32bpp_simple.cpp
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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
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
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
00043
00044
00045
00046
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
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 }