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/* $Id$ */
/** @file 32bpp_base.hpp */
#ifndef BLITTER_32BPP_BASE_HPP
#define BLITTER_32BPP_BASE_HPP
#include "base.hpp"
#include "../core/bitmath_func.hpp"
class Blitter_32bppBase : public Blitter {
public:
/* virtual */ uint8 GetScreenDepth() { return 32; }
// /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
// /* virtual */ void DrawColorMappingRect(void *dst, int width, int height, int 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 color);
/* virtual */ void SetPixelIfEmpty(void *video, int x, int y, uint8 color);
/* virtual */ void DrawRect(void *video, int width, int height, uint8 color);
/* virtual */ void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 color);
/* 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();
/**
* 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)
{
if (a == 0) return current;
if (a >= 255) return ComposeColour(0xFF, r, g, b);
uint cr, cg, cb;
cr = GB(current, 16, 8);
cg = GB(current, 8, 8);
cb = GB(current, 0, 8);
/* The 256 is wrong, it should be 255, but 256 is much faster... */
return ComposeColour(0xFF,
(r * a + cr * (256 - a)) / 256,
(g * a + cg * (256 - a)) / 256,
(b * a + cb * (256 - a)) / 256);
}
/**
* Compose a colour based on Pixel value, alpha value, and the current pixel value.
*/
static inline uint ComposeColourPA(uint colour, uint a, uint current)
{
if (a == 0) return current;
if (a >= 255) return (colour | 0xFF000000);
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);
/* The 256 is wrong, it should be 255, but 256 is much faster... */
return ComposeColour(0xFF,
(r * a + cr * (256 - a)) / 256,
(g * a + cg * (256 - a)) / 256,
(b * a + cb * (256 - a)) / 256);
}
/**
* Make a pixel looks like it is transparent.
* @param colour the colour already on the screen.
* @param amount the amount of transparency, times 256.
* @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 / 256, g * amount / 256, b * amount / 256);
}
/**
* 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);
}
};
#endif /* BLITTER_32BPP_BASE_HPP */
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