/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file 32bpp_base.hpp Base for all 32 bits blitters. */ #ifndef BLITTER_32BPP_BASE_HPP #define BLITTER_32BPP_BASE_HPP #include "base.hpp" #include "../core/bitmath_func.hpp" #include "../gfx_func.h" class Blitter_32bppBase : public Blitter { public: /* virtual */ uint8 GetScreenDepth() { return 32; } // /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom); // /* virtual */ void DrawColourMappingRect(void *dst, int width, int height, PaletteID 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 colour); /* virtual */ void DrawRect(void *video, int width, int height, uint8 colour); /* virtual */ void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour); /* 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(); /* virtual */ int GetBytesPerPixel() { return 4; } /** * Compose a colour based on RGB values. */ static inline uint32 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(uint index) { return _cur_palette[index].data; } /** * Compose a colour based on RGBA values and the current pixel value. */ static inline uint32 ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, uint32 current) { uint cr = GB(current, 16, 8); uint cg = GB(current, 8, 8); uint cb = GB(current, 0, 8); /* The 256 is wrong, it should be 255, but 256 is much faster... */ return ComposeColour(0xFF, ((int)(r - cr) * a) / 256 + cr, ((int)(g - cg) * a) / 256 + cg, ((int)(b - cb) * a) / 256 + cb); } /** * Compose a colour based on RGBA values and the current pixel value. * Handles fully transparent and solid pixels in a special (faster) way. */ static inline uint32 ComposeColourRGBA(uint r, uint g, uint b, uint a, uint32 current) { if (a == 0) return current; if (a >= 255) return ComposeColour(0xFF, r, g, b); return ComposeColourRGBANoCheck(r, g, b, a, current); } /** * Compose a colour based on Pixel value, alpha value, and the current pixel value. */ static inline uint32 ComposeColourPANoCheck(uint32 colour, uint a, uint32 current) { uint r = GB(colour, 16, 8); uint g = GB(colour, 8, 8); uint b = GB(colour, 0, 8); return ComposeColourRGBANoCheck(r, g, b, a, current); } /** * Compose a colour based on Pixel value, alpha value, and the current pixel value. * Handles fully transparent and solid pixels in a special (faster) way. */ static inline uint32 ComposeColourPA(uint32 colour, uint a, uint32 current) { if (a == 0) return current; if (a >= 255) return (colour | 0xFF000000); return ComposeColourPANoCheck(colour, a, current); } /** * Make a pixel looks like it is transparent. * @param colour the colour already on the screen. * @param nom the amount of transparency, nominator, makes colour lighter. * @param denom denominator, makes colour darker. * @return the new colour for the screen. */ static inline uint32 MakeTransparent(uint32 colour, uint nom, uint denom = 256) { uint r = GB(colour, 16, 8); uint g = GB(colour, 8, 8); uint b = GB(colour, 0, 8); return ComposeColour(0xFF, r * nom / denom, g * nom / denom, b * nom / denom); } /** * Make a colour grey - based. * @param colour the colour to make grey. * @return the new colour, now grey. */ static inline uint32 MakeGrey(uint32 colour) { uint r = GB(colour, 16, 8); uint g = GB(colour, 8, 8); uint 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 */