Add 32bpp blitter support for adjusting brightness of drawn sprites
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@@ -45,6 +45,18 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
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}
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break;
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case BM_COLOUR_REMAP_WITH_BRIGHTNESS:
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/* In case the m-channel is zero, do not remap this pixel in any way */
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if (src->m == 0) {
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if (src->a != 0) {
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Colour c = AdjustBrightness(Colour(src->r, src->g, src->b, src->a), DEFAULT_BRIGHTNESS + bp->brightness_adjust);
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*dst = ComposeColourRGBA(c.r, c.g, c.b, c.a, *dst);
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}
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} else {
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if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->AdjustBrightness(this->LookupColourInPalette(bp->remap[src->m]), Clamp(src->v + bp->brightness_adjust, 0, 255)), src->a, *dst);
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}
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break;
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case BM_CRASH_REMAP:
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if (src->m == 0) {
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if (src->a != 0) {
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@@ -71,6 +83,13 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
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if (src->a != 0) *dst = MakeTransparent(*dst, 192);
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break;
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case BM_NORMAL_WITH_BRIGHTNESS:
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if (src->a != 0) {
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Colour c = AdjustBrightness(Colour(src->r, src->g, src->b, src->a), DEFAULT_BRIGHTNESS + bp->brightness_adjust);
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*dst = ComposeColourRGBA(c.r, c.g, c.b, c.a, *dst);
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}
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break;
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default:
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if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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break;
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