mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r10225) -Codechange: move common Colour routines for 32bpp to the base class (and nick it colour, not color)
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@ -26,10 +26,92 @@ public:
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/* virtual */ void PaletteAnimate(uint start, uint count);
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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static inline uint32 LookupColourInPalette(uint8 index) {
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#define ARGB(a, r, g, b) ((((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF))
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if (index == 0) return 0x00000000;
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return ARGB(0xFF, _cur_palette[index].r, _cur_palette[index].g, _cur_palette[index].b);
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/**
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* Compose a colour based on RGB values.
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*/
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static inline uint ComposeColour(uint a, uint r, uint g, uint b)
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{
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return (((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF);
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}
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/**
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* Look up the colour in the current palette.
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**/
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static inline uint32 LookupColourInPalette(uint8 index)
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{
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if (index == 0) return 0x00000000; // Full transparent pixel */
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return ComposeColour(0xFF, _cur_palette[index].r, _cur_palette[index].g, _cur_palette[index].b);
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}
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/**
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* Compose a colour based on RGBA values and the current pixel value.
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*/
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static inline uint ComposeColourRGBA(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 ComposeColour(0xFF,
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(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 colour based on Pixel value, alpha value, and the current pixel value.
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*/
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static inline uint ComposeColourPA(uint colour, 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(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 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 ComposeColour(0xFF,
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(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 colour the colour already on the screen.
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* @param amount the amount of transparency, times 100.
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* @return the new colour for the screen.
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*/
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static inline uint MakeTransparent(uint colour, uint amount)
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{
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uint r, g, b;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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return ComposeColour(0xFF, r * amount / 100, g * amount / 100, b * amount / 100);
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}
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/**
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* Make a colour grey-based.
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* @param colour the colour to make grey.
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* @return the new colour, now grey.
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*/
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static inline uint MakeGrey(uint colour)
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{
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uint r, g, b;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 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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colour = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536;
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return ComposeColour(0xFF, colour, colour, colour);
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}
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};
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@ -7,83 +7,6 @@
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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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@ -105,9 +28,9 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
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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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if (src->a != 0) *dst = ComposeColourRGBA(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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if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
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}
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break;
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@ -121,7 +44,7 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
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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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if (src->a != 0) *dst = ComposeColourRGBA(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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