diff options
author | truelight <truelight@openttd.org> | 2007-06-19 17:32:01 +0000 |
---|---|---|
committer | truelight <truelight@openttd.org> | 2007-06-19 17:32:01 +0000 |
commit | 2a6b7e4e02556f00161be4ac884b74486d6a9c6e (patch) | |
tree | 33556938d0115921d2b6ba8772cef143498a7379 | |
parent | b11bf3e1574fd72f0eca0756ff0a19ebdd5df4da (diff) | |
download | openttd-2a6b7e4e02556f00161be4ac884b74486d6a9c6e.tar.xz |
(svn r10225) -Codechange: move common Colour routines for 32bpp to the base class (and nick it colour, not color)
-rw-r--r-- | src/blitter/32bpp_base.hpp | 90 | ||||
-rw-r--r-- | src/blitter/32bpp_simple.cpp | 83 |
2 files changed, 89 insertions, 84 deletions
diff --git a/src/blitter/32bpp_base.hpp b/src/blitter/32bpp_base.hpp index 66d7e7529..5eeb8b902 100644 --- a/src/blitter/32bpp_base.hpp +++ b/src/blitter/32bpp_base.hpp @@ -26,10 +26,92 @@ public: /* virtual */ void PaletteAnimate(uint start, uint count); /* virtual */ Blitter::PaletteAnimation UsePaletteAnimation(); - static inline uint32 LookupColourInPalette(uint8 index) { - #define ARGB(a, r, g, b) ((((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF)) - if (index == 0) return 0x00000000; - return ARGB(0xFF, _cur_palette[index].r, _cur_palette[index].g, _cur_palette[index].b); + /** + * 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); } }; diff --git a/src/blitter/32bpp_simple.cpp b/src/blitter/32bpp_simple.cpp index 5ca0ba19c..6dbdd2267 100644 --- a/src/blitter/32bpp_simple.cpp +++ b/src/blitter/32bpp_simple.cpp @@ -7,83 +7,6 @@ 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; @@ -105,9 +28,9 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo 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); + if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst); } else { - if (bp->remap[src->m] != 0) *dst = ComposeColorPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst); + if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst); } break; @@ -121,7 +44,7 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo break; default: - if (src->a != 0) *dst = ComposeColorRGBA(src->r, src->g, src->b, src->a, *dst); + if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst); break; } dst++; |