/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file 32bpp_base.hpp Base for all 32 bits blitters. */ #ifndef BLITTER_32BPP_BASE_HPP #define BLITTER_32BPP_BASE_HPP #include "base.hpp" #include "../core/bitmath_func.hpp" #include "../core/math_func.hpp" #include "../gfx_func.h" /** Base for all 32bpp blitters. */ class Blitter_32bppBase : public Blitter { public: uint8 GetScreenDepth() override { return 32; } void *MoveTo(void *video, int x, int y) override; void SetPixel(void *video, int x, int y, uint8 colour) override; void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash) override; void SetLine(void *video, int x, int y, uint8 *colours, uint width) override; void SetLine32(void *video, int x, int y, uint32 *colours, uint width) override; void DrawRect(void *video, int width, int height, uint8 colour) override; void CopyFromBuffer(void *video, const void *src, int width, int height) override; void CopyToBuffer(const void *video, void *dst, int width, int height) override; void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch) override; void ScrollBuffer(void *video, int left, int top, int width, int height, int scroll_x, int scroll_y) override; int BufferSize(int width, int height) override; void PaletteAnimate(const Palette &palette) override; Blitter::PaletteAnimation UsePaletteAnimation() override; int GetBytesPerPixel() override { return 4; } /** * Look up the colour in the current palette. */ static inline Colour LookupColourInPalette(uint index) { return _cur_palette.palette[index]; } /** * Compose a colour based on RGBA values and the current pixel value. */ static inline Colour ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, Colour current) { uint cr = current.r; uint cg = current.g; uint cb = current.b; /* The 256 is wrong, it should be 255, but 256 is much faster... */ return Colour( ((int)(r - cr) * a) / 256 + cr, ((int)(g - cg) * a) / 256 + cg, ((int)(b - cb) * a) / 256 + cb); } /** * Compose a colour based on RGBA values and the current pixel value. * Handles fully transparent and solid pixels in a special (faster) way. */ static inline Colour ComposeColourRGBA(uint r, uint g, uint b, uint a, Colour current) { if (a == 0) return current; if (a >= 255) return Colour(r, g, b); return ComposeColourRGBANoCheck(r, g, b, a, current); } /** * Compose a colour based on Pixel value, alpha value, and the current pixel value. */ static inline Colour ComposeColourPANoCheck(Colour colour, uint a, Colour current) { uint r = colour.r; uint g = colour.g; uint b = colour.b; return ComposeColourRGBANoCheck(r, g, b, a, current); } /** * Compose a colour based on Pixel value, alpha value, and the current pixel value. * Handles fully transparent and solid pixels in a special (faster) way. */ static inline Colour ComposeColourPA(Colour colour, uint a, Colour current) { if (a == 0) return current; if (a >= 255) { colour.a = 255; return colour; } return ComposeColourPANoCheck(colour, a, current); } /** * Make a pixel looks like it is transparent. * @param colour the colour already on the screen. * @param nom the amount of transparency, nominator, makes colour lighter. * @param denom denominator, makes colour darker. * @return the new colour for the screen. */ static inline Colour MakeTransparent(Colour colour, uint nom, uint denom = 256) { uint r = colour.r; uint g = colour.g; uint b = colour.b; return Colour(r * nom / denom, g * nom / denom, b * nom / denom); } /** * Make a colour dark grey, for specialized 32bpp remapping. * @param r red component * @param g green component * @param b blue component * @return the brightness value of the new colour, now dark grey. */ static inline uint8 MakeDark(uint8 r, uint8 g, uint8 b) { /* Magic-numbers are ~66% of those used in MakeGrey() */ return ((r * 13063) + (g * 25647) + (b * 4981)) / 65536; } /** * Make a colour grey - based. * @param colour the colour to make grey. * @return the new colour, now grey. */ static inline Colour MakeGrey(Colour colour) { uint r = colour.r; uint g = colour.g; uint b = colour.b; /* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then * divide by it to normalize the value to a byte again. See heightmap.cpp for * information about the formula. */ uint grey = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536; return Colour(grey, grey, grey); } static const int DEFAULT_BRIGHTNESS = 128; static Colour ReallyAdjustBrightness(Colour colour, uint8 brightness); static inline Colour AdjustBrightness(Colour colour, uint8 brightness) { /* Shortcut for normal brightness */ if (likely(brightness == DEFAULT_BRIGHTNESS)) return colour; return ReallyAdjustBrightness(colour, brightness); } }; #endif /* BLITTER_32BPP_BASE_HPP */