32bpp_base.hpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #ifndef BLITTER_32BPP_BASE_HPP
00013 #define BLITTER_32BPP_BASE_HPP
00014 
00015 #include "base.hpp"
00016 #include "../core/bitmath_func.hpp"
00017 #include "../core/math_func.hpp"
00018 #include "../gfx_func.h"
00019 #include "../debug.h"
00020 #include <math.h>
00021 
00022 extern int _sat, _li;
00023 
00024 class Blitter_32bppBase : public Blitter {
00025 public:
00026   /* virtual */ uint8 GetScreenDepth() { return 32; }
00027 //  /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
00028 //  /* virtual */ void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal);
00029 //  /* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, AllocatorProc *allocator);
00030   /* virtual */ void *MoveTo(const void *video, int x, int y);
00031   /* virtual */ void SetPixel(void *video, int x, int y, uint8 colour);
00032   /* virtual */ void DrawRect(void *video, int width, int height, uint8 colour);
00033   /* virtual */ void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour);
00034   /* virtual */ void CopyFromBuffer(void *video, const void *src, int width, int height);
00035   /* virtual */ void CopyToBuffer(const void *video, void *dst, int width, int height);
00036   /* virtual */ void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch);
00037   /* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
00038   /* virtual */ int BufferSize(int width, int height);
00039   /* virtual */ void PaletteAnimate(uint start, uint count);
00040   /* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
00041   /* virtual */ int GetBytesPerPixel() { return 4; }
00042 
00046   static inline uint32 ComposeColour(uint a, uint r, uint g, uint b)
00047   {
00048     return (((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF);
00049   }
00050 
00054   static inline uint32 LookupColourInPalette(uint index)
00055   {
00056     return _cur_palette[index].data;
00057   }
00058 
00062   static inline uint32 ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, uint32 current)
00063   {
00064     uint cr = GB(current, 16, 8);
00065     uint cg = GB(current, 8,  8);
00066     uint cb = GB(current, 0,  8);
00067 
00068     /* The 256 is wrong, it should be 255, but 256 is much faster... */
00069     return ComposeColour(0xFF,
00070               ((int)(r - cr) * a) / 256 + cr,
00071               ((int)(g - cg) * a) / 256 + cg,
00072               ((int)(b - cb) * a) / 256 + cb);
00073   }
00074 
00079   static inline uint32 ComposeColourRGBA(uint r, uint g, uint b, uint a, uint32 current)
00080   {
00081     if (a == 0) return current;
00082     if (a >= 255) return ComposeColour(0xFF, r, g, b);
00083 
00084     return ComposeColourRGBANoCheck(r, g, b, a, current);
00085   }
00086 
00090   static inline uint32 ComposeColourPANoCheck(uint32 colour, uint a, uint32 current)
00091   {
00092     uint r  = GB(colour,  16, 8);
00093     uint g  = GB(colour,  8,  8);
00094     uint b  = GB(colour,  0,  8);
00095 
00096     return ComposeColourRGBANoCheck(r, g, b, a, current);
00097   }
00098 
00103   static inline uint32 ComposeColourPA(uint32 colour, uint a, uint32 current)
00104   {
00105     if (a == 0) return current;
00106     if (a >= 255) return (colour | 0xFF000000);
00107 
00108     return ComposeColourPANoCheck(colour, a, current);
00109   }
00110 
00114   static inline uint ComposeColourBlend(uint colour, uint32 current)
00115   {
00116     if (colour == current) return colour;
00117 
00118     /* Converting to HSL */
00119 
00120     /* Colour (cc) */
00121     int r_colour = GB(colour,  16, 8);
00122     int g_colour = GB(colour,  8,  8);
00123     int b_colour = GB(colour,  0,  8);
00124     int hue = 0;
00125     int saturation = 0;
00126     int lightness_colour = 0;
00127 
00128     /* Find max and min cc */
00129     int min_colour = min(min(r_colour, g_colour),b_colour);
00130     
00131     if ((r_colour > g_colour) && (r_colour > b_colour)) {
00132       if (min_colour != r_colour) {
00133         hue = 60 * (g_colour - b_colour) / (r_colour - min_colour) + 360;
00134         hue %= 360;
00135         if ((r_colour + min_colour) <= 256) {
00136           saturation = (r_colour - min_colour) * 255 / (r_colour + min_colour);
00137         } else {
00138           saturation = (r_colour - min_colour) * 255 / (512 - (r_colour + min_colour));
00139         }
00140       } else {
00141         saturation = 0;
00142         lightness_colour = r_colour;
00143       }
00144     } else if (g_colour > b_colour){
00145       if (min_colour != g_colour) {
00146         hue = 60 * (b_colour - r_colour) / (g_colour - min_colour) + 120;
00147         if ((g_colour + min_colour) <= 256) {
00148           saturation = (g_colour - min_colour) * 255 / (g_colour + min_colour);
00149         } else {
00150           saturation = (g_colour - min_colour) * 255 / (512 - (g_colour + min_colour));
00151         }
00152       } else {
00153         saturation = 0;
00154         lightness_colour = g_colour;
00155       }
00156     } else {
00157       if (min_colour != b_colour) {
00158         hue = 60 * (r_colour - g_colour) / (b_colour - min_colour) + 240;
00159         if ((b_colour + min_colour) <= 256) {
00160           saturation = (b_colour - min_colour) * 255 / (b_colour + min_colour);
00161         } else {
00162           saturation = (b_colour - min_colour) * 255 / (512 - (b_colour + min_colour));
00163         }
00164       } else {
00165         saturation = 0;
00166         lightness_colour = b_colour;
00167       }
00168     }
00169 
00170     /* Original colour */
00171     int r_current = GB(current,  16, 8);
00172     int g_current = GB(current,  8,  8);
00173     int b_current = GB(current,  0,  8);
00174     /* Find max and min original colour */
00175     int min_current = min(min(r_current, g_current),b_current);
00176     int max_current = max(max(r_current, g_current),b_current);
00177 
00178     /* Lightness original colour */
00179     int lightness_current = (max_current + min_current) / 2;
00180 
00181     /* Converting to RGB */
00182     unsigned int red, green, blue;
00183 
00184     if (saturation == 0) {
00185       red = (lightness_colour + lightness_current) / 2;
00186       green = red;
00187       blue = red;
00188     } else {
00189       float q;
00190       if (lightness_current < 128) {
00191         q = lightness_current * (1 + saturation / 255.0);
00192       } else {
00193         q = lightness_current + saturation - (lightness_current * saturation / 255.0);
00194       }
00195 
00196       float p = (2 * lightness_current) - q;
00197 
00198       /* Red */
00199       int hue_r = hue + 120;
00200       if (hue_r > 360) {
00201         hue_r -= 360;
00202       }
00203       if (hue_r < 60) {
00204         red = p + ((q - p) * hue_r / 60.0);
00205       } else if (hue_r < 180){
00206         red = q;
00207       } else if (hue_r < 240) {
00208         red = p + ((q - p) * (4.0 - hue_r / 60.0));
00209       } else {
00210         red = p;
00211       }
00212 
00213       /* Green */
00214       int hue_g = hue;
00215 
00216       if (hue_g < 60) {
00217         green = p + ((q - p) * hue_g / 60.0);
00218       } else if (hue_g < 180){
00219         green = q;
00220       } else if (hue_g < 240) {
00221         green = p + ((q - p) * (4.0 - hue_g / 60.0));
00222       } else {
00223         green = p;
00224       }
00225 
00226       /* Blue */
00227       int hue_b = hue - 120;
00228       if (hue_b < 0.0) {
00229         hue_b += 360;
00230       } 
00231       if (hue_b < 60) {
00232         blue = p + ((q - p) * hue_b / 60.0);
00233       } else if (hue_b < 180){
00234         blue = q;
00235       } else if (hue_b < 240) {
00236         blue = p + ((q - p) * (4.0 - hue_b / 60.0));
00237       } else {
00238         blue = p;
00239       }
00240     }
00241 
00242     return ComposeColour(0xff, red, green, blue);
00243   }
00244 
00252   static inline uint32 MakeTransparent(uint32 colour, uint nom, uint denom = 256)
00253   {
00254     uint r = GB(colour, 16, 8);
00255     uint g = GB(colour, 8,  8);
00256     uint b = GB(colour, 0,  8);
00257 
00258     return ComposeColour(0xFF, r * nom / denom, g * nom / denom, b * nom / denom);
00259   }
00260 
00266   static inline uint32 MakeGrey(uint32 colour)
00267   {
00268     uint r = GB(colour, 16, 8);
00269     uint g = GB(colour, 8,  8);
00270     uint b = GB(colour, 0,  8);
00271 
00272     /* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then
00273      *  divide by it to normalize the value to a byte again. See heightmap.cpp for
00274      *  information about the formula. */
00275     colour = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536;
00276 
00277     return ComposeColour(0xFF, colour, colour, colour);
00278   }
00279 };
00280 
00281 #endif /* BLITTER_32BPP_BASE_HPP */

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