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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program 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. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * $Archive:: /G/wwlib/Convert.cpp $*
- * *
- * $Author:: Eric_c $*
- * *
- * $Modtime:: 2/19/99 11:51a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "always.h"
- #include "blitblit.h"
- #include "convert.h"
- #include "dsurface.h"
- #include "hsv.h"
- #include "rlerle.h"
- ConvertClass::ConvertClass(PaletteClass const & artpalette, PaletteClass const & screenpalette, Surface const & surface) :
- BBP(surface.Bytes_Per_Pixel()),
- PlainBlitter(NULL),
- TransBlitter(NULL),
- ShadowBlitter(NULL),
- RemapBlitter(NULL),
- Translucent1Blitter(NULL),
- Translucent2Blitter(NULL),
- Translucent3Blitter(NULL),
- RLETransBlitter(NULL),
- RLEShadowBlitter(NULL),
- RLERemapBlitter(NULL),
- RLETranslucent1Blitter(NULL),
- RLETranslucent2Blitter(NULL),
- RLETranslucent3Blitter(NULL),
- Translator(NULL),
- ShadowTable(NULL),
- RemapTable(NULL)
- {
- /*
- ** The draw data initialization is greatly dependant upon the pixel format
- ** of the display surface. Check the pixel format and set the values accordingly.
- */
- if (BBP == 1) {
- /*
- ** Build the shadow table by creating a slightly darker version of
- ** the color and then finding the closest match to it.
- */
- ShadowTable = new unsigned char [256];
- ShadowTable[0] = 0;
- for (int shadow = 1; shadow < 256; shadow++) {
- HSVClass hsv = artpalette[shadow];
- hsv.Set_Value((unsigned char)(hsv.Get_Value() / 2));
- ShadowTable[shadow] = (unsigned char)artpalette.Closest_Color(hsv);
- }
- /*
- ** The translator table is created by finding the closest color
- ** in the display palette from each color in the source art
- ** palette.
- */
- unsigned char * trans = new unsigned char [256];
- trans[0] = 0;
- for (int index = 1; index < 256; index++) {
- trans[index] = (unsigned char)screenpalette.Closest_Color(artpalette[index]);
- }
- Translator = (void *)trans;
- /*
- ** Construct all the blitter objects necessary to support the functionality
- ** required for the draw permutations.
- */
- PlainBlitter = new BlitPlainXlat<unsigned char>((unsigned char const *)Translator);
- TransBlitter = new BlitTransXlat<unsigned char>((unsigned char const *)Translator);
- RemapBlitter = new BlitTransZRemapXlat<unsigned char>(&RemapTable, (unsigned char const *)Translator);
- ShadowBlitter = new BlitTransRemapDest<unsigned char>(ShadowTable);
- Translucent1Blitter = new BlitTransRemapXlat<unsigned char>(ShadowTable, (unsigned char const *)Translator);
- Translucent2Blitter = new BlitTransRemapXlat<unsigned char>(ShadowTable, (unsigned char const *)Translator);
- Translucent3Blitter = new BlitTransRemapXlat<unsigned char>(ShadowTable, (unsigned char const *)Translator);
- /*
- ** Create the RLE aware blitter objects.
- */
- RLETransBlitter = new RLEBlitTransXlat<unsigned char>((unsigned char const *)Translator);
- RLERemapBlitter = new RLEBlitTransZRemapXlat<unsigned char>(&RemapTable, (unsigned char const *)Translator);
- RLEShadowBlitter = new RLEBlitTransRemapDest<unsigned char>(ShadowTable);
- RLETranslucent1Blitter = new RLEBlitTransRemapXlat<unsigned char>(ShadowTable, (unsigned char const *)Translator);
- RLETranslucent2Blitter = new RLEBlitTransRemapXlat<unsigned char>(ShadowTable, (unsigned char const *)Translator);
- RLETranslucent3Blitter = new RLEBlitTransRemapXlat<unsigned char>(ShadowTable, (unsigned char const *)Translator);
- } else {
- /*
- ** The hicolor translation table is constructed according to the pixel
- ** format of the display and the source art palette.
- */
- //assert(surface.Is_Direct_Draw());
- Translator = new unsigned short [256];
- ((DSurface &)surface).Build_Remap_Table((unsigned short *)Translator, artpalette);
- /*
- ** Fetch the pixel mask values to be used for the various algorithmic
- ** pixel processing performed for hicolor displays.
- */
- int maskhalf = ((DSurface &)surface).Get_Halfbright_Mask();
- int maskquarter = ((DSurface &)surface).Get_Quarterbright_Mask();
- /*
- ** Construct all the blitter objects necessary to support the functionality
- ** required for the draw permutations.
- */
- PlainBlitter = new BlitPlainXlat<unsigned short>((unsigned short const *)Translator);
- TransBlitter = new BlitTransXlat<unsigned short>((unsigned short const *)Translator);
- RemapBlitter = new BlitTransZRemapXlat<unsigned short>(&RemapTable, (unsigned short const *)Translator);
- ShadowBlitter = new BlitTransDarken<unsigned short>((unsigned short)maskhalf);
- Translucent1Blitter = new BlitTransLucent75<unsigned short>((unsigned short const *)Translator, (unsigned short)maskquarter);
- Translucent2Blitter = new BlitTransLucent50<unsigned short>((unsigned short const *)Translator, (unsigned short)maskhalf);
- Translucent3Blitter = new BlitTransLucent25<unsigned short>((unsigned short const *)Translator, (unsigned short)maskquarter);
- /*
- ** Create the RLE aware blitter objects.
- */
- RLETransBlitter = new RLEBlitTransXlat<unsigned short>((unsigned short const *)Translator);
- RLERemapBlitter = new RLEBlitTransZRemapXlat<unsigned short>(&RemapTable, (unsigned short const *)Translator);
- RLEShadowBlitter = new RLEBlitTransDarken<unsigned short>((unsigned short)maskhalf);
- RLETranslucent1Blitter = new RLEBlitTransLucent75<unsigned short>((unsigned short const *)Translator, (unsigned short)maskquarter);
- RLETranslucent2Blitter = new RLEBlitTransLucent50<unsigned short>((unsigned short const *)Translator, (unsigned short)maskhalf);
- RLETranslucent3Blitter = new RLEBlitTransLucent25<unsigned short>((unsigned short const *)Translator, (unsigned short)maskquarter);
- }
- }
- ConvertClass::~ConvertClass(void)
- {
- delete PlainBlitter;
- PlainBlitter = NULL;
- delete TransBlitter;
- TransBlitter = NULL;
- delete ShadowBlitter;
- ShadowBlitter = NULL;
- delete RemapBlitter;
- RemapBlitter = NULL;
- delete Translucent1Blitter;
- Translucent1Blitter = NULL;
- delete Translucent2Blitter;
- Translucent2Blitter = NULL;
- delete Translucent3Blitter;
- Translucent3Blitter = NULL;
- delete [] Translator;
- Translator = NULL;
- delete [] ShadowTable;
- ShadowTable = NULL;
- delete RLETransBlitter;
- RLETransBlitter = NULL;
- delete RLEShadowBlitter;
- RLEShadowBlitter = NULL;
- delete RLERemapBlitter;
- RLERemapBlitter = NULL;
- delete RLETranslucent1Blitter;
- RLETranslucent1Blitter = NULL;
- delete RLETranslucent2Blitter;
- RLETranslucent2Blitter = NULL;
- delete RLETranslucent3Blitter;
- RLETranslucent3Blitter = NULL;
- }
- Blitter const * ConvertClass::Blitter_From_Flags(ShapeFlags_Type flags) const
- {
- if (flags & SHAPE_REMAP) return(RemapBlitter);
- /*
- ** Quick check to see if this is a translucent operation. If so, then no
- ** further examination of the flags is necessary.
- */
- switch (flags & (SHAPE_TRANSLUCENT25 | SHAPE_TRANSLUCENT50 | SHAPE_TRANSLUCENT75)) {
- case SHAPE_TRANSLUCENT25:
- return(Translucent3Blitter);
- case SHAPE_TRANSLUCENT50:
- return(Translucent2Blitter);
- case SHAPE_TRANSLUCENT75:
- return(Translucent1Blitter);
- }
- if (flags & SHAPE_DARKEN) return(ShadowBlitter);
- if (flags & SHAPE_NOTRANS) return(PlainBlitter);
- return(TransBlitter);
- }
- RLEBlitter const * ConvertClass::RLEBlitter_From_Flags(ShapeFlags_Type flags) const
- {
- if (flags & SHAPE_REMAP) return(RLERemapBlitter);
- /*
- ** Quick check to see if this is a translucent operation. If so, then no
- ** further examination of the flags is necessary.
- */
- switch (flags & (SHAPE_TRANSLUCENT25 | SHAPE_TRANSLUCENT50 | SHAPE_TRANSLUCENT75)) {
- case SHAPE_TRANSLUCENT25:
- return(RLETranslucent3Blitter);
- case SHAPE_TRANSLUCENT50:
- return(RLETranslucent2Blitter);
- case SHAPE_TRANSLUCENT75:
- return(RLETranslucent1Blitter);
- }
- if (flags & SHAPE_DARKEN) return(RLEShadowBlitter);
- // This should be fixed to return the RLEPlainBlitter when one is available
- // but if you need to use this in the mean time just don't RLE compress the
- // shape (since it only compresses transparent pixels and the reason we compress
- // them is so we can skip them easily.)
- if (flags & SHAPE_NOTRANS) return(RLETransBlitter);
- return(RLETransBlitter);
- }
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