OpenTTD-patches/src/blitter/32bpp_simple.cpp
truelight 003375d375 (svn r10190) -Codechange: merged renderer and blitter to one single class API: blitter
-Codechange: introduced a hierachy of blitters to avoid a lot of code duplication
 Note: this allows much easier adding other types of video-drivers, like OpenGL
2007-06-17 20:30:28 +00:00

187 lines
5.3 KiB
C++

#include "../stdafx.h"
#include "../zoom.hpp"
#include "../gfx.h"
#include "../debug.h"
#include "../table/sprites.h"
#include "32bpp_simple.hpp"
static FBlitter_32bppSimple iFBlitter_32bppSimple;
/**
* Compose a color based on RGB values.
*/
static inline uint ComposeColor(uint r, uint g, uint b)
{
return (r & 0xFF) << 16 | (g & 0xFF) << 8 | (b & 0xFF) << 0;
}
/**
* Compose a color based on RGBA values and the current pixel value.
*/
static inline uint ComposeColorRGBA(uint r, uint g, uint b, uint a, uint current)
{
uint cr, cg, cb;
cr = GB(current, 16, 8);
cg = GB(current, 8, 8);
cb = GB(current, 0, 8);
return ComposeColor((r * a + cr * (255 - a)) / 255,
(g * a + cg * (255 - a)) / 255,
(b * a + cb * (255 - a)) / 255);
}
/**
* Compose a color based on Pixel value, alpha value, and the current pixel value.
*/
static inline uint ComposeColorPA(uint color, uint a, uint current)
{
uint r, g, b, cr, cg, cb;
r = GB(color, 16, 8);
g = GB(color, 8, 8);
b = GB(color, 0, 8);
cr = GB(current, 16, 8);
cg = GB(current, 8, 8);
cb = GB(current, 0, 8);
return ComposeColor((r * a + cr * (255 - a)) / 255,
(g * a + cg * (255 - a)) / 255,
(b * a + cb * (255 - a)) / 255);
}
/**
* Make a pixel looks like it is transparent.
* @param color the color already on the screen.
* @param amount the amount of transparency, times 100.
* @return the new color for the screen.
*/
static inline uint MakeTransparent(uint color, uint amount)
{
uint r, g, b;
r = GB(color, 16, 8);
g = GB(color, 8, 8);
b = GB(color, 0, 8);
return ComposeColor(r * amount / 100, g * amount / 100, b * amount / 100);
}
/**
* Make a color grey-based.
* @param color the color to make grey.
* @return the new color, now grey.
*/
static inline uint MakeGrey(uint color)
{
uint r, g, b;
r = GB(color, 16, 8);
g = GB(color, 8, 8);
b = GB(color, 0, 8);
/* 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. */
color = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536;
return ComposeColor(color, color, color);
}
void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
const SpriteLoader::CommonPixel *src, *src_line;
uint32 *dst, *dst_line;
/* Find where to start reading in the source sprite */
src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
for (int y = 0; y < bp->height; y++) {
dst = dst_line;
dst_line += bp->pitch;
src = src_line;
src_line += bp->sprite_width * ScaleByZoom(1, zoom);
for (int x = 0; x < bp->width; x++) {
switch (mode) {
case BM_COLOUR_REMAP:
/* In case the m-channel is zero, do not remap this pixel in any way */
if (src->m == 0) {
if (src->a != 0) *dst = ComposeColorRGBA(src->r, src->g, src->b, src->a, *dst);
} else {
if (bp->remap[src->m] != 0) *dst = ComposeColorPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
}
break;
case BM_TRANSPARENT:
/* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
* This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
* we produce a result the newgrf maker didn't expect ;) */
/* Make the current color a bit more black, so it looks like this image is transparent */
if (src->a != 0) *dst = MakeTransparent(*dst, 75);
break;
default:
if (src->a != 0) *dst = ComposeColorRGBA(src->r, src->g, src->b, src->a, *dst);
break;
}
dst++;
src += ScaleByZoom(1, zoom);
}
}
}
void Blitter_32bppSimple::DrawColorMappingRect(void *dst, int width, int height, int pal)
{
uint32 *udst = (uint32 *)dst;
if (pal == PALETTE_TO_TRANSPARENT) {
do {
for (int i = 0; i != width; i++) {
*udst = MakeTransparent(*udst, 60);
udst++;
}
udst = udst - width + _screen.pitch;
} while (height--);
return;
}
if (pal == PALETTE_TO_STRUCT_GREY) {
do {
for (int i = 0; i != width; i++) {
*udst = MakeGrey(*udst);
udst++;
}
udst = udst - width + _screen.pitch;
} while (height--);
return;
}
DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal);
}
Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
{
Sprite *dest_sprite;
SpriteLoader::CommonPixel *dst;
dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
dest_sprite->height = sprite->height;
dest_sprite->width = sprite->width;
dest_sprite->x_offs = sprite->x_offs;
dest_sprite->y_offs = sprite->y_offs;
dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
for (int i = 0; i < sprite->height * sprite->width; i++) {
if (dst[i].m != 0) {
/* Pre-convert the mapping channel to a RGB value */
uint color = this->LookupColourInPalette(dst[i].m);
dst[i].r = GB(color, 16, 8);
dst[i].g = GB(color, 8, 8);
dst[i].b = GB(color, 0, 8);
}
}
return dest_sprite;
}