# 32bpp_simple.cpp

    00001 /* $Id: 32bpp_simple.cpp 11828 2008-01-13 01:21:35Z rubidium $ */
    00002
    00003 #include "../stdafx.h"
    00004 #include "../gfx_func.h"
    00005 #include "../zoom_func.h"
    00006 #include "../debug.h"
    00007 #include "32bpp_simple.hpp"
    00008
    00009 #include "../table/sprites.h"
    00010
    00011 static FBlitter_32bppSimple iFBlitter_32bppSimple;
    00012
    00013 void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
    00014 {
    00015   const SpriteLoader::CommonPixel *src, *src_line;
    00016   uint32 *dst, *dst_line;
    00017
    00018   /* Find where to start reading in the source sprite */
    00019   src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
    00020   dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
    00021
    00022   for (int y = 0; y < bp->height; y++) {
    00023     dst = dst_line;
    00024     dst_line += bp->pitch;
    00025
    00026     src = src_line;
    00027     src_line += bp->sprite_width * ScaleByZoom(1, zoom);
    00028
    00029     for (int x = 0; x < bp->width; x++) {
    00030       switch (mode) {
    00031         case BM_COLOUR_REMAP:
    00032           /* In case the m-channel is zero, do not remap this pixel in any way */
    00033           if (src->m == 0) {
    00034             if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
    00035           } else {
    00036             if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
    00037           }
    00038           break;
    00039
    00040         case BM_TRANSPARENT:
    00041           /* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
    00042            *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
    00043            *  we produce a result the newgrf maker didn't expect ;) */
    00044
    00045           /* Make the current color a bit more black, so it looks like this image is transparent */
    00046           if (src->a != 0) *dst = MakeTransparent(*dst, 192);
    00047           break;
    00048
    00049         default:
    00050           if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
    00051           break;
    00052       }
    00053       dst++;
    00054       src += ScaleByZoom(1, zoom);
    00055     }
    00056   }
    00057 }
    00058
    00059 void Blitter_32bppSimple::DrawColorMappingRect(void *dst, int width, int height, int pal)
    00060 {
    00061   uint32 *udst = (uint32 *)dst;
    00062
    00063   if (pal == PALETTE_TO_TRANSPARENT) {
    00064     do {
    00065       for (int i = 0; i != width; i++) {
    00066         *udst = MakeTransparent(*udst, 154);
    00067         udst++;
    00068       }
    00069       udst = udst - width + _screen.pitch;
    00070     } while (--height);
    00071     return;
    00072   }
    00073   if (pal == PALETTE_TO_STRUCT_GREY) {
    00074     do {
    00075       for (int i = 0; i != width; i++) {
    00076         *udst = MakeGrey(*udst);
    00077         udst++;
    00078       }
    00079       udst = udst - width + _screen.pitch;
    00080     } while (--height);
    00081     return;
    00082   }
    00083
    00084   DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal);
    00085 }
    00086
    00087 Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
    00088 {
    00089   Sprite *dest_sprite;
    00090   SpriteLoader::CommonPixel *dst;
    00091   dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
    00092
    00093   dest_sprite->height = sprite->height;
    00094   dest_sprite->width  = sprite->width;
    00095   dest_sprite->x_offs = sprite->x_offs;
    00096   dest_sprite->y_offs = sprite->y_offs;
    00097
    00098   dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
    00099
    00100   memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
    00101   for (int i = 0; i < sprite->height * sprite->width; i++) {
    00102     if (dst[i].m != 0) {
    00103       /* Pre-convert the mapping channel to a RGB value */
    00104       uint color = this->LookupColourInPalette(dst[i].m);
    00105       dst[i].r = GB(color, 16, 8);
    00106       dst[i].g = GB(color, 8,  8);
    00107       dst[i].b = GB(color, 0,  8);
    00108     }
    00109   }
    00110
    00111   return dest_sprite;
    00112 }