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Codesnippets => 2D-snippets => Topic started by: Kitty Hello on 2008-Mar-25

Title: C64-ize graphics
Post by: Kitty Hello on 2008-Mar-25
This function uses the current back buffer's contents and re-renders it with the C64 color palette. Unfortunately it's too slow for real-time updates :(. I'll try to find a way for that.
Code: (glbasic) [Select]
// --------------------------------- //
// Project: C64izer
// Start: Tuesday, March 25, 2008
// IDE Version: 5.212


LOADBMP "test.png"
C64ize()
SHOWSCREEN
MOUSEWAIT




FUNCTION C64ize:
// weighting of color components
LOCAL x,y,c, r,g,b, dr,dg,db
LOCAL mindist, dist, ibest, i
LOCAL c64_pal[]
DIMDATA c64_pal[], _
0x00 , 0x00 , 0x00, 0, _
0xff , 0xff , 0xff, 0, _
0x88 , 0x00 , 0x00, 0, _
0xaa , 0xff , 0xee, 0, _
0xcc , 0x44 , 0xcc, 0, _
0x00 , 0xcc , 0x55, 0, _
0x00 , 0x00 , 0xaa, 0, _
0xee , 0xee , 0x77, 0, _
0xdd , 0x88 , 0x55, 0, _
0x66 , 0x44 , 0x00, 0, _
0xff , 0x77 , 0x77, 0, _
0x33 , 0x33 , 0x33, 0, _
0x77 , 0x77 , 0x77, 0, _
0xaa , 0xff , 0x66, 0, _
0x00 , 0x88 , 0xff, 0, _
0xbb , 0xbb , 0xbb, 0

FOR i=0 TO 15
c64_pal[i*4+3] = RGB(c64_pal[i*4], c64_pal[i*4+1], c64_pal[i*4+2])
NEXT

FOR x=0 TO 319 STEP 2
FOR y=0 TO 239
c = GETPIXEL(x,y)
b=bAND(c/0x10000, 0xff)/2
g=bAND(c/0x100  , 0xff)/2
r=bAND(c        , 0xff)/2
mindist=0
c = GETPIXEL(x+1,y)
INC b,bAND(c/0x10000, 0xff)/2
INC g,bAND(c/0x100  , 0xff)/2
INC r,bAND(c        , 0xff)/2



ibest=0
FOR i=0 TO 15
db=ABS(bAND(c/0x10000, 0xff) - c64_pal[i*4+2])
dg=ABS(bAND(c/0x100  , 0xff) - c64_pal[i*4+1])
dr=ABS(bAND(c        , 0xff) - c64_pal[i*4  ])
dist=dr*dr+dg*dg+db*db
IF i=0 OR dist mindist=dist
ibest=i
ENDIF
NEXT
DRAWRECT x,y,2,1,c64_pal[ibest*4+3]
NEXT
NEXT
ENDFUNCTION
Title: C64-ize graphics
Post by: Schranz0r on 2008-Mar-25
Cool, but very slow :(
Title: C64-ize graphics
Post by: AndyH on 2008-Mar-25
Wow!
Title: C64-ize graphics
Post by: Achim on 2008-Mar-25
Sweet Gernot ! Nice piece of code ... reminds me to the good old days ... once upon, a long ago :D

CYA !
Title: C64-ize graphics
Post by: Kitty Hello on 2008-Apr-02
So, now in realtime:
http://www.glbasic.com/showroom.php?game=C64colorshader
Forgive me, for this is my first fragment shader, ever. It's not very optimized, but it works REALTIME.
Title: C64-ize graphics
Post by: Simon Parzer on 2008-Apr-02
Yeah, C64-like graphics REALTIME... but with DX9 capable graphics cards only. That's quite ironic ;)
Anyway, great work!
Title: C64-ize graphics
Post by: AndyH on 2008-Apr-02
It doesn't seem to work on my 7900 GS Go.
Title: C64-ize graphics
Post by: PeeJay on 2008-Apr-03
You're not alone, Andy. All I get is the image displayed as normal, not C64ized. :(
Title: C64-ize graphics
Post by: Kitty Hello on 2008-Apr-03
What GFX card, PJ?
Title: C64-ize graphics
Post by: Ian Price on 2008-Apr-03
On my machine, the image does turn blocky a la C64, but it's still true colour and doesn't use only C64 palette :(

ATI Radeon 9800+ 256Mb (old, but gold).
Title: C64-ize graphics
Post by: PeeJay on 2008-Apr-03
NVidia GeForce FX 5500 here (old, but, er, crap :D)
Title: C64-ize graphics
Post by: Hatonastick on 2008-Apr-04
Works fine for me.  NVidia GeForce 8600M GT here.  Sounds like it's more a problem for older cards maybe?
Title: C64-ize graphics
Post by: Kitty Hello on 2008-Apr-04
Might be. It needs Shader Language 2.0
Title: C64-ize graphics
Post by: AndyH on 2008-Apr-04
Mine has shader 2 and is not that old.  I've some shader's (reportedly v2) in MMF that work ok.
Title: C64-ize graphics
Post by: Hatonastick on 2008-Apr-04
Yeah I noticed that when I went and did a bit of research on each of the cards mentioned.  Unfortunately in the case of Ian and PJ I'm not surprised theirs are having problems with Open GL Shader 2.  BTW Andy, not that it might be the problem, but are you running XP or Vista and are your drivers up to date?
Title: C64-ize graphics
Post by: AndyH on 2008-Apr-04
Vista, yes my drivers are the latest.  I don't really get any problems here - everything runs great (DirectX and OpenGL).
Title: C64-ize graphics
Post by: Kitty Hello on 2008-Apr-04
Updated the file. Working now?
Title: C64-ize graphics
Post by: Ian Price on 2008-Apr-04
It works now, but it takes an age (it says "LOADING" for a good few seconds) and the square no longer rotates (in fact the program appears to cease after it has displayed the image).
Title: C64-ize graphics
Post by: Kitty Hello on 2008-Apr-08
Update. Should work on more cards now.
Title: C64-ize graphics
Post by: Ian Price on 2008-Apr-08
Nope. It dies now before any image is displayed, after a long "Loading" screen. :(
Title: C64-ize graphics
Post by: Albert on 2008-Apr-08
Working fine on Radeon HD2600 pro
Title: C64-ize graphics
Post by: PeeJay on 2008-Apr-08
Works great on my dinosaur too! :)
Title: Re: C64-ize graphics
Post by: Qedo on 2019-Feb-10
I enjoyed optimizing the no shader version.
On my pc 20 ms with standard programming

Code: (glbasic) [Select]
SETFONT 0,2
GLOBAL pixels%[],id%=0
IF DOESFILEEXIST("test.png")
LOADSPRITE "test.png",id
ENDIF
SPRITE2MEM (pixels[],id)
GETSPRITESIZE id, sx%, sy%
dtime% = GETTIMERALL()
C64ize()
MEM2SPRITE(pixels[],id,sx,sy)
dtime% = GETTIMERALL()-dtime%
DRAWSPRITE id,0,0
SAVESPRITE "test.bmp", id
PRINT dtime%,10,300
SHOWSCREEN
MOUSEWAIT
END

FUNCTION C64ize:
        // weighting of color components
LOCAL x%,y%,c%, r%,g%,b%, dr%,dg%,db%
LOCAL mindist, dist, ibest, i
LOCAL c64_pal[]
        DIMDATA c64_pal[], _
                        0x00    , 0x00  , 0x00, 0, _
                        0xff    , 0xff  , 0xff, 0, _
                        0x88    , 0x00  , 0x00, 0, _
                        0xaa    , 0xff  , 0xee, 0, _
                        0xcc    , 0x44  , 0xcc, 0, _
                        0x00    , 0xcc  , 0x55, 0, _
                        0x00    , 0x00  , 0xaa, 0, _
                        0xee    , 0xee  , 0x77, 0, _
                        0xdd    , 0x88  , 0x55, 0, _
                        0x66    , 0x44  , 0x00, 0, _
                        0xff    , 0x77  , 0x77, 0, _
                        0x33    , 0x33  , 0x33, 0, _
                        0x77    , 0x77  , 0x77, 0, _
                        0xaa    , 0xff  , 0x66, 0, _
                        0x00    , 0x88  , 0xff, 0, _
                        0xbb    , 0xbb  , 0xbb, 0

        FOR i=0 TO 15
                c64_pal[i*4+3] = RGB(c64_pal[i*4], c64_pal[i*4+1], c64_pal[i*4+2])
        NEXT

        FOR x=0 TO 319 STEP 2
                FOR y=0 TO 239
ind=x+y*320
                        c = pixels[ind]
c = bAND(c, 0xffffff)
    r=bAND(c, 0xff)/2
g=bAND(ASR(c,8), 0xff)/2
b=bAND(ASR(c,16), 0xff)/2
                        mindist=0
                        c = pixels[ind+1]
c = bAND(c, 0xffffff)
    INC r,bAND(c, 0xff)/2
INC g,bAND(ASR(c,8), 0xff)/2
INC b,bAND(ASR(c,16), 0xff)/2
                        ibest=0
                        FOR i=0 TO 15
db=b - c64_pal[i*4+2]
dg=g - c64_pal[i*4+1]
dr=r - c64_pal[i*4  ]
                                dist=dr*dr+dg*dg+db*db
                                IF i=0 OR dist<mindist
                                        mindist=dist
                                        ibest=i
                                ENDIF
                        NEXT
                        fillcolour=bOR(c64_pal[ibest*4+3], ASL(255, 24))
                        pixels[ind]=fillcolour
                        pixels[ind+1]=fillcolour
                NEXT
        NEXT
ENDFUNCTION

Title: Re: C64-ize graphics
Post by: dreamerman on 2019-Feb-10
Am I missing something? As both pure in-code effects doesn't work for me :/ bitmap remains unchanged (24bit bmp GLB logo). Or maybe there is something more to this code as not all variables were declared, probably I'm blind :D
On other hand, change 'c64_pal' array from floats to integers -> "LOCAL c64_pal%[]" as this should fast it up to 15ms..
Title: Re: C64-ize graphics
Post by: Qedo on 2019-Feb-10
 Yes the file test.bmp is 24bit but inside there are only 16 colours.
Change the array to integer don't improve on my pc.
Title: Re: C64-ize graphics
Post by: dreamerman on 2019-Feb-10
I mean input bitmap that I'm using is 24bit bmp GLB logo, and the result/output bitmap 'test.bmp' is also 24bit with full color range, checked with gimp - same as result drawn on screen when running this code. hm.. probably some mismatch from pasting code but can't find it :>
Strange, because changing to integers should give speed up around 25%-30%, double checked on my pc, and btw. didn't noticed that also some other variables are floats, at least in this code on forum..
Code: (glbasic) [Select]
LOCAL mindist%, dist%, ibest%, i%
LOCAL c64_pal%[]
that gives speed bump from 22ms to 11ms, on my i5.
Title: Re: C64-ize graphics
Post by: Qedo on 2019-Feb-11
Try with this file.
Title: Re: C64-ize graphics
Post by: dreamerman on 2019-Feb-12
Yep this file works, and now I see what was the issue :)
Both FOR loops in main function are fixed to this image dimensions - 320x240px, despite checking sprite size with GETSPRITESIZE. How could I miss that :/
Easy to fix and now works great :-) And now I know where to use this with combination of Your FastMem2Sprite - or that Shader version by Gernot :D Thanks!