"
  16. #include "../render/Colors.h"
  17. #include "../render/Graphics.h"
  18. #include "../render/IRenderHandler.h"
  19. #include "../render/IScreenHandler.h"
  20. #include "../render/CanvasImage.h"
  21. #include "../../lib/constants/EntityIdentifiers.h"
  22. #include <SDL_surface.h>
  23. //First 8 colors in def palette used for transparency
  24. static constexpr std::array<SDL_Color, 8> sourcePalette = {{
  25. {0, 255, 255, SDL_ALPHA_OPAQUE},
  26. {255, 150, 255, SDL_ALPHA_OPAQUE},
  27. {255, 100, 255, SDL_ALPHA_OPAQUE},
  28. {255, 50, 255, SDL_ALPHA_OPAQUE},
  29. {255, 0, 255, SDL_ALPHA_OPAQUE},
  30. {255, 255, 0, SDL_ALPHA_OPAQUE},
  31. {180, 0, 255, SDL_ALPHA_OPAQUE},
  32. {0, 255, 0, SDL_ALPHA_OPAQUE}
  33. }};
  34. static constexpr std::array<ColorRGBA, 8> targetPalette = {{
  35. {0, 0, 0, 0 }, // 0 - transparency ( used in most images )
  36. {0, 0, 0, 64 }, // 1 - shadow border ( used in battle, adventure map def's )
  37. {0, 0, 0, 64 }, // 2 - shadow border ( used in fog-of-war def's )
  38. {0, 0, 0, 128}, // 3 - shadow body ( used in fog-of-war def's )
  39. {0, 0, 0, 128}, // 4 - shadow body ( used in battle, adventure map def's )
  40. {0, 0, 0, 0 }, // 5 - selection / owner flag ( used in battle, adventure map def's )
  41. {0, 0, 0, 128}, // 6 - shadow body below selection ( used in battle def's )
  42. {0, 0, 0, 64 } // 7 - shadow border below selection ( used in battle def's )
  43. }};
  44. static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
  45. {
  46. return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
  47. }
  48. static ColorRGBA addColors(const ColorRGBA & base, const ColorRGBA & over)
  49. {
  50. return ColorRGBA(
  51. mixChannels(over.r, base.r, over.a, base.a),
  52. mixChannels(over.g, base.g, over.a, base.a),
  53. mixChannels(over.b, base.b, over.a, base.a),
  54. static_cast<ui8>(over.a + base.a * (255 - over.a) / 256)
  55. );
  56. }
  57. static bool colorsSimilar (const SDL_Color & lhs, const SDL_Color & rhs)
  58. {
  59. // it seems that H3 does not requires exact match to replace colors -> (255, 103, 255) gets interpreted as shadow
  60. // exact logic is not clear and requires extensive testing with image editing
  61. // potential reason is that H3 uses 16-bit color format (565 RGB bits), meaning that 3 least significant bits are lost in red and blue component
  62. static const int threshold = 8;
  63. int diffR = static_cast<int>(lhs.r) - rhs.r;
  64. int diffG = static_cast<int>(lhs.g) - rhs.g;
  65. int diffB = static_cast<int>(lhs.b) - rhs.b;
  66. int diffA = static_cast<int>(lhs.a) - rhs.a;
  67. return std::abs(diffR) < threshold && std::abs(diffG) < threshold && std::abs(diffB) < threshold && std::abs(diffA) < threshold;
  68. }
  69. ScalableImageParameters::ScalableImageParameters(const SDL_Palette * originalPalette, EImageBlitMode blitMode)
  70. {
  71. if (originalPalette)
  72. {
  73. palette = SDL_AllocPalette(originalPalette->ncolors);
  74. SDL_SetPaletteColors(palette, originalPalette->colors, 0, originalPalette->ncolors);
  75. preparePalette(originalPalette, blitMode);
  76. }
  77. }
  78. ScalableImageParameters::~ScalableImageParameters()
  79. {
  80. SDL_FreePalette(palette);
  81. }
  82. void ScalableImageParameters::preparePalette(const SDL_Palette * originalPalette, EImageBlitMode blitMode)
  83. {
  84. switch(blitMode)
  85. {
  86. case EImageBlitMode::ONLY_SHADOW:
  87. case EImageBlitMode::ONLY_OVERLAY:
  88. adjustPalette(originalPalette, blitMode, ColorFilter::genAlphaShifter(0), 0);
  89. break;
  90. }
  91. switch(blitMode)
  92. {
  93. case EImageBlitMode::SIMPLE:
  94. case EImageBlitMode::WITH_SHADOW:
  95. case EImageBlitMode::ONLY_SHADOW:
  96. case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
  97. setShadowTransparency(originalPalette, 1.0);
  98. break;
  99. case EImageBlitMode::ONLY_BODY:
  100. case EImageBlitMode::ONLY_BODY_IGNORE_OVERLAY:
  101. case EImageBlitMode::ONLY_OVERLAY:
  102. setShadowTransparency(originalPalette, 0.0);
  103. break;
  104. }
  105. switch(blitMode)
  106. {
  107. case EImageBlitMode::ONLY_OVERLAY:
  108. case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
  109. setOverlayColor(originalPalette, Colors::WHITE_TRUE);
  110. break;
  111. case EImageBlitMode::ONLY_SHADOW:
  112. case EImageBlitMode::ONLY_BODY:
  113. setOverlayColor(originalPalette, Colors::TRANSPARENCY);
  114. break;
  115. }
  116. }
  117. void ScalableImageParameters::setOverlayColor(const SDL_Palette * originalPalette, const ColorRGBA & color)
  118. {
  119. palette->colors[5] = CSDL_Ext::toSDL(addColors(targetPalette[5], color));
  120. for (int i : {6,7})
  121. {
  122. if (colorsSimilar(originalPalette->colors[i], sourcePalette[i]))
  123. palette->colors[i] = CSDL_Ext::toSDL(addColors(targetPalette[i], color));
  124. }
  125. }
  126. void ScalableImageParameters::shiftPalette(const SDL_Palette * originalPalette, uint32_t firstColorID, uint32_t colorsToMove, uint32_t distanceToMove)
  127. {
  128. std::vector<SDL_Color> shifterColors(colorsToMove);
  129. for(uint32_t i=0; i<colorsToMove; ++i)
  130. shifterColors[(i+distanceToMove)%colorsToMove] = originalPalette->colors[firstColorID + i];
  131. SDL_SetPaletteColors(palette, shifterColors.data(), firstColorID, colorsToMove);
  132. }
  133. void ScalableImageParameters::setShadowTransparency(const SDL_Palette * originalPalette, float factor)
  134. {
  135. ColorRGBA shadow50(0, 0, 0, 128 * factor);
  136. ColorRGBA shadow25(0, 0, 0, 64 * factor);
  137. std::array<SDL_Color, 5> colorsSDL = {
  138. originalPalette->colors[0],
  139. originalPalette->colors[1],
  140. originalPalette->colors[2],
  141. originalPalette->colors[3],
  142. originalPalette->colors[4]
  143. };
  144. // seems to be used unconditionally
  145. colorsSDL[0] = CSDL_Ext::toSDL(Colors::TRANSPARENCY);
  146. colorsSDL[1] = CSDL_Ext::toSDL(shadow25);
  147. colorsSDL[4] = CSDL_Ext::toSDL(shadow50);
  148. // seems to be used only if color matches
  149. if (colorsSimilar(originalPalette->colors[2], sourcePalette[2]))
  150. colorsSDL[2] = CSDL_Ext::toSDL(shadow25);
  151. if (colorsSimilar(originalPalette->colors[3], sourcePalette[3]))
  152. colorsSDL[3] = CSDL_Ext::toSDL(shadow50);
  153. SDL_SetPaletteColors(palette, colorsSDL.data(), 0, colorsSDL.size());
  154. }
  155. void ScalableImageParameters::adjustPalette(const SDL_Palette * originalPalette, EImageBlitMode blitMode, const ColorFilter & shifter, uint32_t colorsToSkipMask)
  156. {
  157. // If shadow is enabled, following colors must be skipped unconditionally
  158. if (blitMode == EImageBlitMode::WITH_SHADOW || blitMode == EImageBlitMode::WITH_SHADOW_AND_OVERLAY)
  159. colorsToSkipMask |= (1 << 0) + (1 << 1) + (1 << 4);
  160. // Note: here we skip first colors in the palette that are predefined in H3 images
  161. for(int i = 0; i < palette->ncolors; i++)
  162. {
  163. if (i < std::size(sourcePalette) && colorsSimilar(sourcePalette[i], originalPalette->colors[i]))
  164. continue;
  165. if(i < std::numeric_limits<uint32_t>::digits && ((colorsToSkipMask >> i) & 1) == 1)
  166. continue;
  167. palette->colors[i] = CSDL_Ext::toSDL(shifter.shiftColor(CSDL_Ext::fromSDL(originalPalette->colors[i])));
  168. }
  169. }
  170. ScalableImageShared::ScalableImageShared(const SharedImageLocator & locator, const std::shared_ptr<const ISharedImage> & baseImage)
  171. :locator(locator)
  172. {
  173. base[0] = baseImage;
  174. assert(base[0] != nullptr);
  175. loadScaledImages(GH.screenHandler().getScalingFactor(), PlayerColor::CANNOT_DETERMINE);
  176. }
  177. Point ScalableImageShared::dimensions() const
  178. {
  179. return base[0]->dimensions();
  180. }
  181. void ScalableImageShared::exportBitmap(const boost::filesystem::path & path, const ScalableImageParameters & parameters) const
  182. {
  183. base[0]->exportBitmap(path, parameters.palette);
  184. }
  185. bool ScalableImageShared::isTransparent(const Point & coords) const
  186. {
  187. return base[0]->isTransparent(coords);
  188. }
  189. Rect ScalableImageShared::contentRect() const
  190. {
  191. return base[0]->contentRect();
  192. }
  193. void ScalableImageShared::draw(SDL_Surface * where, const Point & dest, const Rect * src, const ScalableImageParameters & parameters, int scalingFactor)
  194. {
  195. const auto & getFlippedImage = [&](FlippedImages & images){
  196. int index = 0;
  197. if (parameters.flipVertical)
  198. {
  199. if (!images[index|1])
  200. images[index|1] = images[index]->verticalFlip();
  201. index |= 1;
  202. }
  203. if (parameters.flipHorizontal)
  204. {
  205. if (!images[index|2])
  206. images[index|2] = images[index]->horizontalFlip();
  207. index |= 2;
  208. }
  209. return images[index];
  210. };
  211. const auto & flipAndDraw = [&](FlippedImages & images, const ColorRGBA & colorMultiplier, uint8_t alphaValue){
  212. getFlippedImage(images)->draw(where, parameters.palette, dest, src, colorMultiplier, alphaValue, locator.layer);
  213. };
  214. if (scalingFactor == 1)
  215. {
  216. flipAndDraw(base, parameters.colorMultiplier, parameters.alphaValue);
  217. }
  218. else
  219. {
  220. bool shadowLoading = scaled.at(scalingFactor).shadow.at(0) && scaled.at(scalingFactor).shadow.at(0)->isLoading();
  221. bool bodyLoading = scaled.at(scalingFactor).body.at(0) && scaled.at(scalingFactor).body.at(0)->isLoading();
  222. bool overlayLoading = scaled.at(scalingFactor).overlay.at(0) && scaled.at(scalingFactor).overlay.at(0)->isLoading();
  223. bool playerLoading = parameters.player.isValidPlayer() && scaled.at(scalingFactor).playerColored.at(parameters.player.getNum()) && scaled.at(scalingFactor).playerColored.at(parameters.player.getNum())->isLoading();
  224. if (shadowLoading || bodyLoading || overlayLoading || playerLoading)
  225. {
  226. getFlippedImage(base)->scaledDraw(where, parameters.palette, dimensions() * scalingFactor, dest, src, parameters.colorMultiplier, parameters.alphaValue, locator.layer);
  227. return;
  228. }
  229. if (scaled.at(scalingFactor).shadow.at(0))
  230. flipAndDraw(scaled.at(scalingFactor).shadow, Colors::WHITE_TRUE, parameters.alphaValue);
  231. if (parameters.player.isValidPlayer())
  232. {
  233. scaled.at(scalingFactor).playerColored.at(parameters.player.getNum())->draw(where, parameters.palette, dest, src, Colors::WHITE_TRUE, parameters.alphaValue, locator.layer);
  234. }
  235. else
  236. {
  237. if (scaled.at(scalingFactor).body.at(0))
  238. flipAndDraw(scaled.at(scalingFactor).body, parameters.colorMultiplier, parameters.alphaValue);
  239. }
  240. if (scaled.at(scalingFactor).overlay.at(0))
  241. flipAndDraw(scaled.at(scalingFactor).overlay, parameters.ovelayColorMultiplier, static_cast<int>(parameters.alphaValue) * parameters.ovelayColorMultiplier.a / 255);
  242. }
  243. }
  244. const SDL_Palette * ScalableImageShared::getPalette() const
  245. {
  246. return base[0]->getPalette();
  247. }
  248. std::shared_ptr<ScalableImageInstance> ScalableImageShared::createImageReference()
  249. {
  250. return std::make_shared<ScalableImageInstance>(shared_from_this(), locator.layer);
  251. }
  252. ScalableImageInstance::ScalableImageInstance(const std::shared_ptr<ScalableImageShared> & image, EImageBlitMode blitMode)
  253. :image(image)
  254. ,parameters(image->getPalette(), blitMode)
  255. ,blitMode(blitMode)
  256. {
  257. assert(image);
  258. }
  259. void ScalableImageInstance::scaleTo(const Point & size, EScalingAlgorithm algorithm)
  260. {
  261. scaledImage = nullptr;
  262. auto newScaledImage = GH.renderHandler().createImage(dimensions(), CanvasScalingPolicy::AUTO);
  263. newScaledImage->getCanvas().draw(*this, Point(0, 0));
  264. newScaledImage->scaleTo(size, algorithm);
  265. scaledImage = newScaledImage;
  266. }
  267. void ScalableImageInstance::exportBitmap(const boost::filesystem::path & path) const
  268. {
  269. image->exportBitmap(path, parameters);
  270. }
  271. bool ScalableImageInstance::isTransparent(const Point & coords) const
  272. {
  273. return image->isTransparent(coords);
  274. }
  275. Rect ScalableImageInstance::contentRect() const
  276. {
  277. return image->contentRect();
  278. }
  279. Point ScalableImageInstance::dimensions() const
  280. {
  281. if (scaledImage)
  282. return scaledImage->dimensions() / GH.screenHandler().getScalingFactor();
  283. return image->dimensions();
  284. }
  285. void ScalableImageInstance::setAlpha(uint8_t value)
  286. {
  287. parameters.alphaValue = value;
  288. }
  289. void ScalableImageInstance::draw(SDL_Surface * where, const Point & pos, const Rect * src, int scalingFactor) const
  290. {
  291. if (scaledImage)
  292. scaledImage->draw(where, pos, src, scalingFactor);
  293. else
  294. image->draw(where, pos, src, parameters, scalingFactor);
  295. }
  296. void ScalableImageInstance::setOverlayColor(const ColorRGBA & color)
  297. {
  298. parameters.ovelayColorMultiplier = color;
  299. if (parameters.palette)
  300. parameters.setOverlayColor(image->getPalette(), color);
  301. }
  302. void ScalableImageInstance::playerColored(const PlayerColor & player)
  303. {
  304. parameters.player = player;
  305. if (parameters.palette)
  306. parameters.playerColored(player);
  307. image->preparePlayerColoredImage(player);
  308. }
  309. void ScalableImageParameters::playerColored(PlayerColor player)
  310. {
  311. graphics->setPlayerPalette(palette, player);
  312. }
  313. void ScalableImageInstance::shiftPalette(uint32_t firstColorID, uint32_t colorsToMove, uint32_t distanceToMove)
  314. {
  315. if (parameters.palette)
  316. parameters.shiftPalette(image->getPalette(),firstColorID, colorsToMove, distanceToMove);
  317. }
  318. void ScalableImageInstance::adjustPalette(const ColorFilter & shifter, uint32_t colorsToSkipMask)
  319. {
  320. if (parameters.palette)
  321. parameters.adjustPalette(image->getPalette(), blitMode, shifter, colorsToSkipMask);
  322. }
  323. void ScalableImageInstance::horizontalFlip()
  324. {
  325. parameters.flipHorizontal = !parameters.flipHorizontal;
  326. }
  327. void ScalableImageInstance::verticalFlip()
  328. {
  329. parameters.flipVertical = !parameters.flipVertical;
  330. }
  331. std::shared_ptr<const ISharedImage> ScalableImageShared::loadOrGenerateImage(EImageBlitMode mode, int8_t scalingFactor, PlayerColor color) const
  332. {
  333. ImageLocator loadingLocator;
  334. loadingLocator.image = locator.image;
  335. loadingLocator.defFile = locator.defFile;
  336. loadingLocator.defFrame = locator.defFrame;
  337. loadingLocator.defGroup = locator.defGroup;
  338. loadingLocator.layer = mode;
  339. loadingLocator.scalingFactor = scalingFactor;
  340. loadingLocator.playerColored = color;
  341. // best case - requested image is already available in filesystem
  342. auto loadedImage = GH.renderHandler().loadScaledImage(loadingLocator);
  343. if (loadedImage)
  344. return loadedImage;
  345. // alternatively, find largest pre-scaled image, load it and rescale to desired scaling
  346. Point targetSize = base[0]->dimensions() * scalingFactor;
  347. for (int8_t scaling = 4; scaling > 1; --scaling)
  348. {
  349. loadingLocator.scalingFactor = scaling;
  350. auto loadedImage = GH.renderHandler().loadScaledImage(loadingLocator);
  351. if (loadedImage)
  352. return loadedImage->scaleTo(targetSize, nullptr);
  353. }
  354. // if all else fails - use base (presumably, indexed) image and convert it to desired form
  355. ScalableImageParameters parameters(getPalette(), mode);
  356. if (color != PlayerColor::CANNOT_DETERMINE)
  357. parameters.playerColored(color);
  358. return base[0]->scaleInteger(scalingFactor, parameters.palette, mode);
  359. }
  360. void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor color)
  361. {
  362. if (scalingFactor == 1)
  363. return; // no op. TODO: consider loading 1x images for mods, as alternative to palette-based animations
  364. if (scaled[scalingFactor].body[0] == nullptr)
  365. {
  366. switch(locator.layer)
  367. {
  368. case EImageBlitMode::OPAQUE:
  369. case EImageBlitMode::COLORKEY:
  370. case EImageBlitMode::SIMPLE:
  371. scaled[scalingFactor].body[0] = loadOrGenerateImage(locator.layer, scalingFactor, PlayerColor::CANNOT_DETERMINE);
  372. break;
  373. case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
  374. case EImageBlitMode::ONLY_BODY:
  375. scaled[scalingFactor].body[0] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY, scalingFactor, PlayerColor::CANNOT_DETERMINE);
  376. break;
  377. case EImageBlitMode::WITH_SHADOW:
  378. case EImageBlitMode::ONLY_BODY_IGNORE_OVERLAY:
  379. scaled[scalingFactor].body[0] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_IGNORE_OVERLAY, scalingFactor, PlayerColor::CANNOT_DETERMINE);
  380. break;
  381. }
  382. }
  383. if (color.isValidPlayer() && scaled[scalingFactor].playerColored[color.getNum()] == nullptr)
  384. {
  385. switch(locator.layer)
  386. {
  387. case EImageBlitMode::OPAQUE:
  388. case EImageBlitMode::COLORKEY:
  389. case EImageBlitMode::SIMPLE:
  390. scaled[scalingFactor].playerColored[color.getNum()] = loadOrGenerateImage(locator.layer, scalingFactor, color);
  391. break;
  392. case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
  393. case EImageBlitMode::ONLY_BODY:
  394. scaled[scalingFactor].playerColored[color.getNum()] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY, scalingFactor, color);
  395. break;
  396. case EImageBlitMode::WITH_SHADOW:
  397. case EImageBlitMode::ONLY_BODY_IGNORE_OVERLAY:
  398. scaled[scalingFactor].playerColored[color.getNum()] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_IGNORE_OVERLAY, scalingFactor, color);
  399. break;
  400. }
  401. }
  402. if (scaled[scalingFactor].shadow[0] == nullptr)
  403. {
  404. switch(locator.layer)
  405. {
  406. case EImageBlitMode::WITH_SHADOW:
  407. case EImageBlitMode::ONLY_SHADOW:
  408. case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
  409. scaled[scalingFactor].shadow[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SHADOW, scalingFactor, PlayerColor::CANNOT_DETERMINE);
  410. break;
  411. default:
  412. break;
  413. }
  414. }
  415. if (scaled[scalingFactor].overlay[0] == nullptr)
  416. {
  417. switch(locator.layer)
  418. {
  419. case EImageBlitMode::ONLY_OVERLAY:
  420. case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
  421. scaled[scalingFactor].overlay[0] = loadOrGenerateImage(EImageBlitMode::ONLY_OVERLAY, scalingFactor, PlayerColor::CANNOT_DETERMINE);
  422. break;
  423. default:
  424. break;
  425. }
  426. }
  427. }
  428. void ScalableImageShared::preparePlayerColoredImage(PlayerColor color)
  429. {
  430. loadScaledImages(GH.screenHandler().getScalingFactor(), color);
  431. }