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(svn r23670) -Feature: Add ability to adjust brightness of colour after remapping for 32bpp sprites
This commit is contained in:
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dc497258d6
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@ -25,27 +25,27 @@ inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel
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const SpriteData *src = (const SpriteData *)bp->sprite;
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const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
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const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]);
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const uint16 *src_n = (const uint16 *)(src->data + src->offset[zoom][1]);
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for (uint i = bp->skip_top; i != 0; i--) {
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src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
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src_n += *(const uint32 *)src_n;
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src_n = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
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}
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uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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uint8 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
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uint16 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
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const byte *remap = bp->remap; // store so we don't have to access it via bp everytime
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for (int y = 0; y < bp->height; y++) {
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uint32 *dst_ln = dst + bp->pitch;
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uint8 *anim_ln = anim + this->anim_buf_width;
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uint16 *anim_ln = anim + this->anim_buf_width;
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const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
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src_px++;
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const uint8 *src_n_ln = src_n + *(const uint32 *)src_n;
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src_n += 4;
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const uint16 *src_n_ln = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
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src_n += 2;
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uint32 *dst_end = dst + bp->skip_left;
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@ -106,9 +106,9 @@ inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel
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*dst = src_px->data;
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*anim = 0;
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} else {
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uint r = remap[m];
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*anim = r;
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if (r != 0) *dst = this->LookupColourInPalette(r);
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uint r = remap[GB(m, 0, 8)];
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*anim = r | (m & 0xFF00);
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if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
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}
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anim++;
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dst++;
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@ -122,9 +122,9 @@ inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel
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*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
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*anim = 0;
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} else {
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uint r = remap[m];
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uint r = remap[GB(m, 0, 8)];
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*anim = 0;
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if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
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if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
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}
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anim++;
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dst++;
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@ -145,14 +145,14 @@ inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel
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src_px += n;
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do {
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*dst = MakeTransparent(*dst, 3, 4);
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*anim = remap[*anim];
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*anim = 0;
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anim++;
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dst++;
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} while (--n != 0);
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} else {
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do {
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*dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
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*anim = remap[*anim];
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*anim = 0;
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anim++;
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dst++;
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src_px++;
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@ -164,23 +164,25 @@ inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel
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if (src_px->a == 255) {
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do {
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/* Compiler assumes pointer aliasing, can't optimise this on its own */
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uint m = *src_n++;
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uint m = GB(*src_n, 0, 8);
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/* Above PALETTE_ANIM_START is palette animation */
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*anim++ = m;
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*dst++ = (m >= PALETTE_ANIM_START) ? this->LookupColourInPalette(m) : src_px->data;
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*anim++ = *src_n;
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*dst++ = (m >= PALETTE_ANIM_START) ? this->AdjustBrightness(this->LookupColourInPalette(m), GB(*src_n, 8, 8)) : src_px->data;
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src_px++;
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src_n++;
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} while (--n != 0);
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} else {
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do {
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uint m = *src_n++;
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uint m = GB(*src_n, 0, 8);
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*anim++ = 0;
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if (m >= PALETTE_ANIM_START) {
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*dst = ComposeColourPANoCheck(this->LookupColourInPalette(m), src_px->a, *dst);
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*dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(m), GB(*src_n, 8, 8)), src_px->a, *dst);
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} else {
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*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
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}
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dst++;
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src_px++;
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src_n++;
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} while (--n != 0);
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}
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break;
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@ -219,7 +221,7 @@ void Blitter_32bppAnim::DrawColourMappingRect(void *dst, int width, int height,
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}
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uint32 *udst = (uint32 *)dst;
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uint8 *anim;
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uint16 *anim;
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anim = this->anim_buf + ((uint32 *)dst - (uint32 *)_screen.dst_ptr);
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@ -259,7 +261,7 @@ void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 colour)
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/* Set the colour in the anim-buffer too, if we are rendering to the screen */
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if (_screen_disable_anim) return;
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this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = colour;
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this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = colour | (DEFAULT_BRIGHTNESS << 8);
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}
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void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 colour)
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@ -271,18 +273,18 @@ void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 colou
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}
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uint32 colour32 = LookupColourInPalette(colour);
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uint8 *anim_line;
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uint16 *anim_line;
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anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
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do {
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uint32 *dst = (uint32 *)video;
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uint8 *anim = anim_line;
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uint16 *anim = anim_line;
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for (int i = width; i > 0; i--) {
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*dst = colour32;
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/* Set the colour in the anim-buffer too */
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*anim = colour;
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*anim = colour | (DEFAULT_BRIGHTNESS << 8);
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dst++;
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anim++;
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}
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@ -297,19 +299,19 @@ void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width,
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assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
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uint32 *dst = (uint32 *)video;
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const uint32 *usrc = (const uint32 *)src;
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uint8 *anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
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uint16 *anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
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for (; height > 0; height--) {
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/* We need to keep those for palette animation. */
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uint32 *dst_pal = dst;
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uint8 *anim_pal = anim_line;
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uint16 *anim_pal = anim_line;
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memcpy(dst, usrc, width * sizeof(uint32));
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usrc += width;
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dst += _screen.pitch;
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/* Copy back the anim-buffer */
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memcpy(anim_line, usrc, width * sizeof(uint8));
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usrc = (const uint32 *)((const uint8 *)usrc + width);
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memcpy(anim_line, usrc, width * sizeof(uint16));
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usrc = (const uint32 *)((const uint16 *)usrc + width);
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anim_line += this->anim_buf_width;
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/* Okay, it is *very* likely that the image we stored is using
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@ -320,10 +322,10 @@ void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width,
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* for just the cursor. This just copies the implementation of
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* palette animation, much cheaper though slightly nastier. */
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for (int i = 0; i < width; i++) {
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uint colour = *anim_pal;
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uint colour = GB(*anim_pal, 0, 8);
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if (IsInsideBS(colour, PALETTE_ANIM_START, PALETTE_ANIM_SIZE)) {
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/* Update this pixel */
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*dst_pal = LookupColourInPalette(colour);
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*dst_pal = this->AdjustBrightness(LookupColourInPalette(colour), GB(*anim_pal, 8, 8));
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}
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dst_pal++;
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anim_pal++;
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@ -337,7 +339,7 @@ void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, in
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assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
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uint32 *udst = (uint32 *)dst;
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const uint32 *src = (const uint32 *)video;
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const uint8 *anim_line;
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const uint16 *anim_line;
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if (this->anim_buf == NULL) return;
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@ -348,8 +350,8 @@ void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, in
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src += _screen.pitch;
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udst += width;
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/* Copy the anim-buffer */
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memcpy(udst, anim_line, width * sizeof(uint8));
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udst = (uint32 *)((uint8 *)udst + width);
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memcpy(udst, anim_line, width * sizeof(uint16));
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udst = (uint32 *)((uint16 *)udst + width);
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anim_line += this->anim_buf_width;
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}
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}
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@ -358,7 +360,7 @@ void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &widt
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{
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assert(!_screen_disable_anim);
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assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
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uint8 *dst, *src;
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uint16 *dst, *src;
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/* We need to scroll the anim-buffer too */
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if (scroll_y > 0) {
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@ -375,7 +377,7 @@ void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &widt
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uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
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uint th = height - scroll_y;
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for (; th > 0; th--) {
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memcpy(dst, src, tw * sizeof(uint8));
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memcpy(dst, src, tw * sizeof(uint16));
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src -= this->anim_buf_width;
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dst -= this->anim_buf_width;
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}
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@ -396,7 +398,7 @@ void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &widt
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uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
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uint th = height + scroll_y;
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for (; th > 0; th--) {
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memmove(dst, src, tw * sizeof(uint8));
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memmove(dst, src, tw * sizeof(uint16));
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src += this->anim_buf_width;
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dst += this->anim_buf_width;
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}
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@ -407,7 +409,7 @@ void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &widt
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int Blitter_32bppAnim::BufferSize(int width, int height)
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{
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return width * height * (sizeof(uint32) + sizeof(uint8));
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return width * height * (sizeof(uint32) + sizeof(uint16));
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}
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void Blitter_32bppAnim::PaletteAnimate(const Palette &palette)
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@ -421,16 +423,19 @@ void Blitter_32bppAnim::PaletteAnimate(const Palette &palette)
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this->palette.count_dirty--;
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}
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const uint8 *anim = this->anim_buf;
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this->palette.first_dirty = 1;
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this->palette.count_dirty = 255;
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const uint16 *anim = this->anim_buf;
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uint32 *dst = (uint32 *)_screen.dst_ptr;
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/* Let's walk the anim buffer and try to find the pixels */
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for (int y = this->anim_buf_height; y != 0 ; y--) {
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for (int x = this->anim_buf_width; x != 0 ; x--) {
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uint colour = *anim;
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uint colour = GB(*anim, 0, 8);
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if (IsInsideBS(colour, this->palette.first_dirty, this->palette.count_dirty)) {
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/* Update this pixel */
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*dst = LookupColourInPalette(colour);
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*dst = this->AdjustBrightness(LookupColourInPalette(colour), GB(*anim, 8, 8));
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}
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dst++;
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anim++;
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@ -452,7 +457,7 @@ void Blitter_32bppAnim::PostResize()
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if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
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/* The size of the screen changed; we can assume we can wipe all data from our buffer */
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free(this->anim_buf);
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this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
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this->anim_buf = CallocT<uint16>(_screen.width * _screen.height);
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this->anim_buf_width = _screen.width;
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this->anim_buf_height = _screen.height;
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}
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@ -17,7 +17,7 @@
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/** The optimised 32 bpp blitter with palette animation. */
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class Blitter_32bppAnim FINAL : public Blitter_32bppOptimized {
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private:
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uint8 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
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uint16 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
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int anim_buf_width; ///< The width of the animation buffer.
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int anim_buf_height; ///< The height of the animation buffer.
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Palette palette; ///< The current palette.
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@ -14,6 +14,7 @@
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#include "base.hpp"
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#include "../core/bitmath_func.hpp"
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#include "../core/math_func.hpp"
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#include "../gfx_func.h"
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/** Base for all 32bpp blitters. */
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@ -134,6 +135,33 @@ public:
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return ComposeColour(0xFF, colour, colour, colour);
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}
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static const int DEFAULT_BRIGHTNESS = 64;
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static inline uint32 AdjustBrightness(uint32 colour, uint8 brightness)
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{
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/* Shortcut for normal brightness */
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if (brightness == DEFAULT_BRIGHTNESS) return colour;
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uint16 ob = 0;
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uint16 r = GB(colour, 16, 8) * brightness / DEFAULT_BRIGHTNESS;
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uint16 g = GB(colour, 8, 8) * brightness / DEFAULT_BRIGHTNESS;
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uint16 b = GB(colour, 0, 8) * brightness / DEFAULT_BRIGHTNESS;
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/* Sum overbright */
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if (r > 255) ob += r - 255;
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if (g > 255) ob += g - 255;
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if (b > 255) ob += b - 255;
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if (ob == 0) return ComposeColour(GB(colour, 24, 8), r, g, b);
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/* Reduce overbright strength */
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ob /= 2;
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return ComposeColour(GB(colour, 24, 8),
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r >= 255 ? 255 : min(r + ob * (255 - r) / 256, 255),
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g >= 255 ? 255 : min(g + ob * (255 - g) / 256, 255),
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b >= 255 ? 255 : min(b + ob * (255 - b) / 256, 255));
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}
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};
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#endif /* BLITTER_32BPP_BASE_HPP */
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@ -36,12 +36,12 @@ inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomL
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/* src_n : each line begins with uint32 n = 'number of bytes in this line',
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* then interleaved stream of 'm' and 'n' channels. 'm' is remap,
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* 'n' is number of bytes with the same alpha channel class */
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const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]);
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const uint16 *src_n = (const uint16 *)(src->data + src->offset[zoom][1]);
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/* skip upper lines in src_px and src_n */
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for (uint i = bp->skip_top; i != 0; i--) {
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src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
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src_n += *(const uint32 *)src_n;
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src_n = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
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}
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/* skip lines in dst */
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@ -59,8 +59,8 @@ inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomL
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src_px++;
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/* next src_n line begins here */
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const uint8 *src_n_ln = src_n + *(const uint32 *)src_n;
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src_n += 4;
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const uint16 *src_n_ln = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
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src_n += 2;
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/* we will end this line when we reach this point */
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uint32 *dst_end = dst + bp->skip_left;
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@ -119,8 +119,8 @@ inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomL
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if (m == 0) {
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*dst = src_px->data;
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} else {
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uint r = remap[m];
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if (r != 0) *dst = this->LookupColourInPalette(r);
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uint r = remap[GB(m, 0, 8)];
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if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
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}
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dst++;
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src_px++;
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@ -132,8 +132,8 @@ inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomL
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if (m == 0) {
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*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
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} else {
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uint r = remap[m];
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if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
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uint r = remap[GB(m, 0, 8)];
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if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
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}
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dst++;
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src_px++;
|
||||
@ -270,7 +270,7 @@ Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorPr
|
||||
*
|
||||
* it has to be stored in one stream so fewer registers are used -
|
||||
* x86 has problems with register allocation even with this solution */
|
||||
uint8 *dst_n_orig[ZOOM_LVL_COUNT];
|
||||
uint16 *dst_n_orig[ZOOM_LVL_COUNT];
|
||||
|
||||
/* lengths of streams */
|
||||
uint32 lengths[ZOOM_LVL_COUNT][2];
|
||||
@ -293,7 +293,7 @@ Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorPr
|
||||
uint size = src_orig->height * src_orig->width;
|
||||
|
||||
dst_px_orig[z] = CallocT<Colour>(size + src_orig->height * 2);
|
||||
dst_n_orig[z] = CallocT<uint8>(size * 2 + src_orig->height * 4 * 2);
|
||||
dst_n_orig[z] = CallocT<uint16>(size * 2 + src_orig->height * 4 * 2);
|
||||
|
||||
uint32 *dst_px_ln = (uint32 *)dst_px_orig[z];
|
||||
uint32 *dst_n_ln = (uint32 *)dst_n_orig[z];
|
||||
@ -302,9 +302,9 @@ Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorPr
|
||||
|
||||
for (uint y = src_orig->height; y > 0; y--) {
|
||||
Colour *dst_px = (Colour *)(dst_px_ln + 1);
|
||||
uint8 *dst_n = (uint8 *)(dst_n_ln + 1);
|
||||
uint16 *dst_n = (uint16 *)(dst_n_ln + 1);
|
||||
|
||||
uint8 *dst_len = dst_n++;
|
||||
uint16 *dst_len = dst_n++;
|
||||
|
||||
uint last = 3;
|
||||
int len = 0;
|
||||
@ -313,7 +313,7 @@ Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorPr
|
||||
uint8 a = src->a;
|
||||
uint t = a > 0 && a < 255 ? 1 : a;
|
||||
|
||||
if (last != t || len == 255) {
|
||||
if (last != t || len == 65535) {
|
||||
if (last != 3) {
|
||||
*dst_len = len;
|
||||
dst_len = dst_n++;
|
||||
@ -328,8 +328,15 @@ Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorPr
|
||||
dst_px->a = a;
|
||||
*dst_n = src->m;
|
||||
if (src->m != 0) {
|
||||
/* Get brightest value */
|
||||
uint8 rgb_max = max(src->r, max(src->g, src->b));
|
||||
|
||||
/* Black pixel (8bpp or old 32bpp image), so use default value */
|
||||
if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
|
||||
*dst_n |= rgb_max << 8;
|
||||
|
||||
/* Pre-convert the mapping channel to a RGB value */
|
||||
uint32 colour = this->LookupColourInPalette(src->m);
|
||||
uint32 colour = this->AdjustBrightness(this->LookupColourInPalette(src->m), rgb_max);
|
||||
dst_px->r = GB(colour, 16, 8);
|
||||
dst_px->g = GB(colour, 8, 8);
|
||||
dst_px->b = GB(colour, 0, 8);
|
||||
@ -354,7 +361,7 @@ Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorPr
|
||||
}
|
||||
|
||||
dst_px = (Colour *)AlignPtr(dst_px, 4);
|
||||
dst_n = (uint8 *)AlignPtr(dst_n, 4);
|
||||
dst_n = (uint16 *)AlignPtr(dst_n, 4);
|
||||
|
||||
*dst_px_ln = (uint8 *)dst_px - (uint8 *)dst_px_ln;
|
||||
*dst_n_ln = (uint8 *)dst_n - (uint8 *)dst_n_ln;
|
||||
|
@ -20,11 +20,11 @@ static FBlitter_32bppSimple iFBlitter_32bppSimple;
|
||||
|
||||
void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
|
||||
{
|
||||
const SpriteLoader::CommonPixel *src, *src_line;
|
||||
const Blitter_32bppSimple::Pixel *src, *src_line;
|
||||
uint32 *dst, *dst_line;
|
||||
|
||||
/* Find where to start reading in the source sprite */
|
||||
src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
|
||||
src_line = (const Blitter_32bppSimple::Pixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
|
||||
dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
|
||||
|
||||
for (int y = 0; y < bp->height; y++) {
|
||||
@ -41,7 +41,7 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
|
||||
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->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
|
||||
if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->AdjustBrightness(this->LookupColourInPalette(bp->remap[src->m]), src->v), src->a, *dst);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -94,26 +94,42 @@ void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height
|
||||
|
||||
Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
|
||||
{
|
||||
Sprite *dest_sprite;
|
||||
SpriteLoader::CommonPixel *dst;
|
||||
dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
|
||||
Blitter_32bppSimple::Pixel *dst;
|
||||
Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(*dst));
|
||||
|
||||
dest_sprite->height = sprite->height;
|
||||
dest_sprite->width = sprite->width;
|
||||
dest_sprite->x_offs = sprite->x_offs;
|
||||
dest_sprite->y_offs = sprite->y_offs;
|
||||
|
||||
dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
|
||||
dst = (Blitter_32bppSimple::Pixel *)dest_sprite->data;
|
||||
SpriteLoader::CommonPixel *src = (SpriteLoader::CommonPixel *)sprite->data;
|
||||
|
||||
memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
|
||||
for (int i = 0; i < sprite->height * sprite->width; i++) {
|
||||
if (dst[i].m != 0) {
|
||||
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 rgb_max = max(src->r, max(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 */
|
||||
uint colour = this->LookupColourInPalette(dst[i].m);
|
||||
uint colour = this->AdjustBrightness(this->LookupColourInPalette(src[i].m), dst[i].v);
|
||||
dst[i].r = GB(colour, 16, 8);
|
||||
dst[i].g = GB(colour, 8, 8);
|
||||
dst[i].b = GB(colour, 0, 8);
|
||||
dst[i].a = src->a;
|
||||
dst[i].m = src->m;
|
||||
}
|
||||
src++;
|
||||
}
|
||||
|
||||
return dest_sprite;
|
||||
|
@ -17,6 +17,14 @@
|
||||
|
||||
/** The most trivial 32 bpp blitter (without palette animation). */
|
||||
class Blitter_32bppSimple : public Blitter_32bppBase {
|
||||
struct Pixel {
|
||||
uint8 r; ///< Red-channel
|
||||
uint8 g; ///< Green-channel
|
||||
uint8 b; ///< Blue-channel
|
||||
uint8 a; ///< Alpha-channel
|
||||
uint8 m; ///< Remap-channel
|
||||
uint8 v; ///< Brightness-channel
|
||||
};
|
||||
public:
|
||||
/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
|
||||
/* virtual */ void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal);
|
||||
|
@ -186,9 +186,6 @@ static bool LoadPNG(SpriteLoader::Sprite *sprite, const char *filename, uint32 i
|
||||
for (uint x = 0; x < png_get_image_width(png_ptr, info_ptr); x++) {
|
||||
if (mask) {
|
||||
if (row_pointer[x * sizeof(uint8)] != 0) {
|
||||
dst[x].r = 0;
|
||||
dst[x].g = 0;
|
||||
dst[x].b = 0;
|
||||
/* Alpha channel is used from the original image (to allow transparency in remap colours) */
|
||||
extern const byte _palmap_w2d[];
|
||||
byte colour = row_pointer[x * sizeof(uint8)];
|
||||
|
Loading…
Reference in New Issue
Block a user