360 lines
13 KiB
C
360 lines
13 KiB
C
/*
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pygame - Python Game Library
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Copyright (C) 2000-2001 Pete Shinners
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Copyright (C) 2007 Marcus von Appen
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public
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License along with this library; if not, write to the Free
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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Pete Shinners
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pete@shinners.org
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*/
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#ifndef SURFACE_H
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#define SURFACE_H
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/* This is defined in SDL.h */
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#if defined(_POSIX_C_SOURCE)
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#undef _POSIX_C_SOURCE
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#endif
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#include <SDL.h>
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#include "pygame.h"
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#define PYGAME_BLEND_ADD 0x1
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#define PYGAME_BLEND_SUB 0x2
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#define PYGAME_BLEND_MULT 0x3
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#define PYGAME_BLEND_MIN 0x4
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#define PYGAME_BLEND_MAX 0x5
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#define PYGAME_BLEND_RGB_ADD 0x1
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#define PYGAME_BLEND_RGB_SUB 0x2
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#define PYGAME_BLEND_RGB_MULT 0x3
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#define PYGAME_BLEND_RGB_MIN 0x4
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#define PYGAME_BLEND_RGB_MAX 0x5
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#define PYGAME_BLEND_RGBA_ADD 0x6
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#define PYGAME_BLEND_RGBA_SUB 0x7
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#define PYGAME_BLEND_RGBA_MULT 0x8
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#define PYGAME_BLEND_RGBA_MIN 0x9
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#define PYGAME_BLEND_RGBA_MAX 0x10
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#define PYGAME_BLEND_PREMULTIPLIED 0x11
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define GET_PIXEL_24(b) (b[0] + (b[1] << 8) + (b[2] << 16))
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#else
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#define GET_PIXEL_24(b) (b[2] + (b[1] << 8) + (b[0] << 16))
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#endif
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#define GET_PIXEL(pxl, bpp, source) \
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switch (bpp) \
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{ \
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case 2: \
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pxl = *((Uint16 *) (source)); \
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break; \
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case 4: \
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pxl = *((Uint32 *) (source)); \
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break; \
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default: \
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{ \
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Uint8 *b = (Uint8 *) source; \
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pxl = GET_PIXEL_24(b); \
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} \
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break; \
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}
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#define GET_PIXELVALS(_sR, _sG, _sB, _sA, px, fmt, ppa) \
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_sR = ((px & fmt->Rmask) >> fmt->Rshift); \
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_sR = (_sR << fmt->Rloss) + (_sR >> (8 - (fmt->Rloss << 1))); \
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_sG = ((px & fmt->Gmask) >> fmt->Gshift); \
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_sG = (_sG << fmt->Gloss) + (_sG >> (8 - (fmt->Gloss << 1))); \
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_sB = ((px & fmt->Bmask) >> fmt->Bshift); \
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_sB = (_sB << fmt->Bloss) + (_sB >> (8 - (fmt->Bloss << 1))); \
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if (ppa) \
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{ \
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_sA = ((px & fmt->Amask) >> fmt->Ashift); \
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_sA = (_sA << fmt->Aloss) + (_sA >> (8 - (fmt->Aloss << 1))); \
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} \
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else \
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{ \
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_sA = 255; \
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}
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#define GET_PIXELVALS_1(sr, sg, sb, sa, _src, _fmt) \
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sr = _fmt->palette->colors[*((Uint8 *) (_src))].r; \
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sg = _fmt->palette->colors[*((Uint8 *) (_src))].g; \
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sb = _fmt->palette->colors[*((Uint8 *) (_src))].b; \
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sa = 255;
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define SET_OFFSETS_24(or, og, ob, fmt) \
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{ \
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or = (fmt->Rshift == 0 ? 0 : \
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fmt->Rshift == 8 ? 1 : \
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2 ); \
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og = (fmt->Gshift == 0 ? 0 : \
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fmt->Gshift == 8 ? 1 : \
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2 ); \
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ob = (fmt->Bshift == 0 ? 0 : \
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fmt->Bshift == 8 ? 1 : \
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2 ); \
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}
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#define SET_OFFSETS_32(or, og, ob, fmt) \
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{ \
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or = (fmt->Rshift == 0 ? 0 : \
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fmt->Rshift == 8 ? 1 : \
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fmt->Rshift == 16 ? 2 : \
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3 ); \
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og = (fmt->Gshift == 0 ? 0 : \
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fmt->Gshift == 8 ? 1 : \
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fmt->Gshift == 16 ? 2 : \
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3 ); \
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ob = (fmt->Bshift == 0 ? 0 : \
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fmt->Bshift == 8 ? 1 : \
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fmt->Bshift == 16 ? 2 : \
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3 ); \
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}
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#else
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#define SET_OFFSETS_24(or, og, ob, fmt) \
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{ \
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or = (fmt->Rshift == 0 ? 2 : \
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fmt->Rshift == 8 ? 1 : \
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0 ); \
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og = (fmt->Gshift == 0 ? 2 : \
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fmt->Gshift == 8 ? 1 : \
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0 ); \
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ob = (fmt->Bshift == 0 ? 2 : \
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fmt->Bshift == 8 ? 1 : \
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0 ); \
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}
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#define SET_OFFSETS_32(or, og, ob, fmt) \
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{ \
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or = (fmt->Rshift == 0 ? 3 : \
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fmt->Rshift == 8 ? 2 : \
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fmt->Rshift == 16 ? 1 : \
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0 ); \
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og = (fmt->Gshift == 0 ? 3 : \
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fmt->Gshift == 8 ? 2 : \
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fmt->Gshift == 16 ? 1 : \
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0 ); \
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ob = (fmt->Bshift == 0 ? 3 : \
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fmt->Bshift == 8 ? 2 : \
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fmt->Bshift == 16 ? 1 : \
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0 ); \
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}
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#endif
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#define CREATE_PIXEL(buf, r, g, b, a, bp, ft) \
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switch (bp) \
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{ \
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case 2: \
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*((Uint16 *) (buf)) = \
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((r >> ft->Rloss) << ft->Rshift) | \
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((g >> ft->Gloss) << ft->Gshift) | \
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((b >> ft->Bloss) << ft->Bshift) | \
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((a >> ft->Aloss) << ft->Ashift); \
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break; \
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case 4: \
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*((Uint32 *) (buf)) = \
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((r >> ft->Rloss) << ft->Rshift) | \
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((g >> ft->Gloss) << ft->Gshift) | \
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((b >> ft->Bloss) << ft->Bshift) | \
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((a >> ft->Aloss) << ft->Ashift); \
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break; \
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}
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/* Pretty good idea from Tom Duff :-). */
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#define LOOP_UNROLLED4(code, n, width) \
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n = (width + 3) / 4; \
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switch (width & 3) \
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{ \
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case 0: do { code; \
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case 3: code; \
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case 2: code; \
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case 1: code; \
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} while (--n > 0); \
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}
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/* Used in the srcbpp == dstbpp == 1 blend functions */
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#define REPEAT_3(code) \
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code; \
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code; \
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code;
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#define REPEAT_4(code) \
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code; \
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code; \
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code; \
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code;
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#define BLEND_ADD(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
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tmp = dR + sR; dR = (tmp <= 255 ? tmp : 255); \
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tmp = dG + sG; dG = (tmp <= 255 ? tmp : 255); \
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tmp = dB + sB; dB = (tmp <= 255 ? tmp : 255);
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#define BLEND_SUB(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
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tmp = dR - sR; dR = (tmp >= 0 ? tmp : 0); \
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tmp = dG - sG; dG = (tmp >= 0 ? tmp : 0); \
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tmp = dB - sB; dB = (tmp >= 0 ? tmp : 0);
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#define BLEND_MULT(sR, sG, sB, sA, dR, dG, dB, dA) \
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dR = (dR && sR) ? (dR * sR) >> 8 : 0; \
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dG = (dG && sG) ? (dG * sG) >> 8 : 0; \
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dB = (dB && sB) ? (dB * sB) >> 8 : 0;
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#define BLEND_MIN(sR, sG, sB, sA, dR, dG, dB, dA) \
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if(sR < dR) { dR = sR; } \
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if(sG < dG) { dG = sG; } \
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if(sB < dB) { dB = sB; }
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#define BLEND_MAX(sR, sG, sB, sA, dR, dG, dB, dA) \
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if(sR > dR) { dR = sR; } \
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if(sG > dG) { dG = sG; } \
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if(sB > dB) { dB = sB; }
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#define BLEND_RGBA_ADD(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
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tmp = dR + sR; dR = (tmp <= 255 ? tmp : 255); \
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tmp = dG + sG; dG = (tmp <= 255 ? tmp : 255); \
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tmp = dB + sB; dB = (tmp <= 255 ? tmp : 255); \
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tmp = dA + sA; dA = (tmp <= 255 ? tmp : 255);
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#define BLEND_RGBA_SUB(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
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tmp = dR - sR; dR = (tmp >= 0 ? tmp : 0); \
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tmp = dG - sG; dG = (tmp >= 0 ? tmp : 0); \
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tmp = dB - sB; dB = (tmp >= 0 ? tmp : 0); \
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tmp = dA - sA; dA = (tmp >= 0 ? tmp : 0);
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#define BLEND_RGBA_MULT(sR, sG, sB, sA, dR, dG, dB, dA) \
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dR = (dR && sR) ? (dR * sR) >> 8 : 0; \
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dG = (dG && sG) ? (dG * sG) >> 8 : 0; \
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dB = (dB && sB) ? (dB * sB) >> 8 : 0; \
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dA = (dA && sA) ? (dA * sA) >> 8 : 0;
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#define BLEND_RGBA_MIN(sR, sG, sB, sA, dR, dG, dB, dA) \
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if(sR < dR) { dR = sR; } \
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if(sG < dG) { dG = sG; } \
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if(sB < dB) { dB = sB; } \
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if(sA < dA) { dA = sA; }
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#define BLEND_RGBA_MAX(sR, sG, sB, sA, dR, dG, dB, dA) \
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if(sR > dR) { dR = sR; } \
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if(sG > dG) { dG = sG; } \
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if(sB > dB) { dB = sB; } \
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if(sA > dA) { dA = sA; }
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#if 1
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/* Choose an alpha blend equation. If the sign is preserved on a right shift
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* then use a specialized, faster, equation. Otherwise a more general form,
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* where all additions are done before the shift, is needed.
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*/
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#if (-1 >> 1) < 0
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#define ALPHA_BLEND_COMP(sC, dC, sA) ((((sC - dC) * sA + sC) >> 8) + dC)
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#else
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#define ALPHA_BLEND_COMP(sC, dC, sA) (((dC << 8) + (sC - dC) * sA + sC) >> 8)
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#endif
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#define ALPHA_BLEND(sR, sG, sB, sA, dR, dG, dB, dA) \
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do { \
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if (dA) \
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{ \
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dR = ALPHA_BLEND_COMP(sR, dR, sA); \
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dG = ALPHA_BLEND_COMP(sG, dG, sA); \
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dB = ALPHA_BLEND_COMP(sB, dB, sA); \
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dA = sA + dA - ((sA * dA) / 255); \
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} \
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else \
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{ \
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dR = sR; \
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dG = sG; \
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dB = sB; \
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dA = sA; \
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} \
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} while(0)
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#define ALPHA_BLEND_PREMULTIPLIED_COMP(sC, dC, sA) (sC + dC - ((dC * sA) >> 8))
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#define ALPHA_BLEND_PREMULTIPLIED(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
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do { \
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tmp = ALPHA_BLEND_PREMULTIPLIED_COMP(sR, dR, sA); dR = (tmp > 255 ? 255 : tmp); \
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tmp = ALPHA_BLEND_PREMULTIPLIED_COMP(sG, dG, sA); dG = (tmp > 255 ? 255 : tmp); \
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tmp = ALPHA_BLEND_PREMULTIPLIED_COMP(sB, dB, sA); dB = (tmp > 255 ? 255 : tmp); \
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dA = sA + dA - ((sA * dA) / 255); \
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} while(0)
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#elif 0
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#define ALPHA_BLEND(sR, sG, sB, sA, dR, dG, dB, dA) \
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do { \
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if(sA){ \
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if(dA && sA < 255){ \
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int dContrib = dA*(255 - sA)/255; \
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dA = sA+dA - ((sA*dA)/255); \
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dR = (dR*dContrib + sR*sA)/dA; \
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dG = (dG*dContrib + sG*sA)/dA; \
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dB = (dB*dContrib + sB*sA)/dA; \
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}else{ \
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dR = sR; \
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dG = sG; \
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dB = sB; \
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dA = sA; \
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} \
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} \
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} while(0)
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#endif
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int
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surface_fill_blend (SDL_Surface *surface, SDL_Rect *rect, Uint32 color,
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int blendargs);
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void
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surface_respect_clip_rect (SDL_Surface *surface, SDL_Rect *rect);
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int
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pygame_AlphaBlit (SDL_Surface * src, SDL_Rect * srcrect,
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SDL_Surface * dst, SDL_Rect * dstrect, int the_args);
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int
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pygame_Blit (SDL_Surface * src, SDL_Rect * srcrect,
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SDL_Surface * dst, SDL_Rect * dstrect, int the_args);
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#endif /* SURFACE_H */
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