32bpp_simple.cpp

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00001 /* $Id: 32bpp_simple.cpp 12971 2008-05-06 15:11:33Z rubidium $ */
00002 
00005 #include "../stdafx.h"
00006 #include "../gfx_func.h"
00007 #include "../zoom_func.h"
00008 #include "../debug.h"
00009 #include "32bpp_simple.hpp"
00010 
00011 #include "../table/sprites.h"
00012 
00013 static FBlitter_32bppSimple iFBlitter_32bppSimple;
00014 
00015 void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
00016 {
00017   const SpriteLoader::CommonPixel *src, *src_line;
00018   uint32 *dst, *dst_line;
00019 
00020   /* Find where to start reading in the source sprite */
00021   src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
00022   dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
00023 
00024   for (int y = 0; y < bp->height; y++) {
00025     dst = dst_line;
00026     dst_line += bp->pitch;
00027 
00028     src = src_line;
00029     src_line += bp->sprite_width * ScaleByZoom(1, zoom);
00030 
00031     for (int x = 0; x < bp->width; x++) {
00032       switch (mode) {
00033         case BM_COLOUR_REMAP:
00034           /* In case the m-channel is zero, do not remap this pixel in any way */
00035           if (src->m == 0) {
00036             if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
00037           } else {
00038             if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
00039           }
00040           break;
00041 
00042         case BM_TRANSPARENT:
00043           /* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
00044            *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
00045            *  we produce a result the newgrf maker didn't expect ;) */
00046 
00047           /* Make the current color a bit more black, so it looks like this image is transparent */
00048           if (src->a != 0) *dst = MakeTransparent(*dst, 192);
00049           break;
00050 
00051         default:
00052           if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
00053           break;
00054       }
00055       dst++;
00056       src += ScaleByZoom(1, zoom);
00057     }
00058   }
00059 }
00060 
00061 void Blitter_32bppSimple::DrawColorMappingRect(void *dst, int width, int height, int pal)
00062 {
00063   uint32 *udst = (uint32 *)dst;
00064 
00065   if (pal == PALETTE_TO_TRANSPARENT) {
00066     do {
00067       for (int i = 0; i != width; i++) {
00068         *udst = MakeTransparent(*udst, 154);
00069         udst++;
00070       }
00071       udst = udst - width + _screen.pitch;
00072     } while (--height);
00073     return;
00074   }
00075   if (pal == PALETTE_TO_STRUCT_GREY) {
00076     do {
00077       for (int i = 0; i != width; i++) {
00078         *udst = MakeGrey(*udst);
00079         udst++;
00080       }
00081       udst = udst - width + _screen.pitch;
00082     } while (--height);
00083     return;
00084   }
00085 
00086   DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal);
00087 }
00088 
00089 Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
00090 {
00091   Sprite *dest_sprite;
00092   SpriteLoader::CommonPixel *dst;
00093   dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
00094 
00095   dest_sprite->height = sprite->height;
00096   dest_sprite->width  = sprite->width;
00097   dest_sprite->x_offs = sprite->x_offs;
00098   dest_sprite->y_offs = sprite->y_offs;
00099 
00100   dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
00101 
00102   memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
00103   for (int i = 0; i < sprite->height * sprite->width; i++) {
00104     if (dst[i].m != 0) {
00105       /* Pre-convert the mapping channel to a RGB value */
00106       uint color = this->LookupColourInPalette(dst[i].m);
00107       dst[i].r = GB(color, 16, 8);
00108       dst[i].g = GB(color, 8,  8);
00109       dst[i].b = GB(color, 0,  8);
00110     }
00111   }
00112 
00113   return dest_sprite;
00114 }

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