rubidium@9628: #include "../stdafx.h" rubidium@9628: #include "../zoom.hpp" rubidium@9628: #include "../gfx.h" rubidium@9628: #include "../debug.h" rubidium@9628: #include "../table/sprites.h" rubidium@9628: #include "32bpp_simple.hpp" rubidium@9628: rubidium@9628: static FBlitter_32bppSimple iFBlitter_32bppSimple; rubidium@9628: rubidium@9628: /** rubidium@9628: * Compose a color based on RGB values. rubidium@9628: */ rubidium@9628: static inline uint ComposeColor(uint r, uint g, uint b) rubidium@9628: { rubidium@9628: return (r & 0xFF) << 16 | (g & 0xFF) << 8 | (b & 0xFF) << 0; rubidium@9628: } rubidium@9628: rubidium@9628: /** rubidium@9628: * Compose a color based on RGBA values and the current pixel value. rubidium@9628: */ rubidium@9628: static inline uint ComposeColorRGBA(uint r, uint g, uint b, uint a, uint current) rubidium@9628: { rubidium@9628: uint cr, cg, cb; rubidium@9628: cr = GB(current, 16, 8); rubidium@9628: cg = GB(current, 8, 8); rubidium@9628: cb = GB(current, 0, 8); rubidium@9628: rubidium@9628: return ComposeColor((r * a + cr * (255 - a)) / 255, rubidium@9628: (g * a + cg * (255 - a)) / 255, rubidium@9628: (b * a + cb * (255 - a)) / 255); rubidium@9628: } rubidium@9628: rubidium@9628: /** rubidium@9628: * Compose a color based on Pixel value, alpha value, and the current pixel value. rubidium@9628: */ rubidium@9628: static inline uint ComposeColorPA(uint color, uint a, uint current) rubidium@9628: { rubidium@9628: uint r, g, b, cr, cg, cb; rubidium@9628: r = GB(color, 16, 8); rubidium@9628: g = GB(color, 8, 8); rubidium@9628: b = GB(color, 0, 8); rubidium@9628: cr = GB(current, 16, 8); rubidium@9628: cg = GB(current, 8, 8); rubidium@9628: cb = GB(current, 0, 8); rubidium@9628: rubidium@9628: return ComposeColor((r * a + cr * (255 - a)) / 255, rubidium@9628: (g * a + cg * (255 - a)) / 255, rubidium@9628: (b * a + cb * (255 - a)) / 255); rubidium@9628: } rubidium@9628: rubidium@9628: /** rubidium@9628: * Make a pixel looks like it is transparent. rubidium@9628: * @param color the color already on the screen. rubidium@9628: * @param amount the amount of transparency, times 100. rubidium@9628: * @return the new color for the screen. rubidium@9628: */ rubidium@9628: static inline uint MakeTransparent(uint color, uint amount) rubidium@9628: { rubidium@9628: uint r, g, b; rubidium@9628: r = GB(color, 16, 8); rubidium@9628: g = GB(color, 8, 8); rubidium@9628: b = GB(color, 0, 8); rubidium@9628: rubidium@9628: return ComposeColor(r * amount / 100, g * amount / 100, b * amount / 100); rubidium@9628: } rubidium@9628: rubidium@9628: /** rubidium@9628: * Make a color grey-based. rubidium@9628: * @param color the color to make grey. rubidium@9628: * @return the new color, now grey. rubidium@9628: */ rubidium@9628: static inline uint MakeGrey(uint color) rubidium@9628: { rubidium@9628: uint r, g, b; rubidium@9628: r = GB(color, 16, 8); rubidium@9628: g = GB(color, 8, 8); rubidium@9628: b = GB(color, 0, 8); rubidium@9628: rubidium@9628: /* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then rubidium@9628: * divide by it to normalize the value to a byte again. See heightmap.cpp for rubidium@9628: * information about the formula. */ rubidium@9628: color = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536; rubidium@9628: rubidium@9628: return ComposeColor(color, color, color); rubidium@9628: } rubidium@9628: rubidium@9628: void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) rubidium@9628: { rubidium@9628: const SpriteLoader::CommonPixel *src, *src_line; rubidium@9628: uint32 *dst, *dst_line; rubidium@9628: rubidium@9628: /* Find where to start reading in the source sprite */ rubidium@9628: src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom); rubidium@9628: dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left; rubidium@9628: rubidium@9628: for (int y = 0; y < bp->height; y++) { rubidium@9628: dst = dst_line; rubidium@9628: dst_line += bp->pitch; rubidium@9628: rubidium@9628: src = src_line; rubidium@9628: src_line += bp->sprite_width * ScaleByZoom(1, zoom); rubidium@9628: rubidium@9628: for (int x = 0; x < bp->width; x++) { rubidium@9628: switch (mode) { rubidium@9628: case BM_COLOUR_REMAP: rubidium@9628: /* In case the m-channel is zero, do not remap this pixel in any way */ rubidium@9628: if (src->m == 0) { rubidium@9628: if (src->a != 0) *dst = ComposeColorRGBA(src->r, src->g, src->b, src->a, *dst); rubidium@9628: } else { rubidium@9628: if (bp->remap[src->m] != 0) *dst = ComposeColorPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst); rubidium@9628: } rubidium@9628: break; rubidium@9628: rubidium@9628: case BM_TRANSPARENT: rubidium@9628: /* TODO -- We make an assumption here that the remap in fact is transparency, not some color. rubidium@9628: * This is never a problem with the code we produce, but newgrfs can make it fail... or at least: rubidium@9628: * we produce a result the newgrf maker didn't expect ;) */ rubidium@9628: rubidium@9628: /* Make the current color a bit more black, so it looks like this image is transparent */ rubidium@9628: if (src->a != 0) *dst = MakeTransparent(*dst, 75); rubidium@9628: break; rubidium@9628: rubidium@9628: default: rubidium@9628: if (src->a != 0) *dst = ComposeColorRGBA(src->r, src->g, src->b, src->a, *dst); rubidium@9628: break; rubidium@9628: } rubidium@9628: dst++; rubidium@9628: src += ScaleByZoom(1, zoom); rubidium@9628: } rubidium@9628: } rubidium@9628: } rubidium@9628: rubidium@9628: void Blitter_32bppSimple::DrawColorMappingRect(void *dst, int width, int height, int pal) rubidium@9628: { rubidium@9628: uint32 *udst = (uint32 *)dst; rubidium@9628: rubidium@9628: if (pal == PALETTE_TO_TRANSPARENT) { rubidium@9628: do { rubidium@9628: for (int i = 0; i != width; i++) { rubidium@9628: *udst = MakeTransparent(*udst, 60); rubidium@9628: udst++; rubidium@9628: } rubidium@9628: udst = udst - width + _screen.pitch; rubidium@9628: } while (height--); rubidium@9628: return; rubidium@9628: } rubidium@9628: if (pal == PALETTE_TO_STRUCT_GREY) { rubidium@9628: do { rubidium@9628: for (int i = 0; i != width; i++) { rubidium@9628: *udst = MakeGrey(*udst); rubidium@9628: udst++; rubidium@9628: } rubidium@9628: udst = udst - width + _screen.pitch; rubidium@9628: } while (height--); rubidium@9628: return; rubidium@9628: } rubidium@9628: rubidium@9628: DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal); rubidium@9628: } rubidium@9628: rubidium@9628: Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) rubidium@9628: { rubidium@9628: Sprite *dest_sprite; rubidium@9628: SpriteLoader::CommonPixel *dst; rubidium@9628: dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel)); rubidium@9628: rubidium@9628: dest_sprite->height = sprite->height; rubidium@9628: dest_sprite->width = sprite->width; rubidium@9628: dest_sprite->x_offs = sprite->x_offs; rubidium@9628: dest_sprite->y_offs = sprite->y_offs; rubidium@9628: rubidium@9628: dst = (SpriteLoader::CommonPixel *)dest_sprite->data; rubidium@9628: rubidium@9628: memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel)); rubidium@9628: for (int i = 0; i < sprite->height * sprite->width; i++) { rubidium@9628: if (dst[i].m != 0) { rubidium@9628: /* Pre-convert the mapping channel to a RGB value */ rubidium@9628: uint color = this->LookupColourInPalette(dst[i].m); rubidium@9628: dst[i].r = GB(color, 16, 8); rubidium@9628: dst[i].g = GB(color, 8, 8); rubidium@9628: dst[i].b = GB(color, 0, 8); rubidium@9628: } rubidium@9628: } rubidium@9628: rubidium@9628: return dest_sprite; rubidium@9628: }