#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; } /** * 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(Renderer_32bpp::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 = 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; }