/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file makeindexed.cpp Implementation for converting sprites from another source from 32bpp RGBA to indexed 8bpp. */ #include "../stdafx.h" #include "../core/bitmath_func.hpp" #include "../core/math_func.hpp" #include "../gfx_func.h" #include "../palette_func.h" #include "makeindexed.h" #include "../safeguards.h" /** * Convert in place a 32bpp sprite to 8bpp. * @param sprite Sprite to convert. */ static void Convert32bppTo8bpp(SpriteLoader::Sprite &sprite) { const auto *pixel_end = sprite.data + sprite.width * sprite.height; for (auto *pixel = sprite.data; pixel != pixel_end; ++pixel) { if (pixel->m != 0) { /* Pixel has 8bpp mask, test if should be reshaded. */ uint8_t brightness = std::max({pixel->r, pixel->g, pixel->b}); if (brightness == 0 || brightness == 128) continue; /* Update RGB component with reshaded palette colour, and enabled reshade. */ Colour c = AdjustBrightness(_cur_palette.palette[pixel->m], brightness); if (IsInsideMM(pixel->m, 0xC6, 0xCE)) { /* Dumb but simple brightness conversion. */ pixel->m = GetNearestColourReshadeIndex((c.r + c.g + c.b) / 3); } else { pixel->m = GetNearestColourIndex(c.r, c.g, c.b); } } else if (pixel->a < 128) { /* Transparent pixel. */ pixel->m = 0; } else { /* Find nearest match from palette. */ pixel->m = GetNearestColourIndex(pixel->r, pixel->g, pixel->b); } } } uint8_t SpriteLoaderMakeIndexed::LoadSprite(SpriteLoader::SpriteCollection &sprite, SpriteFile &file, size_t file_pos, SpriteType sprite_type, bool, uint8_t control_flags, uint8_t &avail_8bpp, uint8_t &avail_32bpp) { uint8_t avail = this->baseloader.LoadSprite(sprite, file, file_pos, sprite_type, true, control_flags, avail_8bpp, avail_32bpp); for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) { if (HasBit(avail, zoom)) Convert32bppTo8bpp(sprite[zoom]); } return avail; }