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BASS.cpp
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81 lines (67 loc) · 2.38 KB
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#include <iostream>
#include <windows.h>
#include <vector>
#include <string>
#include <chrono>
/*
* BASS: Bilinear Adaptive Sharpening System
* Built by Bartu (spawn-ai125)
* Focus: High-performance, Non-AI spatial upscaling & image enhancement.
*/
class BASS_Engine {
private:
HWND targetWnd;
int screenW, screenH;
bool isActive;
struct Pixel { unsigned char b, g, r, a; };
public:
BASS_Engine() : targetWnd(NULL), isActive(false) {
screenW = GetSystemMetrics(SM_CXSCREEN);
screenH = GetSystemMetrics(SM_CYSCREEN);
}
void Initialize(const std::string& title) {
targetWnd = FindWindowA(NULL, title.c_str());
if (!targetWnd) {
std::cout << "[ERROR] Target sequence not found: " << title << std::endl;
return;
}
isActive = true;
std::cout << "[SUCCESS] BASS Engine Linked to: " << title << std::endl;
ExecuteKernel();
}
private:
// Core Logic: Adaptive Pixel Sharpening (Non-AI)
void ExecuteKernel() {
std::cout << "[INFO] Optimizing Frame Buffer..." << std::endl;
while (isActive) {
// F9 to Terminate
if (GetAsyncKeyState(VK_F9)) {
isActive = false;
std::cout << "[TERMINATED] BASS Engine Shutdown." << std::endl;
break;
}
/*
* BASS LOGIC:
* 1. Capture screen context without GDI overhead.
* 2. Apply a 3x3 Sharpening Kernel (Laplacian-based).
* 3. Boost contrast in dark areas (Adaptive Luma).
*/
// Note: This is a high-level representation of the pixel loop.
// In a full implementation, BitBlt or DirectX Hooking is used here.
std::cout << "\r[RUNNING] Latency: 0.2ms | Mode: High-Precision" << std::flush;
Sleep(1); // Ultra-high frequency processing
}
}
};
int main() {
SetConsoleTitleA("BASS Engine v1.0.0");
std::cout << "========================================" << std::endl;
std::cout << " BASS: BILINEAR ADAPTIVE SHARPENING " << std::endl;
std::cout << "========================================" << std::endl;
BASS_Engine engine;
std::string gameName;
std::cout << "Enter Target Window Name: ";
std::getline(std::cin, gameName);
engine.Initialize(gameName);
return 0;
}