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Improve shadow dithering
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parent
d3c6a246ed
commit
48ac982460
51
main.c
51
main.c
@ -175,6 +175,38 @@ struct
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uint8_t doorRecordCount;
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uint8_t doorRecordCount;
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} SFG_currentLevel;
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} SFG_currentLevel;
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#if SFG_DITHERED_SHADOW
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SFG_PROGRAM_MEMORY uint8_t SFG_ditheringPatterns[] =
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{
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0,0,0,0,
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0,0,0,0,
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0,0,0,0,
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0,1,0,0,
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0,0,0,0,
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0,1,0,1,
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1,0,1,0,
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0,1,0,0,
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1,0,1,0,
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0,1,0,1,
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1,0,1,0,
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0,1,1,1,
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1,1,1,1,
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0,1,0,1,
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1,1,1,1,
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0,1,1,1,
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1,1,1,1,
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1,1,1,1
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};
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#endif
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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{
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{
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uint8_t color;
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uint8_t color;
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@ -230,20 +262,17 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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if (color != SFG_TRANSPARENT_COLOR)
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if (color != SFG_TRANSPARENT_COLOR)
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{
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{
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#if SFG_DITHERED_SHADOW
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#if SFG_DITHERED_SHADOW
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uint8_t fogShadow = (pixel->depth) / RCL_UNITS_PER_SQUARE;
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uint8_t fogShadow = (pixel->depth * 4) / (RCL_UNITS_PER_SQUARE);
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uint8_t fogShadowPart = fogShadow & 0x03;
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uint8_t fogShadowPart = fogShadow & 0x07;
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uint8_t xMod2 = pixel->position.x & 0x01;
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fogShadow /= 8;
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uint8_t xMod4 = pixel->position.x & 0x03;
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uint8_t yMod2 = pixel->position.y & 0x01;
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uint8_t yMod2 = pixel->position.y & 0x01;
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fogShadow >>= 2;
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shadow +=
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fogShadow + SFG_ditheringPatterns[fogShadowPart * 8 + yMod2 * 4 + xMod4];
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if (((fogShadowPart == 1) && xMod2 && yMod2) ||
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((fogShadowPart == 2) && (xMod2 == yMod2)) ||
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((fogShadowPart == 3) && (xMod2 || yMod2)))
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fogShadow += 1;
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shadow += fogShadow;
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#else
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#else
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shadow += pixel->depth / (RCL_UNITS_PER_SQUARE * 2);
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shadow += pixel->depth / (RCL_UNITS_PER_SQUARE * 2);
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#endif
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#endif
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@ -22,7 +22,7 @@
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/**
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/**
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Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
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Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
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performance).
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CPU performance and memory).
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*/
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*/
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#define SFG_DITHERED_SHADOW 1
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#define SFG_DITHERED_SHADOW 1
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