summaryrefslogtreecommitdiff
path: root/src/blitter
diff options
context:
space:
mode:
authortruelight <truelight@openttd.org>2007-06-19 17:32:01 +0000
committertruelight <truelight@openttd.org>2007-06-19 17:32:01 +0000
commit2a6b7e4e02556f00161be4ac884b74486d6a9c6e (patch)
tree33556938d0115921d2b6ba8772cef143498a7379 /src/blitter
parentb11bf3e1574fd72f0eca0756ff0a19ebdd5df4da (diff)
downloadopenttd-2a6b7e4e02556f00161be4ac884b74486d6a9c6e.tar.xz
(svn r10225) -Codechange: move common Colour routines for 32bpp to the base class (and nick it colour, not color)
Diffstat (limited to 'src/blitter')
-rw-r--r--src/blitter/32bpp_base.hpp90
-rw-r--r--src/blitter/32bpp_simple.cpp83
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++;