mirror of https://github.com/OpenTTD/OpenTTD
(svn r11076) -Fix: MakeTransparent of 32bpp blitter used 0..100; using 0..255 makes it much faster (frosch)
-Fix: ComposeColourXXX could work a tiny bit faster when using 256, not 255 as value to divide with; downside is that it can give alpha errors (frosch)release/0.6
parent
38ff181ebf
commit
89bdfaacd9
|
@ -59,7 +59,7 @@ void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomL
|
||||||
|
|
||||||
/* Make the current color a bit more black, so it looks like this image is transparent */
|
/* Make the current color a bit more black, so it looks like this image is transparent */
|
||||||
if (src->a != 0) {
|
if (src->a != 0) {
|
||||||
*dst = MakeTransparent(*dst, 75);
|
*dst = MakeTransparent(*dst, 192);
|
||||||
*anim = bp->remap[*anim];
|
*anim = bp->remap[*anim];
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -90,7 +90,7 @@ void Blitter_32bppAnim::DrawColorMappingRect(void *dst, int width, int height, i
|
||||||
if (pal == PALETTE_TO_TRANSPARENT) {
|
if (pal == PALETTE_TO_TRANSPARENT) {
|
||||||
do {
|
do {
|
||||||
for (int i = 0; i != width; i++) {
|
for (int i = 0; i != width; i++) {
|
||||||
*udst = MakeTransparent(*udst, 60);
|
*udst = MakeTransparent(*udst, 154);
|
||||||
*anim = 0;
|
*anim = 0;
|
||||||
udst++;
|
udst++;
|
||||||
anim++;
|
anim++;
|
||||||
|
|
|
@ -48,15 +48,19 @@ public:
|
||||||
*/
|
*/
|
||||||
static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current)
|
static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current)
|
||||||
{
|
{
|
||||||
|
if (a == 0) return current;
|
||||||
|
if (a >= 255) return ComposeColour(0xFF, r, g, b);
|
||||||
|
|
||||||
uint cr, cg, cb;
|
uint cr, cg, cb;
|
||||||
cr = GB(current, 16, 8);
|
cr = GB(current, 16, 8);
|
||||||
cg = GB(current, 8, 8);
|
cg = GB(current, 8, 8);
|
||||||
cb = GB(current, 0, 8);
|
cb = GB(current, 0, 8);
|
||||||
|
|
||||||
|
/* The 256 is wrong, it should be 255, but 256 is much faster... */
|
||||||
return ComposeColour(0xFF,
|
return ComposeColour(0xFF,
|
||||||
(r * a + cr * (255 - a)) / 255,
|
(r * a + cr * (256 - a)) / 256,
|
||||||
(g * a + cg * (255 - a)) / 255,
|
(g * a + cg * (256 - a)) / 256,
|
||||||
(b * a + cb * (255 - a)) / 255);
|
(b * a + cb * (256 - a)) / 256);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -64,24 +68,28 @@ public:
|
||||||
*/
|
*/
|
||||||
static inline uint ComposeColourPA(uint colour, uint a, uint current)
|
static inline uint ComposeColourPA(uint colour, uint a, uint current)
|
||||||
{
|
{
|
||||||
|
if (a == 0) return current;
|
||||||
|
if (a >= 255) return (colour | 0xFF000000);
|
||||||
|
|
||||||
uint r, g, b, cr, cg, cb;
|
uint r, g, b, cr, cg, cb;
|
||||||
r = GB(colour, 16, 8);
|
r = GB(colour, 16, 8);
|
||||||
g = GB(colour, 8, 8);
|
g = GB(colour, 8, 8);
|
||||||
b = GB(colour, 0, 8);
|
b = GB(colour, 0, 8);
|
||||||
cr = GB(current, 16, 8);
|
cr = GB(current, 16, 8);
|
||||||
cg = GB(current, 8, 8);
|
cg = GB(current, 8, 8);
|
||||||
cb = GB(current, 0, 8);
|
cb = GB(current, 0, 8);
|
||||||
|
|
||||||
|
/* The 256 is wrong, it should be 255, but 256 is much faster... */
|
||||||
return ComposeColour(0xFF,
|
return ComposeColour(0xFF,
|
||||||
(r * a + cr * (255 - a)) / 255,
|
(r * a + cr * (256 - a)) / 256,
|
||||||
(g * a + cg * (255 - a)) / 255,
|
(g * a + cg * (256 - a)) / 256,
|
||||||
(b * a + cb * (255 - a)) / 255);
|
(b * a + cb * (256 - a)) / 256);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Make a pixel looks like it is transparent.
|
* Make a pixel looks like it is transparent.
|
||||||
* @param colour the colour already on the screen.
|
* @param colour the colour already on the screen.
|
||||||
* @param amount the amount of transparency, times 100.
|
* @param amount the amount of transparency, times 256.
|
||||||
* @return the new colour for the screen.
|
* @return the new colour for the screen.
|
||||||
*/
|
*/
|
||||||
static inline uint MakeTransparent(uint colour, uint amount)
|
static inline uint MakeTransparent(uint colour, uint amount)
|
||||||
|
@ -91,7 +99,7 @@ public:
|
||||||
g = GB(colour, 8, 8);
|
g = GB(colour, 8, 8);
|
||||||
b = GB(colour, 0, 8);
|
b = GB(colour, 0, 8);
|
||||||
|
|
||||||
return ComposeColour(0xFF, r * amount / 100, g * amount / 100, b * amount / 100);
|
return ComposeColour(0xFF, r * amount / 256, g * amount / 256, b * amount / 256);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
|
@ -40,7 +40,7 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
|
||||||
* we produce a result the newgrf maker didn't expect ;) */
|
* we produce a result the newgrf maker didn't expect ;) */
|
||||||
|
|
||||||
/* Make the current color a bit more black, so it looks like this image is transparent */
|
/* Make the current color a bit more black, so it looks like this image is transparent */
|
||||||
if (src->a != 0) *dst = MakeTransparent(*dst, 75);
|
if (src->a != 0) *dst = MakeTransparent(*dst, 192);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
|
@ -60,7 +60,7 @@ void Blitter_32bppSimple::DrawColorMappingRect(void *dst, int width, int height,
|
||||||
if (pal == PALETTE_TO_TRANSPARENT) {
|
if (pal == PALETTE_TO_TRANSPARENT) {
|
||||||
do {
|
do {
|
||||||
for (int i = 0; i != width; i++) {
|
for (int i = 0; i != width; i++) {
|
||||||
*udst = MakeTransparent(*udst, 60);
|
*udst = MakeTransparent(*udst, 154);
|
||||||
udst++;
|
udst++;
|
||||||
}
|
}
|
||||||
udst = udst - width + _screen.pitch;
|
udst = udst - width + _screen.pitch;
|
||||||
|
|
Loading…
Reference in New Issue