src/blitter/32bpp_base.hpp
author bjarni
Thu, 19 Jun 2008 17:54:23 +0000
changeset 9561 f236daaaf93a
parent 9551 6f60dca6c566
child 9597 825e5483799b
permissions -rw-r--r--
(svn r13584) -Fix: [OSX] Fixed issue where 10.5 failed to switch to fullscreen
This is done by selecting the 32bpp-anim blitter by default as it seems Apple removed some 8bpp support
Since this is done at runtime the same binary will still select 8bpp on 10.3 and 10.4
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/* $Id$ */
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/** @file 32bpp_base.hpp Base for all 32 bits blitters. */
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#ifndef BLITTER_32BPP_BASE_HPP
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#define BLITTER_32BPP_BASE_HPP
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#include "base.hpp"
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#include "../core/bitmath_func.hpp"
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class Blitter_32bppBase : public Blitter {
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public:
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	/* virtual */ uint8 GetScreenDepth() { return 32; }
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//	/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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//	/* virtual */ void DrawColorMappingRect(void *dst, int width, int height, int pal);
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//	/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator);
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	/* virtual */ void *MoveTo(const void *video, int x, int y);
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	/* virtual */ void SetPixel(void *video, int x, int y, uint8 color);
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	/* virtual */ void SetPixelIfEmpty(void *video, int x, int y, uint8 color);
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	/* virtual */ void DrawRect(void *video, int width, int height, uint8 color);
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	/* virtual */ void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 color);
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	/* virtual */ void CopyFromBuffer(void *video, const void *src, int width, int height);
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	/* virtual */ void CopyToBuffer(const void *video, void *dst, int width, int height);
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	/* virtual */ void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch);
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	/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
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	/* virtual */ int BufferSize(int width, int height);
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	/* virtual */ void PaletteAnimate(uint start, uint count);
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	/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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	/**
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	 * Compose a colour based on RGB values.
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	 */
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	static inline uint ComposeColour(uint a, uint r, uint g, uint b)
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	{
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		return (((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF);
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	}
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	/**
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	 * Look up the colour in the current palette.
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	 */
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	static inline uint32 LookupColourInPalette(uint index)
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	{
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		return _cur_palette[index];
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	}
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	/**
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	 * Compose a colour based on RGBA values and the current pixel value.
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	 */
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	static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current)
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	{
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		if (a == 0) return current;
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		if (a >= 255) return ComposeColour(0xFF, r, g, b);
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		uint cr, cg, cb;
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		cr = GB(current, 16, 8);
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		cg = GB(current, 8,  8);
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		cb = GB(current, 0,  8);
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		/* The 256 is wrong, it should be 255, but 256 is much faster... */
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		return ComposeColour(0xFF,
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												(r * a + cr * (256 - a)) / 256,
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												(g * a + cg * (256 - a)) / 256,
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												(b * a + cb * (256 - a)) / 256);
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	}
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	/**
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	* Compose a colour based on Pixel value, alpha value, and the current pixel value.
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	*/
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	static inline uint ComposeColourPA(uint colour, uint a, uint current)
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	{
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		if (a == 0) return current;
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		if (a >= 255) return (colour | 0xFF000000);
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		uint r, g, b, cr, cg, cb;
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		r  = GB(colour,  16, 8);
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		g  = GB(colour,  8,  8);
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		b  = GB(colour,  0,  8);
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		cr = GB(current, 16, 8);
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		cg = GB(current, 8,  8);
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		cb = GB(current, 0,  8);
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		/* The 256 is wrong, it should be 255, but 256 is much faster... */
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		return ComposeColour(0xFF,
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												(r * a + cr * (256 - a)) / 256,
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												(g * a + cg * (256 - a)) / 256,
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												(b * a + cb * (256 - a)) / 256);
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	}
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	/**
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	* Make a pixel looks like it is transparent.
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	* @param colour the colour already on the screen.
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	* @param amount the amount of transparency, times 256.
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	* @return the new colour for the screen.
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	*/
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	static inline uint MakeTransparent(uint colour, uint amount)
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	{
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		uint r, g, b;
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		r = GB(colour, 16, 8);
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		g = GB(colour, 8,  8);
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		b = GB(colour, 0,  8);
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		return ComposeColour(0xFF, r * amount / 256, g * amount / 256, b * amount / 256);
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	}
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	/**
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	* Make a colour grey - based.
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	* @param colour the colour to make grey.
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	* @return the new colour, now grey.
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	*/
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	static inline uint MakeGrey(uint colour)
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	{
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		uint r, g, b;
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		r = GB(colour, 16, 8);
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		g = GB(colour, 8,  8);
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		b = GB(colour, 0,  8);
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		/* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then
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		*  divide by it to normalize the value to a byte again. See heightmap.cpp for
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		*  information about the formula. */
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		colour = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536;
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		return ComposeColour(0xFF, colour, colour, colour);
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	}
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};
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#endif /* BLITTER_32BPP_BASE_HPP */