# 32bpp_simple.cpp

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    00001 /* $Id: 32bpp_simple.cpp 15428 2009-02-09 02:57:15Z rubidium $ */
    00002
    00005 #include "../stdafx.h"
    00006 #include "../gfx_func.h"
    00007 #include "../zoom_func.h"
    00008 #include "32bpp_simple.hpp"
    00009
    00010 #include "../table/sprites.h"
    00011
    00012 static FBlitter_32bppSimple iFBlitter_32bppSimple;
    00013
    00014 void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
    00015 {
    00016   const SpriteLoader::CommonPixel *src, *src_line;
    00017   uint32 *dst, *dst_line;
    00018
    00019   /* Find where to start reading in the source sprite */
    00020   src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
    00021   dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
    00022
    00023   for (int y = 0; y < bp->height; y++) {
    00024     dst = dst_line;
    00025     dst_line += bp->pitch;
    00026
    00027     src = src_line;
    00028     src_line += bp->sprite_width * ScaleByZoom(1, zoom);
    00029
    00030     for (int x = 0; x < bp->width; x++) {
    00031       switch (mode) {
    00032         case BM_COLOUR_REMAP:
    00033           /* In case the m-channel is zero, do not remap this pixel in any way */
    00034           if (src->m == 0) {
    00035             if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
    00036           } else {
    00037             if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
    00038           }
    00039           break;
    00040
    00041         case BM_TRANSPARENT:
    00042           /* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
    00043            *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
    00044            *  we produce a result the newgrf maker didn't expect ;) */
    00045
    00046           /* Make the current colour a bit more black, so it looks like this image is transparent */
    00047           if (src->a != 0) *dst = MakeTransparent(*dst, 192);
    00048           break;
    00049
    00050         default:
    00051           if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
    00052           break;
    00053       }
    00054       dst++;
    00055       src += ScaleByZoom(1, zoom);
    00056     }
    00057   }
    00058 }
    00059
    00060 void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height, int pal)
    00061 {
    00062   uint32 *udst = (uint32 *)dst;
    00063
    00064   if (pal == PALETTE_TO_TRANSPARENT) {
    00065     do {
    00066       for (int i = 0; i != width; i++) {
    00067         *udst = MakeTransparent(*udst, 154);
    00068         udst++;
    00069       }
    00070       udst = udst - width + _screen.pitch;
    00071     } while (--height);
    00072     return;
    00073   }
    00074   if (pal == PALETTE_TO_STRUCT_GREY) {
    00075     do {
    00076       for (int i = 0; i != width; i++) {
    00077         *udst = MakeGrey(*udst);
    00078         udst++;
    00079       }
    00080       udst = udst - width + _screen.pitch;
    00081     } while (--height);
    00082     return;
    00083   }
    00084
    00085   DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
    00086 }
    00087
    00088 Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
    00089 {
    00090   Sprite *dest_sprite;
    00091   SpriteLoader::CommonPixel *dst;
    00092   dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
    00093
    00094   dest_sprite->height = sprite->height;
    00095   dest_sprite->width  = sprite->width;
    00096   dest_sprite->x_offs = sprite->x_offs;
    00097   dest_sprite->y_offs = sprite->y_offs;
    00098
    00099   dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
    00100
    00101   memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
    00102   for (int i = 0; i < sprite->height * sprite->width; i++) {
    00103     if (dst[i].m != 0) {
    00104       /* Pre-convert the mapping channel to a RGB value */
    00105       uint colour = this->LookupColourInPalette(dst[i].m);
    00106       dst[i].r = GB(colour, 16, 8);
    00107       dst[i].g = GB(colour, 8,  8);
    00108       dst[i].b = GB(colour, 0,  8);
    00109     }
    00110   }
    00111
    00112   return dest_sprite;
    00113 }