src/blitter/32bpp_simple.cpp
branchgamebalance
changeset 9913 e79cd19772dd
child 9629 66dde6412125
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/blitter/32bpp_simple.cpp	Tue Jun 19 07:21:01 2007 +0000
@@ -0,0 +1,186 @@
+#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;
+}