src/blitter/32bpp_simple.cpp
author celestar
Tue, 19 Jun 2007 07:21:01 +0000
branchgamebalance
changeset 9913 e79cd19772dd
child 9629 66dde6412125
permissions -rw-r--r--
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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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}