diff -r cf8880d026f8 -r dc6e404283bc src/blitter/32bpp_simple.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/blitter/32bpp_simple.cpp Wed Jun 13 10:31:40 2007 +0000 @@ -0,0 +1,155 @@ +#include "../stdafx.h" +#include "../zoom.hpp" +#include "../gfx.h" +#include "../debug.h" +#include "../table/sprites.h" +#include "../renderer/32bpp.hpp" +#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; +} + +/** + * 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 = ComposeColor(src->r, src->g, src->b); + } else { + if (bp->remap[src->m] != 0) *dst = Renderer_32bpp::LookupColourInPalette(bp->remap[src->m]); + } + 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 = ComposeColor(src->r, src->g, src->b); + 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 = Renderer_32bpp::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; +}