/* $Id$ */ /* * 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_simple.cpp Implementation of the simple 32 bpp blitter. */ #include "../stdafx.h" #include "../zoom_func.h" #include "32bpp_simple.hpp" #include "../table/sprites.h" static FBlitter_32bppSimple iFBlitter_32bppSimple; 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 = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst); } else { if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->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 colour. * 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 colour a bit more black, so it looks like this image is transparent */ if (src->a != 0) *dst = MakeTransparent(*dst, 192); break; default: if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst); break; } dst++; src += ScaleByZoom(1, zoom); } } } void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal) { uint32 *udst = (uint32 *)dst; if (pal == PALETTE_TO_TRANSPARENT) { do { for (int i = 0; i != width; i++) { *udst = MakeTransparent(*udst, 154); 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 colour 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 colour = this->LookupColourInPalette(dst[i].m); dst[i].r = GB(colour, 16, 8); dst[i].g = GB(colour, 8, 8); dst[i].b = GB(colour, 0, 8); } } return dest_sprite; }