32bpp_simple.cpp
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
00018 static FBlitter_32bppSimple iFBlitter_32bppSimple;
00019
00020 void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
00021 {
00022 const SpriteLoader::CommonPixel *src, *src_line;
00023 uint32 *dst, *dst_line;
00024
00025
00026 src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
00027 dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
00028
00029 for (int y = 0; y < bp->height; y++) {
00030 dst = dst_line;
00031 dst_line += bp->pitch;
00032
00033 src = src_line;
00034 src_line += bp->sprite_width * ScaleByZoom(1, zoom);
00035
00036 for (int x = 0; x < bp->width; x++) {
00037 switch (mode) {
00038 case BM_COLOUR_REMAP:
00039
00040 if (src->m == 0) {
00041 if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
00042 } else {
00043 if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
00044 }
00045 break;
00046
00047 case BM_TRANSPARENT:
00048
00049
00050
00051
00052
00053 if (src->a != 0) *dst = MakeTransparent(*dst, 192);
00054 break;
00055
00056 default:
00057 if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
00058 break;
00059 }
00060 dst++;
00061 src += ScaleByZoom(1, zoom);
00062 }
00063 }
00064 }
00065
00066 void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height, int pal)
00067 {
00068 uint32 *udst = (uint32 *)dst;
00069
00070 if (pal == PALETTE_TO_TRANSPARENT) {
00071 do {
00072 for (int i = 0; i != width; i++) {
00073 *udst = MakeTransparent(*udst, 154);
00074 udst++;
00075 }
00076 udst = udst - width + _screen.pitch;
00077 } while (--height);
00078 return;
00079 }
00080 if (pal == PALETTE_TO_STRUCT_GREY) {
00081 do {
00082 for (int i = 0; i != width; i++) {
00083 *udst = MakeGrey(*udst);
00084 udst++;
00085 }
00086 udst = udst - width + _screen.pitch;
00087 } while (--height);
00088 return;
00089 }
00090
00091 DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
00092 }
00093
00094 Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
00095 {
00096 Sprite *dest_sprite;
00097 SpriteLoader::CommonPixel *dst;
00098 dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
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 = (SpriteLoader::CommonPixel *)dest_sprite->data;
00106
00107 memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
00108 for (int i = 0; i < sprite->height * sprite->width; i++) {
00109 if (dst[i].m != 0) {
00110
00111 uint colour = this->LookupColourInPalette(dst[i].m);
00112 dst[i].r = GB(colour, 16, 8);
00113 dst[i].g = GB(colour, 8, 8);
00114 dst[i].b = GB(colour, 0, 8);
00115 }
00116 }
00117
00118 return dest_sprite;
00119 }