Files
itgmania212121/stepmania/src/SDL_utils.cpp
T
2003-01-26 00:50:22 +00:00

342 lines
10 KiB
C++

/*
* Various small SDL tools.
*
* Copyright (c) 2002 by the person(s) listed below. All rights reserved.
* Glenn Maynard
*
* Portions from SDL source and documentation.
*/
#include "stdafx.h"
#include "SDL.h"
#include "SDL_utils.h"
#include "SDL_endian.h"
#if defined(WIN32)
/* Pull in all of our SDL libraries here. */
#ifdef _DEBUG
#pragma comment(lib, "SDL-1.2.5/lib/SDLd.lib")
#pragma comment(lib, "SDL_image-1.2/SDL_imaged.lib")
#else
#pragma comment(lib, "SDL-1.2.5/lib/SDL.lib")
#pragma comment(lib, "SDL_image-1.2/SDL_image.lib")
#endif
#endif
Uint32 mySDL_Swap24(Uint32 x)
{
return SDL_Swap32(x) >> 8; // xx223344 -> 443322xx -> 00443322
}
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define mySDL_SwapLE24(x) mySDL_Swap24(x)
#else
#define mySDL_SwapLE24(x) (x)
#endif
/* These conditionals in the inner loop are slow. Templates? */
Uint32 decodepixel(const Uint8 *p, int bpp)
{
switch(bpp) {
case 1: return *p;
case 2: return *(Uint16 *)p;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
else
return p[0] | p[1] << 8 | p[2] << 16;
case 4: return *(Uint32 *)p;
default: return 0; /* shouldn't happen, but avoids warnings */
}
}
void encodepixel(Uint8 *p, int bpp, Uint32 pixel)
{
switch(bpp) {
case 1: *p = Uint8(pixel); break;
case 2: *(Uint16 *)p = Uint16(pixel); break;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
p[0] = Uint8((pixel >> 16) & 0xff);
p[1] = Uint8((pixel >> 8) & 0xff);
p[2] = Uint8(pixel & 0xff);
} else {
p[0] = Uint8(pixel & 0xff);
p[1] = Uint8((pixel >> 8) & 0xff);
p[2] = Uint8((pixel >> 16) & 0xff);
}
break;
case 4: *(Uint32 *)p = pixel; break;
}
}
/* Get and set colors without scaling them to 0..255. Get them into
* an array, which is much easier to work with. We need the surface
* to get at flags, or we won't know if colorkey is valid. (Why isn't
* format self-contained?) Use mySDL_GetBitsPerChannel() to get the
* number of bits per channel. */
void mySDL_GetRawRGBAV(Uint32 pixel, const SDL_Surface *src, Uint8 *v)
{
const SDL_PixelFormat *fmt = src->format;
if(src->format->BytesPerPixel == 1) {
v[0] = fmt->palette->colors[pixel].r;
v[1] = fmt->palette->colors[pixel].g;
v[2] = fmt->palette->colors[pixel].b;
v[3] = 0xFF;
} else {
v[0] = Uint8((pixel & fmt->Rmask) >> fmt->Rshift);
v[1] = Uint8((pixel & fmt->Gmask) >> fmt->Gshift);
v[2] = Uint8((pixel & fmt->Bmask) >> fmt->Bshift);
v[3] = Uint8((pixel & fmt->Amask) >> fmt->Ashift);
}
if(src->flags & SDL_SRCCOLORKEY) {
if((fmt->colorkey & ~fmt->Amask) == (pixel & ~fmt->Amask))
v[3] = 0;
}
}
void mySDL_GetRawRGBAV(const Uint8 *p, const SDL_Surface *src, Uint8 *v)
{
Uint32 pixel = decodepixel(p, src->format->BytesPerPixel);
mySDL_GetRawRGBAV(pixel, src, v);
}
/* Inverse of mySDL_GetRawRGBAV. */
Uint32 mySDL_SetRawRGBAV(const SDL_PixelFormat *fmt, const Uint8 *v)
{
return v[0] << fmt->Rshift |
v[1] << fmt->Gshift |
v[2] << fmt->Bshift |
v[3] << fmt->Ashift;
}
void mySDL_SetRawRGBAV(Uint8 *p, const SDL_Surface *src, const Uint8 *v)
{
Uint32 pixel = mySDL_SetRawRGBAV(src->format, v);
encodepixel(p, src->format->BytesPerPixel, pixel);
}
/* Get the number of bits representing each color channel in fmt. */
void mySDL_GetBitsPerChannel(const SDL_PixelFormat *fmt, Uint32 bits[4])
{
if(fmt->BytesPerPixel == 1) {
/* If we're paletted, the palette is 8888. For some reason, the
* *loss values are all 8 on paletted surfaces; they should be
* 0, to represent the palette. Since they're not, we have to
* special case this. */
bits[0] = bits[1] = bits[2] = bits[3] = 8;
return;
}
/* The actual bits stored in each color is 8-loss. */
bits[0] = 8 - fmt->Rloss;
bits[1] = 8 - fmt->Gloss;
bits[2] = 8 - fmt->Bloss;
bits[3] = 8 - fmt->Aloss;
}
void ConvertSDLSurface(SDL_Surface *&image,
int width, int height, int bpp,
Uint32 R, Uint32 G, Uint32 B, Uint32 A)
{
SDL_Surface *ret_image = SDL_CreateRGBSurfaceSane(
SDL_SWSURFACE, width, height, bpp, R, G, B, A);
ASSERT(ret_image != NULL);
/* If the formats are the same, no conversion is needed. */
if(width == image->w && height == image->h && bpp == image->format->BitsPerPixel &&
image->format->Rmask == ret_image->format->Rmask &&
image->format->Gmask == ret_image->format->Gmask &&
image->format->Bmask == ret_image->format->Bmask &&
image->format->Amask == ret_image->format->Amask)
{
/* One exception: if we have a color key and we're not paletted (8-bit).
* In this case, we need to do the blit to get rid of the color key. */
if(!( image->flags & SDL_SRCCOLORKEY && image->format->BitsPerPixel != 8) )
{
SDL_FreeSurface(ret_image);
return;
}
}
/* We don't want to actually blend the alpha channel over the destination converted
* surface; we want to simply blit it, so make sure SDL_SRCALPHA is not on. */
SDL_SetAlpha( image, 0, SDL_ALPHA_OPAQUE );
/* Copy the palette, if we have one. */
if(image->format->palette)
SDL_SetPalette(ret_image, SDL_LOGPAL, image->format->palette->colors,
0, image->format->palette->ncolors);
if(image->format->BitsPerPixel == 8 && ret_image->format->BitsPerPixel == 8 &&
image->flags & SDL_SRCCOLORKEY)
{
/* The source and dest are both paletted, and we have a color key.
* First, make sure that the image we're blitting to has a default
* color of the color key, so any places we don't blit to will
* be transparent. (The default color in the image is 0, so we're
* all set if the color key is 0.) */
if(image->format->colorkey != 0)
SDL_FillRect(ret_image, NULL, image->format->colorkey);
/* Copy over the color key mode, and then turn off color keying in the
* source so the color key index gets copied like any other color. */
SDL_SetColorKey( ret_image, SDL_SRCCOLORKEY, image->format->colorkey);
SDL_SetColorKey( image, 0, 0 );
}
SDL_Rect area;
area.x = area.y = 0;
area.w = short(image->w);
area.h = short(image->h);
SDL_BlitSurface(image, &area, ret_image, &area);
SDL_FreeSurface(image);
image = ret_image;
}
/* With d3d, textures are stored little endian (local endian for x86).
*
* I'm not sure if we should store textures in big endian, little endian
* or local endian with OpenGL. It doesn't really impact anything except
* the actual code that loads the texture itself, and OpenGL does have
* byte order toggles, so maybe we can get rid of this. */
SDL_Surface *SDL_CreateRGBSurfaceSane
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
{
/* This is untested on big-endian machines. */
if(depth == 16) {
Rmask = SDL_SwapLE16((Uint16)Rmask);
Gmask = SDL_SwapLE16((Uint16)Gmask);
Bmask = SDL_SwapLE16((Uint16)Bmask);
Amask = SDL_SwapLE16((Uint16)Amask);
} else if(depth == 24) { // completely untested
Rmask = mySDL_SwapLE24(Rmask);
Gmask = mySDL_SwapLE24(Gmask);
Bmask = mySDL_SwapLE24(Bmask);
Amask = mySDL_SwapLE24(Amask);
} else if(depth == 32) {
Rmask = SDL_SwapLE32(Rmask);
Gmask = SDL_SwapLE32(Gmask);
Bmask = SDL_SwapLE32(Bmask);
Amask = SDL_SwapLE32(Amask);
}
return SDL_CreateRGBSurface(flags, width, height, depth,
Rmask, Gmask, Bmask, Amask);
}
static void FindAlphaRGB(const SDL_Surface *img, Uint8 &r, Uint8 &g, Uint8 &b, bool reverse)
{
/* If we have no alpha or no color key, there's no alpha color. */
if(img->format->BitsPerPixel == 8 && !(img->flags & SDL_SRCCOLORKEY))
return;
if(img->format->BitsPerPixel > 8 && !img->format->Amask)
return;
/* Eww. Sorry. Iterate front-to-back or in reverse. */
for(int y = reverse? img->h-1:0;
reverse? (y >=0):(y < img->h); reverse? (--y):(++y))
{
Uint8 *row = (Uint8 *)img->pixels + img->pitch*y;
if(reverse)
row += img->format->BytesPerPixel * (img->w-1);
for(int x = 0; x < img->w; ++x)
{
Uint32 val = decodepixel(row, img->format->BytesPerPixel);
if((img->format->BitsPerPixel == 8 && val != img->format->colorkey) ||
(img->format->BitsPerPixel != 8 && val & img->format->Amask))
{
/* This color isn't fully transparent, so grab it. */
SDL_GetRGB(val, img->format, &r, &g, &b);
return;
}
if(reverse)
row -= img->format->BytesPerPixel;
else
row += img->format->BytesPerPixel;
}
}
/* Huh? The image is completely transparent. */
r = g = b = 0;
}
/* Set the underlying RGB values of all pixels in 'img' that are
* completely transparent. */
static void SetAlphaRGB(const SDL_Surface *img, Uint8 r, Uint8 g, Uint8 b)
{
/* If it's a paletted surface, all we have to do is change the
* colorkey, if any. */
if(img->format->BitsPerPixel == 8)
{
if(img->flags & SDL_SRCCOLORKEY)
{
img->format->palette->colors[img->format->colorkey].r = r;
img->format->palette->colors[img->format->colorkey].g = g;
img->format->palette->colors[img->format->colorkey].b = b;
}
return;
}
/* It's RGBA. If there's no alpha channel, we have nothing to do. */
if(!img->format->Amask)
return;
Uint32 trans = SDL_MapRGBA(img->format, r, g, b, 0);
for(int y = 0; y < img->h; ++y)
{
Uint8 *row = (Uint8 *)img->pixels + img->pitch*y;
for(int x = 0; x < img->w; ++x)
{
Uint32 val = decodepixel(row, img->format->BytesPerPixel);
if(val != trans && !(val&img->format->Amask))
{
encodepixel(row, img->format->BytesPerPixel, trans);
}
row += img->format->BytesPerPixel;
}
}
}
/* When we scale up images (which we always do in high res), pixels
* that are completely transparent can be blended with opaque pixels,
* causing their RGB elements to show. This is visible in many textures
* as a pixel-wide border in the wrong color. This is tricky to fix.
* We need to set the RGB components of completely transparent pixels
* to a reasonable color.
*
* Most images have a single border color. For these, the transparent
* color is easy: search through the image top-bottom-left-right,
* find the first non-transparent pixel, and pull out its RGB.
*
* A few images don't. We can only make a guess here. What we'll do
* is, after the above search, do the same in reverse (bottom-top-right-
* left). If the color we find is different, we'll just set the border
* color to black.
*/
void FixHiddenAlpha(SDL_Surface *img)
{
Uint8 r, g, b;
FindAlphaRGB(img, r, g, b, false);
Uint8 cr, cg, cb; /* compare */
FindAlphaRGB(img, cr, cg, cb, true);
if(cr != r || cg != g || cb != b)
r = g = b = 0;
SetAlphaRGB(img, r, g, b);
}