(svn r23670) -Feature: Add ability to adjust brightness of colour after remapping for 32bpp sprites
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@@ -20,11 +20,11 @@ static FBlitter_32bppSimple iFBlitter_32bppSimple;
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void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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const SpriteLoader::CommonPixel *src, *src_line;
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const Blitter_32bppSimple::Pixel *src, *src_line;
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uint32 *dst, *dst_line;
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/* Find where to start reading in the source sprite */
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src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
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src_line = (const Blitter_32bppSimple::Pixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
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dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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for (int y = 0; y < bp->height; y++) {
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@@ -41,7 +41,7 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
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if (src->m == 0) {
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if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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} else {
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if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
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if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->AdjustBrightness(this->LookupColourInPalette(bp->remap[src->m]), src->v), src->a, *dst);
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}
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break;
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@@ -94,26 +94,42 @@ void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height
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Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
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{
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Sprite *dest_sprite;
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SpriteLoader::CommonPixel *dst;
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dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
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Blitter_32bppSimple::Pixel *dst;
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Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(*dst));
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dest_sprite->height = sprite->height;
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dest_sprite->width = sprite->width;
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dest_sprite->x_offs = sprite->x_offs;
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dest_sprite->y_offs = sprite->y_offs;
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dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
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dst = (Blitter_32bppSimple::Pixel *)dest_sprite->data;
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SpriteLoader::CommonPixel *src = (SpriteLoader::CommonPixel *)sprite->data;
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memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
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for (int i = 0; i < sprite->height * sprite->width; i++) {
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if (dst[i].m != 0) {
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if (src->m == 0) {
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dst[i].r = src->r;
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dst[i].g = src->g;
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dst[i].b = src->b;
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dst[i].a = src->a;
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dst[i].m = 0;
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dst[i].v = 0;
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} else {
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/* Get brightest value */
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uint8 rgb_max = max(src->r, max(src->g, src->b));
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/* Black pixel (8bpp or old 32bpp image), so use default value */
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if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
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dst[i].v = rgb_max;
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/* Pre-convert the mapping channel to a RGB value */
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uint colour = this->LookupColourInPalette(dst[i].m);
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uint colour = this->AdjustBrightness(this->LookupColourInPalette(src[i].m), dst[i].v);
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dst[i].r = GB(colour, 16, 8);
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dst[i].g = GB(colour, 8, 8);
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dst[i].b = GB(colour, 0, 8);
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dst[i].a = src->a;
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dst[i].m = src->m;
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}
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src++;
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}
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return dest_sprite;
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