Files @ r24848:4573f310a629
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Location: cpp/openttd-patchpack/source/src/blitter/32bpp_base.hpp

Patric Stout
Codechange: [Win32] make fast-forward check the same as with other drivers

It was of all the drivers the only one doing this slightly different.
When trying to unify more code, that was rather annoying.
/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file 32bpp_base.hpp Base for all 32 bits blitters. */

#ifndef BLITTER_32BPP_BASE_HPP
#define BLITTER_32BPP_BASE_HPP

#include "base.hpp"
#include "../core/bitmath_func.hpp"
#include "../core/math_func.hpp"
#include "../gfx_func.h"

/** Base for all 32bpp blitters. */
class Blitter_32bppBase : public Blitter {
public:
	uint8 GetScreenDepth() override { return 32; }
	void *MoveTo(void *video, int x, int y) override;
	void SetPixel(void *video, int x, int y, uint8 colour) override;
	void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash) override;
	void DrawRect(void *video, int width, int height, uint8 colour) override;
	void CopyFromBuffer(void *video, const void *src, int width, int height) override;
	void CopyToBuffer(const void *video, void *dst, int width, int height) override;
	void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch) override;
	void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) override;
	int BufferSize(int width, int height) override;
	void PaletteAnimate(const Palette &palette) override;
	Blitter::PaletteAnimation UsePaletteAnimation() override;
	int GetBytesPerPixel() override { return 4; }

	/**
	 * Look up the colour in the current palette.
	 */
	static inline Colour LookupColourInPalette(uint index)
	{
		return _cur_palette.palette[index];
	}

	/**
	 * Compose a colour based on RGBA values and the current pixel value.
	 */
	static inline Colour ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, Colour current)
	{
		uint cr = current.r;
		uint cg = current.g;
		uint cb = current.b;

		/* The 256 is wrong, it should be 255, but 256 is much faster... */
		return Colour(
							((int)(r - cr) * a) / 256 + cr,
							((int)(g - cg) * a) / 256 + cg,
							((int)(b - cb) * a) / 256 + cb);
	}

	/**
	 * Compose a colour based on RGBA values and the current pixel value.
	 * Handles fully transparent and solid pixels in a special (faster) way.
	 */
	static inline Colour ComposeColourRGBA(uint r, uint g, uint b, uint a, Colour current)
	{
		if (a == 0) return current;
		if (a >= 255) return Colour(r, g, b);

		return ComposeColourRGBANoCheck(r, g, b, a, current);
	}

	/**
	 * Compose a colour based on Pixel value, alpha value, and the current pixel value.
	 */
	static inline Colour ComposeColourPANoCheck(Colour colour, uint a, Colour current)
	{
		uint r  = colour.r;
		uint g  = colour.g;
		uint b  = colour.b;

		return ComposeColourRGBANoCheck(r, g, b, a, current);
	}

	/**
	 * Compose a colour based on Pixel value, alpha value, and the current pixel value.
	 * Handles fully transparent and solid pixels in a special (faster) way.
	 */
	static inline Colour ComposeColourPA(Colour colour, uint a, Colour current)
	{
		if (a == 0) return current;
		if (a >= 255) {
			colour.a = 255;
			return colour;
		}

		return ComposeColourPANoCheck(colour, a, current);
	}

	/**
	 * Make a pixel looks like it is transparent.
	 * @param colour the colour already on the screen.
	 * @param nom the amount of transparency, nominator, makes colour lighter.
	 * @param denom denominator, makes colour darker.
	 * @return the new colour for the screen.
	 */
	static inline Colour MakeTransparent(Colour colour, uint nom, uint denom = 256)
	{
		uint r = colour.r;
		uint g = colour.g;
		uint b = colour.b;

		return Colour(r * nom / denom, g * nom / denom, b * nom / denom);
	}

	/**
	 * Make a colour dark grey, for specialized 32bpp remapping.
	 * @param r red component
	 * @param g green component
	 * @param b blue component
	 * @return the brightness value of the new colour, now dark grey.
	 */
	static inline uint8 MakeDark(uint8 r, uint8 g, uint8 b)
	{
		/* Magic-numbers are ~66% of those used in MakeGrey() */
		return ((r * 13063) + (g * 25647) + (b * 4981)) / 65536;
	}

	/**
	 * Make a colour grey - based.
	 * @param colour the colour to make grey.
	 * @return the new colour, now grey.
	 */
	static inline Colour MakeGrey(Colour colour)
	{
		uint r = colour.r;
		uint g = colour.g;
		uint b = colour.b;

		/* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then
		 *  divide by it to normalize the value to a byte again. See heightmap.cpp for
		 *  information about the formula. */
		uint grey = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536;

		return Colour(grey, grey, grey);
	}

	static const int DEFAULT_BRIGHTNESS = 128;

	static Colour ReallyAdjustBrightness(Colour colour, uint8 brightness);

	static inline Colour AdjustBrightness(Colour colour, uint8 brightness)
	{
		/* Shortcut for normal brightness */
		if (brightness == DEFAULT_BRIGHTNESS) return colour;

		return ReallyAdjustBrightness(colour, brightness);
	}
};

#endif /* BLITTER_32BPP_BASE_HPP */