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