/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 . * */ #include "ags/shared/core/platform.h" #include "ags/engine/gfx/gfx_util.h" #include "ags/engine/gfx/blender.h" namespace AGS3 { namespace AGS { namespace Engine { using namespace Shared; namespace GfxUtil { Bitmap *ConvertBitmap(Bitmap *src, int dst_color_depth) { int src_col_depth = src->GetColorDepth(); if (src_col_depth != dst_color_depth) { int old_conv = get_color_conversion(); // TODO: find out what is this, and why do we need to call this every time (do we?) set_color_conversion(COLORCONV_KEEP_TRANS | COLORCONV_TOTAL); Bitmap *dst = BitmapHelper::CreateBitmapCopy(src, dst_color_depth); set_color_conversion(old_conv); return dst; } return src; } struct BlendModeSetter { // Blender setter for destination with and without alpha channel; // assign kRgbToRgbBlender if not supported BlenderMode AllAlpha; // src w alpha -> dst w alpha BlenderMode AlphaToOpaque; // src w alpha -> dst w/o alpha BlenderMode OpaqueToAlpha; // src w/o alpha -> dst w alpha BlenderMode OpaqueToAlphaNoTrans; // src w/o alpha -> dst w alpha (opt-ed for no transparency) BlenderMode AllOpaque; // src w/o alpha -> dst w/o alpha }; // Array of blender descriptions // NOTE: set kRgbToRgbBlender to fallback to common image blitting static const BlendModeSetter BlendModeSets[kNumBlendModes] = { { kRgbToRgbBlender, kRgbToRgbBlender, kRgbToRgbBlender, kRgbToRgbBlender, kRgbToRgbBlender }, // kBlendMode_NoAlpha { kArgbToArgbBlender, kArgbToRgbBlender, kRgbToArgbBlender, kOpaqueBlenderMode, kRgbToRgbBlender }, // kBlendMode_Alpha // NOTE: add new modes here }; bool SetBlender(BlendMode blend_mode, bool dst_has_alpha, bool src_has_alpha, int blend_alpha) { if (blend_mode < 0 || blend_mode > kNumBlendModes) return false; const BlendModeSetter &set = BlendModeSets[blend_mode]; BlenderMode blender; if (dst_has_alpha) blender = src_has_alpha ? set.AllAlpha : (blend_alpha == 0xFF ? set.OpaqueToAlphaNoTrans : set.OpaqueToAlpha); else blender = src_has_alpha ? set.AlphaToOpaque : set.AllOpaque; set_blender_mode(blender, 0, 0, 0, blend_alpha); return true; } void DrawSpriteBlend(Bitmap *ds, const Point &ds_at, Bitmap *sprite, BlendMode blend_mode, bool dst_has_alpha, bool src_has_alpha, int blend_alpha) { if (blend_alpha <= 0) return; // do not draw 100% transparent image if (// support only 32-bit blending at the moment ds->GetColorDepth() == 32 && sprite->GetColorDepth() == 32 && // set blenders if applicable and tell if succeeded SetBlender(blend_mode, dst_has_alpha, src_has_alpha, blend_alpha)) { ds->TransBlendBlt(sprite, ds_at.X, ds_at.Y); } else { GfxUtil::DrawSpriteWithTransparency(ds, sprite, ds_at.X, ds_at.Y, blend_alpha); } } void DrawSpriteWithTransparency(Bitmap *ds, Bitmap *sprite, int x, int y, int alpha) { if (alpha <= 0) { // fully transparent, don't draw it at all return; } Bitmap hctemp; const int surface_depth = ds->GetColorDepth(); const int sprite_depth = sprite->GetColorDepth(); if (sprite_depth < surface_depth) { // If sprite is lower color depth than destination surface, e.g. // 8-bit sprites drawn on 16/32-bit surfaces. if (sprite_depth == 8 && surface_depth >= 24) { // 256-col sprite -> truecolor background // this is automatically supported by allegro, no twiddling needed ds->Blit(sprite, x, y, kBitmap_Transparency); return; } // 256-col sprite -> hi-color background, or // 16-bit sprite -> 32-bit background hctemp.CreateCopy(sprite, surface_depth); if (sprite_depth == 8) { // only do this for 256-col -> hi-color, cos the Blit call converts // transparency for 16->32 bit color_t mask_color = hctemp.GetMaskColor(); for (int scan_y = 0; scan_y < hctemp.GetHeight(); ++scan_y) { // we know this must be 1 bpp source and 2 bpp pixel destination const uint8_t *src_scanline = sprite->GetScanLine(scan_y); uint16_t *dst_scanline = (uint16_t *)hctemp.GetScanLineForWriting(scan_y); for (int scan_x = 0; scan_x < hctemp.GetWidth(); ++scan_x) { if (src_scanline[scan_x] == 0) { dst_scanline[scan_x] = mask_color; } } } } sprite = &hctemp; } if ((alpha < 0xFF) && (surface_depth > 8) && (sprite_depth > 8)) { set_trans_blender(0, 0, 0, alpha); ds->TransBlendBlt(sprite, x, y); } else { ds->Blit(sprite, x, y, kBitmap_Transparency); } } } // namespace GfxUtil } // namespace Engine } // namespace AGS } // namespace AGS3