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https://github.com/nunuhara/xsystem4.git
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Sprites are now rendered directly, rather than being blitted to a master surface which is then copied to a texture. Every sprite now carries an SDL_Texture in addition to an SDL_Surface (we need both, since SDL_Texture doesn't give read-access to the pixel data). All of the image-manipulation code is now in sdl_draw.c, and the DrawGraph_* functions are now wrappers. Some games (Daibanchou at least) use an API other than SACT2/DrawGraph, so these operations should be generic to avoid duplication.
298 lines
8.3 KiB
C
298 lines
8.3 KiB
C
/* 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#include <stdbool.h>
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#include <SDL.h>
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#include "system4.h"
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#include "graphics.h"
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#include "sdl_core.h"
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#include "sdl_private.h"
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#include "cg.h"
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// FIXME: these can be constants (but depend on endianness)
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#define R_MASK (sdl.format->Rmask)
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#define G_MASK (sdl.format->Gmask)
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#define B_MASK (sdl.format->Bmask)
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#define A_MASK (sdl.format->Amask)
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#define R_SHIFT (sdl.format->Rshift)
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#define G_SHIFT (sdl.format->Gshift)
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#define B_SHIFT (sdl.format->Bshift)
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#define A_SHIFT (sdl.format->Ashift)
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#define PIXEL_R(p) ((p & R_MASK) >> R_SHIFT)
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#define PIXEL_G(p) ((p & G_MASK) >> G_SHIFT)
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#define PIXEL_B(p) ((p & B_MASK) >> B_SHIFT)
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#define PIXEL_A(p) ((p & A_MASK) >> A_SHIFT)
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static inline void PIXEL_SET_R(uint32_t *p, uint8_t r)
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{
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*p = (*p & ~R_MASK) | (r << R_SHIFT);
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}
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static inline void PIXEL_SET_G(uint32_t *p, uint8_t g)
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{
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*p = (*p & ~G_MASK) | (g << G_SHIFT);
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}
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static inline void PIXEL_SET_B(uint32_t *p, uint8_t b)
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{
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*p = (*p & ~B_MASK) | (b << B_SHIFT);
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}
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static inline void PIXEL_SET_A(uint32_t *p, uint8_t a)
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{
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*p = (*p & ~A_MASK) | (a << A_SHIFT);
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}
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static inline void PIXEL_SET_RGB(uint32_t *p, uint8_t r, uint8_t g, uint8_t b)
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{
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*p = (*p & A_MASK) | (r << R_SHIFT) | (g << G_SHIFT) | (b << B_SHIFT);
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}
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static inline void PIXEL_SET_RGBA(uint32_t *p, uint8_t r, uint8_t g, uint8_t b, uint8_t a)
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{
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*p = (r << R_SHIFT) | (g << G_SHIFT) | (b << B_SHIFT) | (a << A_SHIFT);
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}
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// Clip src/dst rectangles in preparation for a copy.
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static void copy_clip_rects(int dw, int dh, int *dx, int *dy, int sw, int sh, int *sx, int *sy, int *w, int *h)
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{
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if (*sx < 0) {
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*dx -= *sx;
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*w += *sx;
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*sx = 0;
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}
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if (*sy < 0) {
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*dy -= *sy;
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*h += *sy;
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*sy = 0;
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}
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if (*dx < 0) {
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*sx -= *dx;
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*w += *dx;
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*dx = 0;
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}
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if (*dy < 0) {
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*sy -= *dy;
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*w += *dy;
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*dy = 0;
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}
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*w = min(*w, min(dw - *dx, sw - *sx));
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*h = min(*h, min(dh - *dy, sh - *sy));
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}
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static void fill_clip_rect(int *dx, int *dy, int dw, int dh, int *w, int *h)
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{
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if (*dx > dw || *dy > dh) {
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*dx = *dy = *w = *h = 0;
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return;
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}
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if (*dx < 0) {
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*w += *dx;
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*dx = 0;
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}
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if (*dy < 0) {
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*h += *dy;
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*dy = 0;
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}
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*w = min(*w, dw - *dx);
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*h = min(*h, dh - *dy);
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}
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static inline uint32_t *get_pixel(SDL_Surface *s, int x, int y)
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{
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return (uint32_t*)(((uint8_t*)s->pixels) + s->pitch*y + s->format->BytesPerPixel*x);
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}
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// iterator for copy operations
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// FIXME: texture should be marked as dirty and updated later to avoid unnecessary copying
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#define copy_for_each_pixel(dcg, dx, dy, scg, sx, sy, w, h, dp, sp, expr) \
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do { \
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copy_clip_rects(dcg->s->w, dcg->s->h, &dx, &dy, scg->s->w, scg->s->h, &sx, &sy, &w, &h); \
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SDL_LockSurface(dcg->s); \
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SDL_LockSurface(scg->s); \
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for (int _row = 0; _row < h; _row++) { \
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uint32_t *dp = get_pixel(dcg->s, dx, _row+dy); \
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uint32_t *sp = get_pixel(scg->s, sx, _row+sy); \
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for (int _col = 0; _col < w; _col++, dp++, sp++) \
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expr; \
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} \
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SDL_UpdateTexture(dcg->t, NULL, dcg->s->pixels, dcg->s->pitch); \
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SDL_UnlockSurface(scg->s); \
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SDL_UnlockSurface(dcg->s); \
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} while (0)
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// iterator for fill operations
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#define fill_for_each_pixel(cg, x, y, w, h, p, expr) \
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do { \
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fill_clip_rect(&x, &y, cg->s->w, cg->s->h, &w, &h); \
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SDL_LockSurface(cg->s); \
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for (int _row = 0; _row < h; _row++) { \
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uint32_t *p = get_pixel(cg->s, x, _row+y); \
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for (int _col = 0; _col < w; _col++, p++) \
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expr; \
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} \
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SDL_UpdateTexture(cg->t, NULL, cg->s->pixels, cg->s->pitch); \
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SDL_UnlockSurface(cg->s); \
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} while(0);
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static void sdl_blit(SDL_Surface *ds, int dx, int dy, SDL_Surface *ss, int sx, int sy, int w, int h)
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{
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Rectangle src_rect = RECT(sx, sy, w, h);
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Rectangle dst_rect = RECT(dx, dy, w, h);
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SDL_BlitSurface(ss, &src_rect, ds, &dst_rect);
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}
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void sdl_copy(struct cg *dst, int dx, int dy, struct cg *src, int sx, int sy, int w, int h)
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{
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SDL_BlendMode mode;
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SDL_GetSurfaceBlendMode(src->s, &mode);
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SDL_SetSurfaceBlendMode(src->s, SDL_BLENDMODE_NONE);
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sdl_blit(dst->s, dx, dy, src->s, sx, sy, w, h);
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SDL_SetSurfaceBlendMode(src->s, mode);
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}
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void sdl_copy_bright(struct cg *dst, int dx, int dy, struct cg *src, int sx, int sy, int w, int h, int rate)
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{
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SDL_BlendMode mode;
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SDL_GetSurfaceBlendMode(src->s, &mode);
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SDL_SetSurfaceBlendMode(src->s, SDL_BLENDMODE_NONE);
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SDL_SetSurfaceColorMod(src->s, rate, rate, rate);
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sdl_blit(dst->s, dx, dy, src->s, sx, sy, w, h);
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SDL_SetSurfaceColorMod(src->s, 255, 255, 255);
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SDL_SetSurfaceBlendMode(src->s, mode);
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}
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void sdl_copy_amap(struct cg *dst, int dx, int dy, struct cg *src, int sx, int sy, int w, int h)
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{
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if (!dst->has_alpha || !src->has_alpha)
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return;
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copy_for_each_pixel(dst, dx, dy, src, sx, sy, w, h, dp, sp, {
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PIXEL_SET_A(dp, PIXEL_A(*sp));
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});
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}
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void sdl_copy_sprite(struct cg *dst, int dx, int dy, struct cg *src, int sx, int sy, int w, int h, int r, int g, int b)
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{
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SDL_BlendMode mode;
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SDL_GetSurfaceBlendMode(src->s, &mode);
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SDL_SetSurfaceBlendMode(src->s, SDL_BLENDMODE_NONE);
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SDL_SetColorKey(src->s, SDL_TRUE, SDL_MapRGB(sdl.format, r, g, b));
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sdl_blit(dst->s, dx, dy, src->s, sx, sy, w, h);
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SDL_SetColorKey(src->s, SDL_FALSE, 0);
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SDL_SetSurfaceBlendMode(src->s, mode);
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}
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void sdl_copy_use_amap_under(struct cg *dst, int dx, int dy, struct cg *src, int sx, int sy, int w, int h, int a_threshold)
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{
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if (!src->has_alpha)
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return;
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uint8_t r, g, b, a;
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copy_for_each_pixel(dst, dx, dy, src, sx, sy, w, h, dp, sp, {
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SDL_GetRGBA(*sp, sdl.format, &r, &g, &b, &a);
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if (a <= a_threshold) {
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PIXEL_SET_RGB(dp, r, g, b);
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}
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});
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}
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void sdl_copy_use_amap_border(struct cg *dst, int dx, int dy, struct cg *src, int sx, int sy, int w, int h, int a_threshold)
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{
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if (!src->has_alpha)
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return;
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uint8_t r, g, b, a;
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copy_for_each_pixel(dst, dx, dy, src, sx, sy, w, h, dp, sp, {
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SDL_GetRGBA(*sp, sdl.format, &r, &g, &b, &a);
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if (a >= a_threshold) {
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PIXEL_SET_RGB(dp, r, g, b);
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}
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});
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}
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void sdl_copy_amap_max(struct cg *dst, int dx, int dy, struct cg *src, int sx, int sy, int w, int h)
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{
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if (!src->has_alpha || !dst->has_alpha)
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return;
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copy_for_each_pixel(dst, dx, dy, src, sx, sy, w, h, dp, sp, {
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uint32_t d_a = (*dp & sdl.format->Amask) >> sdl.format->Ashift;
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uint32_t s_a = (*sp & sdl.format->Amask) >> sdl.format->Ashift;
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if (s_a > d_a) {
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PIXEL_SET_A(dp, s_a);
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}
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});
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}
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void sdl_copy_amap_min(struct cg *dst, int dx, int dy, struct cg *src, int sx, int sy, int w, int h)
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{
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if (!src->has_alpha || !dst->has_alpha)
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return;
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copy_for_each_pixel(dst, dx, dy, src, sx, sy, w, h, dp, sp, {
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uint32_t d_a = (*dp & A_MASK) >> A_SHIFT;
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uint32_t s_a = (*sp & A_MASK) >> A_SHIFT;
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if (s_a < d_a) {
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PIXEL_SET_A(dp, s_a);
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}
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});
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}
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static void blend_pixels(SDL_Color *dst, SDL_Color src)
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{
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uint32_t alpha = src.a + 1;
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uint32_t inv_alpha = 256 - src.a;
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dst->r = (uint8_t)((alpha * src.r + inv_alpha * dst->r) >> 8);
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dst->g = (uint8_t)((alpha * src.g + inv_alpha * dst->g) >> 8);
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dst->b = (uint8_t)((alpha * src.b + inv_alpha * dst->b) >> 8);
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}
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void sdl_fill(struct cg *dst, int x, int y, int w, int h, int r, int g, int b)
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{
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fill_for_each_pixel(dst, x, y, w, h, p, {
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PIXEL_SET_RGBA(p, r, g, b, PIXEL_A(*p));
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});
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}
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// XXX: Despite being called a fill operation, this function actually performs blending.
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void sdl_fill_alpha_color(struct cg *cg, int x, int y, int w, int h, int r, int g, int b, int a)
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{
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SDL_Color dst;
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SDL_Color src = { .r = r, .g = g, .b = b, .a = a };
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fill_for_each_pixel(cg, x, y, w, h, p, {
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SDL_GetRGBA(*p, sdl.format, &dst.r, &dst.g, &dst.b, &dst.a);
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blend_pixels(&dst, src);
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PIXEL_SET_RGBA(p, dst.r, dst.g, dst.b, dst.a);
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});
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}
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void sdl_fill_amap(struct cg *dst, int x, int y, int w, int h, int a)
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{
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fill_for_each_pixel(dst, x, y, w, h, p, {
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PIXEL_SET_A(p, a);
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});
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}
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