/* $Id$ */ /** @file 32bpp_base.hpp */ #ifndef BLITTER_32BPP_BASE_HPP #define BLITTER_32BPP_BASE_HPP #include "base.hpp" class Blitter_32bppBase : public Blitter { public: /* virtual */ uint8 GetScreenDepth() { return 32; } // /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom); // /* virtual */ void DrawColorMappingRect(void *dst, int width, int height, int pal); // /* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator); /* virtual */ void *MoveTo(const void *video, int x, int y); /* virtual */ void SetPixel(void *video, int x, int y, uint8 color); /* virtual */ void SetPixelIfEmpty(void *video, int x, int y, uint8 color); /* virtual */ void DrawRect(void *video, int width, int height, uint8 color); /* virtual */ void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 color); /* virtual */ void CopyFromBuffer(void *video, const void *src, int width, int height); /* virtual */ void CopyToBuffer(const void *video, void *dst, int width, int height); /* virtual */ void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch); /* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y); /* virtual */ int BufferSize(int width, int height); /* virtual */ void PaletteAnimate(uint start, uint count); /* virtual */ Blitter::PaletteAnimation UsePaletteAnimation(); /** * Compose a colour based on RGB values. */ static inline uint ComposeColour(uint a, uint r, uint g, uint b) { return (((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF); } /** * Look up the colour in the current palette. **/ static inline uint32 LookupColourInPalette(uint8 index) { if (index == 0) return 0x00000000; // Full transparent pixel */ return ComposeColour(0xFF, _cur_palette[index].r, _cur_palette[index].g, _cur_palette[index].b); } /** * Compose a colour based on RGBA values and the current pixel value. */ static inline uint ComposeColourRGBA(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 ComposeColour(0xFF, (r * a + cr * (255 - a)) / 255, (g * a + cg * (255 - a)) / 255, (b * a + cb * (255 - a)) / 255); } /** * Compose a colour based on Pixel value, alpha value, and the current pixel value. */ static inline uint ComposeColourPA(uint colour, uint a, uint current) { uint r, g, b, cr, cg, cb; r = GB(colour, 16, 8); g = GB(colour, 8, 8); b = GB(colour, 0, 8); cr = GB(current, 16, 8); cg = GB(current, 8, 8); cb = GB(current, 0, 8); return ComposeColour(0xFF, (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 colour the colour already on the screen. * @param amount the amount of transparency, times 100. * @return the new colour for the screen. */ static inline uint MakeTransparent(uint colour, uint amount) { uint r, g, b; r = GB(colour, 16, 8); g = GB(colour, 8, 8); b = GB(colour, 0, 8); return ComposeColour(0xFF, r * amount / 100, g * amount / 100, b * amount / 100); } /** * Make a colour grey-based. * @param colour the colour to make grey. * @return the new colour, now grey. */ static inline uint MakeGrey(uint colour) { uint r, g, b; r = GB(colour, 16, 8); g = GB(colour, 8, 8); b = GB(colour, 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. */ colour = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536; return ComposeColour(0xFF, colour, colour, colour); } }; #endif /* BLITTER_32BPP_BASE_HPP */