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@ r28488:814e7fc9b052
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Location: cpp/openttd-patchpack/source/src/blitter/32bpp_simple.cpp
r28488:814e7fc9b052
5.0 KiB
text/x-c
Codechange: allow certain enumeration to be added
Otherwise C++20 doesn't like it.
Otherwise C++20 doesn't like it.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 | /*
* 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_simple.cpp Implementation of the simple 32 bpp blitter. */
#include "../stdafx.h"
#include "../zoom_func.h"
#include "../palette_func.h"
#include "32bpp_simple.hpp"
#include "../table/sprites.h"
#include "../safeguards.h"
/** Instantiation of the simple 32bpp blitter factory. */
static FBlitter_32bppSimple iFBlitter_32bppSimple;
void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
const Blitter_32bppSimple::Pixel *src, *src_line;
Colour *dst, *dst_line;
/* Find where to start reading in the source sprite */
src_line = (const Blitter_32bppSimple::Pixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
dst_line = (Colour *)bp->dst + bp->top * bp->pitch + bp->left;
for (int y = 0; y < bp->height; y++) {
dst = dst_line;
dst_line += bp->pitch;
src = src_line;
src_line += bp->sprite_width * ScaleByZoom(1, zoom);
for (int x = 0; x < bp->width; x++) {
switch (mode) {
case BM_COLOUR_REMAP:
/* In case the m-channel is zero, do not remap this pixel in any way */
if (src->m == 0) {
if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
} else {
if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->AdjustBrightness(this->LookupColourInPalette(bp->remap[src->m]), src->v), src->a, *dst);
}
break;
case BM_CRASH_REMAP:
if (src->m == 0) {
if (src->a != 0) {
uint8_t g = MakeDark(src->r, src->g, src->b);
*dst = ComposeColourRGBA(g, g, g, src->a, *dst);
}
} else {
if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->AdjustBrightness(this->LookupColourInPalette(bp->remap[src->m]), src->v), src->a, *dst);
}
break;
case BM_BLACK_REMAP:
if (src->a != 0) {
*dst = Colour(0, 0, 0);
}
break;
case BM_TRANSPARENT:
/* Make the current colour a bit more black, so it looks like this image is transparent */
if (src->a != 0) {
*dst = MakeTransparent(*dst, 192);
}
break;
case BM_TRANSPARENT_REMAP:
/* Apply custom transparency remap. */
if (src->a != 0) {
*dst = this->LookupColourInPalette(bp->remap[GetNearestColourIndex(*dst)]);
}
break;
default:
if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
break;
}
dst++;
src += ScaleByZoom(1, zoom);
}
}
}
void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
{
Colour *udst = (Colour *)dst;
if (pal == PALETTE_TO_TRANSPARENT) {
do {
for (int i = 0; i != width; i++) {
*udst = MakeTransparent(*udst, 154);
udst++;
}
udst = udst - width + _screen.pitch;
} while (--height);
return;
}
if (pal == PALETTE_NEWSPAPER) {
do {
for (int i = 0; i != width; i++) {
*udst = MakeGrey(*udst);
udst++;
}
udst = udst - width + _screen.pitch;
} while (--height);
return;
}
Debug(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('{}')", pal);
}
Sprite *Blitter_32bppSimple::Encode(const SpriteLoader::SpriteCollection &sprite, AllocatorProc *allocator)
{
Blitter_32bppSimple::Pixel *dst;
Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + (size_t)sprite[ZOOM_LVL_NORMAL].height * (size_t)sprite[ZOOM_LVL_NORMAL].width * sizeof(*dst));
dest_sprite->height = sprite[ZOOM_LVL_NORMAL].height;
dest_sprite->width = sprite[ZOOM_LVL_NORMAL].width;
dest_sprite->x_offs = sprite[ZOOM_LVL_NORMAL].x_offs;
dest_sprite->y_offs = sprite[ZOOM_LVL_NORMAL].y_offs;
dst = (Blitter_32bppSimple::Pixel *)dest_sprite->data;
SpriteLoader::CommonPixel *src = (SpriteLoader::CommonPixel *)sprite[ZOOM_LVL_NORMAL].data;
for (int i = 0; i < sprite[ZOOM_LVL_NORMAL].height * sprite[ZOOM_LVL_NORMAL].width; i++) {
if (src->m == 0) {
dst[i].r = src->r;
dst[i].g = src->g;
dst[i].b = src->b;
dst[i].a = src->a;
dst[i].m = 0;
dst[i].v = 0;
} else {
/* Get brightest value */
uint8_t rgb_max = std::max({src->r, src->g, src->b});
/* Black pixel (8bpp or old 32bpp image), so use default value */
if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
dst[i].v = rgb_max;
/* Pre-convert the mapping channel to a RGB value */
Colour colour = this->AdjustBrightness(this->LookupColourInPalette(src->m), dst[i].v);
dst[i].r = colour.r;
dst[i].g = colour.g;
dst[i].b = colour.b;
dst[i].a = src->a;
dst[i].m = src->m;
}
src++;
}
return dest_sprite;
}
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