# 32bpp_simple.cpp

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    00001 /* $Id: 32bpp_simple.cpp 26541 2014-04-29 18:18:52Z frosch $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00012 #include "../stdafx.h"
    00013 #include "../zoom_func.h"
    00014 #include "32bpp_simple.hpp"
    00015
    00016 #include "../table/sprites.h"
    00017
    00019 static FBlitter_32bppSimple iFBlitter_32bppSimple;
    00020
    00021 void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
    00022 {
    00023   const Blitter_32bppSimple::Pixel *src, *src_line;
    00024   Colour *dst, *dst_line;
    00025
    00026   /* Find where to start reading in the source sprite */
    00027   src_line = (const Blitter_32bppSimple::Pixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
    00028   dst_line = (Colour *)bp->dst + bp->top * bp->pitch + bp->left;
    00029
    00030   for (int y = 0; y < bp->height; y++) {
    00031     dst = dst_line;
    00032     dst_line += bp->pitch;
    00033
    00034     src = src_line;
    00035     src_line += bp->sprite_width * ScaleByZoom(1, zoom);
    00036
    00037     for (int x = 0; x < bp->width; x++) {
    00038       switch (mode) {
    00039         case BM_COLOUR_REMAP:
    00040           /* In case the m-channel is zero, do not remap this pixel in any way */
    00041           if (src->m == 0) {
    00042             if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
    00043           } else {
    00044             if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->AdjustBrightness(this->LookupColourInPalette(bp->remap[src->m]), src->v), src->a, *dst);
    00045           }
    00046           break;
    00047
    00048         case BM_CRASH_REMAP:
    00049           if (src->m == 0) {
    00050             if (src->a != 0) {
    00051               uint8 g = MakeDark(src->r, src->g, src->b);
    00052               *dst = ComposeColourRGBA(g, g, g, src->a, *dst);
    00053             }
    00054           } else {
    00055             if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->AdjustBrightness(this->LookupColourInPalette(bp->remap[src->m]), src->v), src->a, *dst);
    00056           }
    00057           break;
    00058
    00059         case BM_TRANSPARENT:
    00060           /* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
    00061            *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
    00062            *  we produce a result the newgrf maker didn't expect ;) */
    00063
    00064           /* Make the current colour a bit more black, so it looks like this image is transparent */
    00065           if (src->a != 0) *dst = MakeTransparent(*dst, 192);
    00066           break;
    00067
    00068         default:
    00069           if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
    00070           break;
    00071       }
    00072       dst++;
    00073       src += ScaleByZoom(1, zoom);
    00074     }
    00075   }
    00076 }
    00077
    00078 void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
    00079 {
    00080   Colour *udst = (Colour *)dst;
    00081
    00082   if (pal == PALETTE_TO_TRANSPARENT) {
    00083     do {
    00084       for (int i = 0; i != width; i++) {
    00085         *udst = MakeTransparent(*udst, 154);
    00086         udst++;
    00087       }
    00088       udst = udst - width + _screen.pitch;
    00089     } while (--height);
    00090     return;
    00091   }
    00092   if (pal == PALETTE_NEWSPAPER) {
    00093     do {
    00094       for (int i = 0; i != width; i++) {
    00095         *udst = MakeGrey(*udst);
    00096         udst++;
    00097       }
    00098       udst = udst - width + _screen.pitch;
    00099     } while (--height);
    00100     return;
    00101   }
    00102
    00103   DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
    00104 }
    00105
    00106 Sprite *Blitter_32bppSimple::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
    00107 {
    00108   Blitter_32bppSimple::Pixel *dst;
    00109   Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + (size_t)sprite->height * (size_t)sprite->width * sizeof(*dst));
    00110
    00111   dest_sprite->height = sprite->height;
    00112   dest_sprite->width  = sprite->width;
    00113   dest_sprite->x_offs = sprite->x_offs;
    00114   dest_sprite->y_offs = sprite->y_offs;
    00115
    00116   dst = (Blitter_32bppSimple::Pixel *)dest_sprite->data;
    00117   SpriteLoader::CommonPixel *src = (SpriteLoader::CommonPixel *)sprite->data;
    00118
    00119   for (int i = 0; i < sprite->height * sprite->width; i++) {
    00120     if (src->m == 0) {
    00121       dst[i].r = src->r;
    00122       dst[i].g = src->g;
    00123       dst[i].b = src->b;
    00124       dst[i].a = src->a;
    00125       dst[i].m = 0;
    00126       dst[i].v = 0;
    00127     } else {
    00128       /* Get brightest value */
    00129       uint8 rgb_max = max(src->r, max(src->g, src->b));
    00130
    00131       /* Black pixel (8bpp or old 32bpp image), so use default value */
    00132       if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
    00133       dst[i].v = rgb_max;
    00134
    00135       /* Pre-convert the mapping channel to a RGB value */
    00136       Colour colour = this->AdjustBrightness(this->LookupColourInPalette(src->m), dst[i].v);
    00137       dst[i].r = colour.r;
    00138       dst[i].g = colour.g;
    00139       dst[i].b = colour.b;
    00140       dst[i].a = src->a;
    00141       dst[i].m = src->m;
    00142     }
    00143     src++;
    00144   }
    00145
    00146   return dest_sprite;
    00147 }