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Implemented Half-Pixel solid colors (100% coverage)
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@ -29,6 +29,8 @@ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "StdAfx.h"
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#include "..\resource\resource.h"
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#define HALF_PIXEL_SOLID 1
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/* reference: technote tn-iigs-063 "Master Color Values"
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Color Color Register LR HR DHR Master Color R,G,B
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@ -1106,11 +1108,11 @@ void DrawHiResSource ()
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else if (aPixels[iPixel-1] && aPixels[iPixel+1])
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{
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/***
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activate for fringe reduction on white hgr text -
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drawback: loss of color mix patterns in hgr g_nAppMode.
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select g_eVideoType by index exclusion
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activate for fringe reduction on white HGR text -
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drawback: loss of color mix patterns in HGR Apple Mode.
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select Video Type by index exclusion
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***/
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if ((g_eVideoType == VT_COLOR_STANDARD) || (g_eVideoType == VT_COLOR_TVEMU) || !(aPixels[iPixel-2] && aPixels[iPixel+2]))
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if ((g_eVideoType == VT_COLOR_STANDARD) || (g_eVideoType == VT_COLOR_TVEMU) || !(aPixels[iPixel-2] && aPixels[iPixel+2]) )
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color = ((odd ^ !(iPixel&1)) << 1) | hibit; // // No white HGR text optimization
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}
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@ -1661,7 +1663,150 @@ void CreateColorLookup_MonoHiResHalfPixel_Fake ()
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//===========================================================================
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void CreateColorLookup_HiResHalfPixel_Authentic ()
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void CreateColorLookup_HiResHalfPixel_Authentic () // Colors are solid (100% coverage)
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{
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// 2-bits from previous byte, 2-bits from next byte = 2^4 = 16 total permutations
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for (int iColumn = 0; iColumn < 16; iColumn++)
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{
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int offsetx = iColumn << 5; // every column is 32 bytes wide -- 7 apple pixels = 14 pixels + 2 pad + 14 pixels + 2 pad
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for (unsigned iByte = 0; iByte < 256; iByte++)
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{
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int aPixels[11]; // c2 c1 b7 b6 b5 b4 b3 b2 b1 b0 c8 c4
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/*
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aPixel[i]
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A 9|8 7 6 5 4 3 2|1 0
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Z W|b b b b b b b|X Y
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----+-------------+----
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prev| existing |next
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bits| hi-res byte |bits
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Legend:
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XYZW = iColumn in binary
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b = Bytes in binary
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*/
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// aPixel[] = 48bbbbbbbb12, where b = iByte in binary, # is bit-n of column
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aPixels[ 0] = iColumn & 4; // previous byte, 2nd last pixel
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aPixels[ 1] = iColumn & 8; // previous byte, last pixel
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aPixels[ 9] = iColumn & 1; // next byte, first pixel
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aPixels[10] = iColumn & 2; // next byte, second pixel
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// Convert raw pixel Byte value to binary and stuff into bit array of pixels on off
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int nBitMask = 1;
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int iPixel;
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for (iPixel = 2; iPixel < 9; iPixel++)
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{
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aPixels[iPixel] = ((iByte & nBitMask) != 0);
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nBitMask <<= 1;
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}
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int hibit = (iByte >> 7) & 1; // ((iByte & 0x80) != 0);
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int x = 0;
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int y = iByte << 1;
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/* Test cases
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81 blue
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2000:D5 AA D5 AA
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82 orange
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2800:AA D5 AA D5
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FF white bleed "thru"
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3000:7F 80 7F 80
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3800:FF 80 FF 80
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2028:80 7F 80 7F
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2828:80 FF 80 FF
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Edge Case for Half Luminance !
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2000:C4 00 // Green HalfLumBlue
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2400:c4 80 // Green Green
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*/
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// Fixup missing pixels that normally have been scan-line shifted -- Apple "half-pixel" -- but cross 14-pixel boundaries.
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if( hibit )
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{
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if ( aPixels[1] ) // preceeding pixel on?
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#if 0 // Optimization: Doesn't seem to matter if we ignore the 2 pixels of the next byte
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for (iPixel = 0; iPixel < 9; iPixel++) // NOTE: You MUST start with the preceding 2 pixels !!!
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if (aPixels[iPixel]) // pixel on
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#endif
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{
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if (aPixels[2] || aPixels[0]) // White if pixel from previous byte and first pixel of this byte is on
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{
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+0 ,y , HGR_WHITE );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+0 ,y+1, HGR_WHITE );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+16,y , HGR_WHITE );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+16,y+1, HGR_WHITE );
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} else { // Optimization: odd = (iPixel & 1); if (!odd) case is same as if(odd) !!! // Reference: Gumball - Gumball Machine
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+0 ,y , HGR_RED ); // left half of orange pixels
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+0 ,y+1, HGR_RED );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+16,y , HGR_BLUE ); // right half of blue pixels 4, 11, 18, ...
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+16,y+1, HGR_BLUE );
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}
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}
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#if HALF_PIXEL_SOLID
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// 81 blue
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// 2000:D5 AA D5 AA
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// 82 orange
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// 2800:AA D5 AA D5
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else if( aPixels[2] && aPixels[0] )
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{
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// Test Pattern: Ultima 4 Logo - far right - grass and blue border
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if( aPixels[3] ) {
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+0 ,y , HGR_WHITE );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+0 ,y+1, HGR_WHITE );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+16,y , HGR_WHITE );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+16,y+1, HGR_WHITE );
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} else {
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+0 ,y , HGR_BLUE );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+0 ,y+1, HGR_BLUE );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+16 ,y , HGR_RED );
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+16 ,y+1, HGR_RED );
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}
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}
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#endif
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}
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x += hibit;
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while (x < 28)
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{
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int adj = (x >= 14) << 1; // Adjust start of 7 last pixels to be 16-byte aligned!
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int odd = (x >= 14);
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for (iPixel = 2; iPixel < 9; iPixel++)
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{
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int color = CM_Black;
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if (aPixels[iPixel]) // pixel on
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{
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color = CM_White;
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if (aPixels[iPixel-1] || aPixels[iPixel+1]) // adjacent pixels are always white
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color = CM_White;
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else
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color = ((odd ^ (iPixel&1)) << 1) | hibit; // map raw color to our hi-res colors
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}
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#if HALF_PIXEL_SOLID
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else if (aPixels[iPixel-1] && aPixels[iPixel+1]) // prev this next = ON off ON
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{
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// Test Pattern: Ultima 4 Logo - Castle
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// 3AC8: 36 5B 6D 36
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// remove "if ...", but keep "color = " if you want "color bleed" in HGR .. technically it is more accurate
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if ( !(aPixels[iPixel-2] && aPixels[iPixel+2]) )
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color = ((odd ^ !(iPixel&1)) << 1) | hibit; // No white HGR text optimization
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}
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#endif
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+adj ,y ,aColorIndex[color]); // TL
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+adj+1,y ,aColorIndex[color]); // TR
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+adj ,y+1,aColorIndex[color]); // BL
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+adj+1,y+1,aColorIndex[color]); // BR
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x += 2;
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}
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}
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}
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}
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}
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//===========================================================================
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void CreateColorLookup_HiResHalfPixel_Authentic_50Coverage () // Colors are Non Solid (50% coverage) -- looks better for "color" text
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{
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// 2-bits from previous byte, 2-bits from next byte = 2^4 = 16 total permutations
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for (int iColumn = 0; iColumn < 16; iColumn++)
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@ -1758,6 +1903,7 @@ Legend:
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else
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color = ((odd ^ (iPixel&1)) << 1) | hibit; // map raw color to our hi-res colors
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}
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+adj ,y ,aColorIndex[color]); // TL
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+adj+1,y ,aColorIndex[color]); // TR
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SETSOURCEPIXEL(SRCOFFS_HIRES+offsetx+x+adj ,y+1,aColorIndex[color]); // BL
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