Go to the documentation of this file.00001
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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
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
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_TRANSPARENT:
00049
00050
00051
00052
00053
00054 if (src->a != 0) *dst = MakeTransparent(*dst, 192);
00055 break;
00056
00057 default:
00058 if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
00059 break;
00060 }
00061 dst++;
00062 src += ScaleByZoom(1, zoom);
00063 }
00064 }
00065 }
00066
00067 void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
00068 {
00069 Colour *udst = (Colour *)dst;
00070
00071 if (pal == PALETTE_TO_TRANSPARENT) {
00072 do {
00073 for (int i = 0; i != width; i++) {
00074 *udst = MakeTransparent(*udst, 154);
00075 udst++;
00076 }
00077 udst = udst - width + _screen.pitch;
00078 } while (--height);
00079 return;
00080 }
00081 if (pal == PALETTE_NEWSPAPER) {
00082 do {
00083 for (int i = 0; i != width; i++) {
00084 *udst = MakeGrey(*udst);
00085 udst++;
00086 }
00087 udst = udst - width + _screen.pitch;
00088 } while (--height);
00089 return;
00090 }
00091
00092 DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
00093 }
00094
00095 Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
00096 {
00097 Blitter_32bppSimple::Pixel *dst;
00098 Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(*dst));
00099
00100 dest_sprite->height = sprite->height;
00101 dest_sprite->width = sprite->width;
00102 dest_sprite->x_offs = sprite->x_offs;
00103 dest_sprite->y_offs = sprite->y_offs;
00104
00105 dst = (Blitter_32bppSimple::Pixel *)dest_sprite->data;
00106 SpriteLoader::CommonPixel *src = (SpriteLoader::CommonPixel *)sprite->data;
00107
00108 for (int i = 0; i < sprite->height * sprite->width; i++) {
00109 if (src->m == 0) {
00110 dst[i].r = src->r;
00111 dst[i].g = src->g;
00112 dst[i].b = src->b;
00113 dst[i].a = src->a;
00114 dst[i].m = 0;
00115 dst[i].v = 0;
00116 } else {
00117
00118 uint8 rgb_max = max(src->r, max(src->g, src->b));
00119
00120
00121 if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
00122 dst[i].v = rgb_max;
00123
00124
00125 Colour colour = this->AdjustBrightness(this->LookupColourInPalette(src->m), dst[i].v);
00126 dst[i].r = colour.r;
00127 dst[i].g = colour.g;
00128 dst[i].b = colour.b;
00129 dst[i].a = src->a;
00130 dst[i].m = src->m;
00131 }
00132 src++;
00133 }
00134
00135 return dest_sprite;
00136 }