Add comments explaining how the blurring works
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@ -1609,8 +1609,12 @@ surface blur_alpha_surface(const surface &surf, int depth)
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surface_lock lock(res);
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int x, y;
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// Iterate over rows, blurring each row horizontally
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for(y = 0; y < res->h; ++y) {
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// Sum of pixel values stored here
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Uint32 alpha=0, red = 0, green = 0, blue = 0;
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// Preload the first depth+1 pixels
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Uint32* p = lock.pixels() + y*res->w;
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for(x = 0; x <= depth && x < res->w; ++x, ++p) {
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alpha += ((*p) >> 24)&0xFF;
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@ -1621,10 +1625,14 @@ surface blur_alpha_surface(const surface &surf, int depth)
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queue.push_back(*p);
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}
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// This is the actual inner loop
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p = lock.pixels() + y*res->w;
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for(x = 0; x < res->w; ++x, ++p) {
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// Write the current average
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const Uint32 num = queue.size();
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*p = (std::min(alpha/num,ff) << 24) | (std::min(red/num,ff) << 16) | (std::min(green/num,ff) << 8) | std::min(blue/num,ff);
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// Unload earlier pixels that are now too far away
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if(x >= depth) {
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{
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const auto &front = queue.front();
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@ -1637,6 +1645,7 @@ surface blur_alpha_surface(const surface &surf, int depth)
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queue.pop_front();
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}
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// Add new pixels
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if(x + depth+1 < res->w) {
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Uint32* q = p + depth+1;
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alpha += ((*q) >> 24)&0xFF;
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@ -1651,8 +1660,12 @@ surface blur_alpha_surface(const surface &surf, int depth)
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queue.clear();
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}
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// Iterate over columns, blurring each column vertically
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for(x = 0; x < res->w; ++x) {
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// Sum of pixel values stored here
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Uint32 alpha=0, red = 0, green = 0, blue = 0;
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// Preload the first depth+1 pixels
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Uint32* p = lock.pixels() + x;
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for(y = 0; y <= depth && y < res->h; ++y, p += res->w) {
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alpha += ((*p) >> 24)&0xFF;
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@ -1663,10 +1676,14 @@ surface blur_alpha_surface(const surface &surf, int depth)
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queue.push_back(*p);
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}
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// This is the actual inner loop
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p = lock.pixels() + x;
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for(y = 0; y < res->h; ++y, p += res->w) {
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// Write the current average
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const Uint32 num = queue.size();
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*p = (std::min(alpha/num,ff) << 24) | (std::min(red/num,ff) << 16) | (std::min(green/num,ff) << 8) | std::min(blue/num,ff);
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// Unload earlier pixels that are now too far away
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if(y >= depth) {
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{
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const auto &front = queue.front();
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@ -1679,6 +1696,7 @@ surface blur_alpha_surface(const surface &surf, int depth)
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queue.pop_front();
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}
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// Add new pixels
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if(y + depth+1 < res->h) {
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Uint32* q = p + (depth+1)*res->w;
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alpha += ((*q) >> 24)&0xFF;
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