/* ** r_swcanvas.cpp ** Draw to a canvas using software rendering ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "swrenderer/viewport/r_viewport.h" #include "swrenderer/scene/r_light.h" #include "swrenderer/r_renderthread.h" #include "v_palette.h" #include "v_video.h" #include "m_png.h" #include "colormatcher.h" #include "r_swcanvas.h" #include "textures/textures.h" #include "r_data/voxels.h" #include "drawers/r_draw_rgba.h" EXTERN_CVAR(Bool, r_blendmethod) using namespace swrenderer; void SWCanvas::DrawTexture(DCanvas *canvas, FTexture *img, DrawParms &parms) { static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH]; auto viewport = RenderViewport::Instance(); viewport->RenderTarget = canvas; viewport->RenderTarget->Lock(true); lighttable_t *translation = nullptr; FDynamicColormap *basecolormap = &identitycolormap; int shade = 0; if (APART(parms.colorOverlay) != 0) { // The software renderer cannot invert the source without inverting the overlay // too. That means if the source is inverted, we need to do the reverse of what // the invert overlay flag says to do. INTBOOL invertoverlay = (parms.style.Flags & STYLEF_InvertOverlay); if (parms.style.Flags & STYLEF_InvertSource) { invertoverlay = !invertoverlay; } if (invertoverlay) { parms.colorOverlay = PalEntry(parms.colorOverlay).InverseColor(); } // Note that this overrides the translation in software, but not in hardware. FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255, 255, 255), parms.colorOverlay & MAKEARGB(0, 255, 255, 255), 0); if (viewport->RenderTarget->IsBgra()) { basecolormap = colormap; shade = (APART(parms.colorOverlay)*NUMCOLORMAPS / 255) << FRACBITS; } else { translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS / 255) * 256]; } } else if (parms.remap != NULL) { if (viewport->RenderTarget->IsBgra()) translation = (lighttable_t *)parms.remap->Palette; else translation = parms.remap->Remap; } SpriteDrawerArgs drawerargs; drawerargs.SetTranslationMap(translation); drawerargs.SetLight(basecolormap, 0.0f, shade); bool visible = drawerargs.SetStyle(parms.style, parms.Alpha, -1, parms.fillcolor, basecolormap); double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth; double y0 = parms.y - parms.top * parms.destheight / parms.texheight; if (visible) { double centeryback = viewport->CenterY; viewport->CenterY = 0; int oldviewwindowx = 0; int oldviewwindowy = 0; oldviewwindowx = viewwindowx; oldviewwindowy = viewwindowy; viewwindowx = 0; viewwindowy = 0; // There is not enough precision in the drawing routines to keep the full // precision for y0. :( double sprtopscreen; modf(y0, &sprtopscreen); double yscale = parms.destheight / img->GetHeight(); double iyscale = 1 / yscale; double spryscale = yscale; assert(spryscale > 0); bool sprflipvert = false; fixed_t iscale = FLOAT2FIXED(1 / spryscale); //dc_texturemid = (CenterY - 1 - sprtopscreen) * iscale / 65536; fixed_t frac = 0; double xiscale = img->GetWidth() / parms.destwidth; double x2 = x0 + parms.destwidth; short *mfloorclip; short *mceilingclip; if (bottomclipper[0] != parms.dclip) { fillshort(bottomclipper, screen->GetWidth(), (short)parms.dclip); } if (parms.uclip != 0) { if (topclipper[0] != parms.uclip) { fillshort(topclipper, screen->GetWidth(), (short)parms.uclip); } mceilingclip = topclipper; } else { mceilingclip = zeroarray; } mfloorclip = bottomclipper; if (parms.flipX) { frac = (img->GetWidth() << FRACBITS) - 1; xiscale = -xiscale; } if (parms.windowleft > 0 || parms.windowright < parms.texwidth) { double wi = MIN(parms.windowright, parms.texwidth); double xscale = parms.destwidth / parms.texwidth; x0 += parms.windowleft * xscale; frac += FLOAT2FIXED(parms.windowleft); x2 -= (parms.texwidth - wi) * xscale; } if (x0 < parms.lclip) { frac += FLOAT2FIXED((parms.lclip - x0) * xiscale); x0 = parms.lclip; } if (x2 > parms.rclip) { x2 = parms.rclip; } int x = int(x0); int x2_i = int(x2); fixed_t xiscale_i = FLOAT2FIXED(xiscale); static RenderThread thread(nullptr); thread.DrawQueue->ThreadedRender = false; while (x < x2_i) { drawerargs.DrawMaskedColumn(&thread, x, iscale, img, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, !parms.masked); x++; frac += xiscale_i; } viewport->CenterY = centeryback; viewwindowx = oldviewwindowx; viewwindowy = oldviewwindowy; } viewport->RenderTarget->Unlock(); viewport->RenderTarget = canvas; } void SWCanvas::FillSimplePoly(DCanvas *canvas, FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip) { // Use an equation similar to player sprites to determine shade fixed_t shade = LightVisibility::LightLevelToShade(lightlevel, true) - 12 * FRACUNIT; float topy, boty, leftx, rightx; int toppt, botpt, pt1, pt2; int i; int y1, y2, y; fixed_t x; bool dorotate = rotation != 0.; double cosrot, sinrot; if (--npoints < 2) { // not a polygon or we're not locked return; } if (bottomclip <= 0) { bottomclip = canvas->GetHeight(); } // Find the extents of the polygon, in particular the highest and lowest points. for (botpt = toppt = 0, boty = topy = points[0].Y, leftx = rightx = points[0].X, i = 1; i <= npoints; ++i) { if (points[i].Y < topy) { topy = points[i].Y; toppt = i; } if (points[i].Y > boty) { boty = points[i].Y; botpt = i; } if (points[i].X < leftx) { leftx = points[i].X; } if (points[i].X > rightx) { rightx = points[i].X; } } if (topy >= bottomclip || // off the bottom of the screen boty <= 0 || // off the top of the screen leftx >= canvas->GetWidth() || // off the right of the screen rightx <= 0) // off the left of the screen { return; } auto viewport = RenderViewport::Instance(); viewport->RenderTarget = canvas; viewport->RenderTarget->Lock(true); scalex /= tex->Scale.X; scaley /= tex->Scale.Y; // Use the CRT's functions here. cosrot = cos(rotation.Radians()); sinrot = sin(rotation.Radians()); // Setup constant texture mapping parameters. SpanDrawerArgs drawerargs; drawerargs.SetTexture(tex); if (colormap) drawerargs.SetLight(colormap, 0, clamp(shade >> FRACBITS, 0, NUMCOLORMAPS - 1)); else drawerargs.SetLight(&identitycolormap, 0, 0); if (drawerargs.TextureWidthBits() != 0) { scalex = double(1u << (32 - drawerargs.TextureWidthBits())) / scalex; drawerargs.SetTextureUStep(xs_RoundToInt(cosrot * scalex)); } else { // Texture is one pixel wide. scalex = 0; drawerargs.SetTextureUStep(0); } if (drawerargs.TextureHeightBits() != 0) { scaley = double(1u << (32 - drawerargs.TextureHeightBits())) / scaley; drawerargs.SetTextureVStep(xs_RoundToInt(sinrot * scaley)); } else { // Texture is one pixel tall. scaley = 0; drawerargs.SetTextureVStep(0); } int width = canvas->GetWidth(); // Travel down the right edge and create an outline of that edge. static short spanend[MAXHEIGHT]; pt1 = toppt; pt2 = toppt + 1; if (pt2 > npoints) pt2 = 0; y1 = xs_RoundToInt(points[pt1].Y + 0.5f); do { x = FLOAT2FIXED(points[pt1].X + 0.5f); y2 = xs_RoundToInt(points[pt2].Y + 0.5f); if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip)) { } else { fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y)); int y3 = MIN(y2, bottomclip); if (y1 < 0) { x += xinc * -y1; y1 = 0; } for (y = y1; y < y3; ++y) { spanend[y] = clamp(x >> FRACBITS, -1, width); x += xinc; } } y1 = y2; pt1 = pt2; pt2++; if (pt2 > npoints) pt2 = 0; } while (pt1 != botpt); static RenderThread thread(nullptr); thread.DrawQueue->ThreadedRender = false; // Travel down the left edge and fill it in. pt1 = toppt; pt2 = toppt - 1; if (pt2 < 0) pt2 = npoints; y1 = xs_RoundToInt(points[pt1].Y + 0.5f); do { x = FLOAT2FIXED(points[pt1].X + 0.5f); y2 = xs_RoundToInt(points[pt2].Y + 0.5f); if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip)) { } else { fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y)); int y3 = MIN(y2, bottomclip); if (y1 < 0) { x += xinc * -y1; y1 = 0; } for (y = y1; y < y3; ++y) { int x1 = x >> FRACBITS; int x2 = spanend[y]; if (x2 > x1 && x2 > 0 && x1 < width) { x1 = MAX(x1, 0); x2 = MIN(x2, width); #if 0 memset(this->Buffer + y * this->Pitch + x1, (int)tex, x2 - x1); #else drawerargs.SetDestY(y); drawerargs.SetDestX1(x1); drawerargs.SetDestX2(x2 - 1); DVector2 tex(x1 - originx, y - originy); if (dorotate) { double t = tex.X; tex.X = t * cosrot - tex.Y * sinrot; tex.Y = tex.Y * cosrot + t * sinrot; } drawerargs.SetTextureUPos(xs_RoundToInt(tex.X * scalex)); drawerargs.SetTextureVPos(xs_RoundToInt(tex.Y * scaley)); drawerargs.DrawSpan(&thread); #endif } x += xinc; } } y1 = y2; pt1 = pt2; pt2--; if (pt2 < 0) pt2 = npoints; } while (pt1 != botpt); viewport->RenderTarget->Unlock(); viewport->RenderTarget = screen; } void SWCanvas::DrawLine(DCanvas *canvas, int x0, int y0, int x1, int y1, int palColor, uint32_t realcolor) { const int WeightingScale = 0; const int WEIGHTBITS = 6; const int WEIGHTSHIFT = 16 - WEIGHTBITS; const int NUMWEIGHTS = (1 << WEIGHTBITS); const int WEIGHTMASK = (NUMWEIGHTS - 1); if (palColor < 0) { palColor = PalFromRGB(realcolor); } canvas->Lock(); int deltaX, deltaY, xDir; if (y0 > y1) { int temp = y0; y0 = y1; y1 = temp; temp = x0; x0 = x1; x1 = temp; } PUTTRANSDOT(canvas, x0, y0, palColor, 0); if ((deltaX = x1 - x0) >= 0) { xDir = 1; } else { xDir = -1; deltaX = -deltaX; } if ((deltaY = y1 - y0) == 0) { // horizontal line if (x0 > x1) { swapvalues(x0, x1); } if (canvas->IsBgra()) { uint32_t fillColor = GPalette.BaseColors[palColor].d; uint32_t *spot = (uint32_t*)canvas->GetBuffer() + y0*canvas->GetPitch() + x0; for (int i = 0; i <= deltaX; i++) spot[i] = fillColor; } else { memset(canvas->GetBuffer() + y0*canvas->GetPitch() + x0, palColor, deltaX + 1); } } else if (deltaX == 0) { // vertical line if (canvas->IsBgra()) { uint32_t fillColor = GPalette.BaseColors[palColor].d; uint32_t *spot = (uint32_t*)canvas->GetBuffer() + y0*canvas->GetPitch() + x0; int pitch = canvas->GetPitch(); do { *spot = fillColor; spot += pitch; } while (--deltaY != 0); } else { uint8_t *spot = canvas->GetBuffer() + y0*canvas->GetPitch() + x0; int pitch = canvas->GetPitch(); do { *spot = palColor; spot += pitch; } while (--deltaY != 0); } } else if (deltaX == deltaY) { // diagonal line. if (canvas->IsBgra()) { uint32_t fillColor = GPalette.BaseColors[palColor].d; uint32_t *spot = (uint32_t*)canvas->GetBuffer() + y0*canvas->GetPitch() + x0; int advance = canvas->GetPitch() + xDir; do { *spot = fillColor; spot += advance; } while (--deltaY != 0); } else { uint8_t *spot = canvas->GetBuffer() + y0*canvas->GetPitch() + x0; int advance = canvas->GetPitch() + xDir; do { *spot = palColor; spot += advance; } while (--deltaY != 0); } } else { // line is not horizontal, diagonal, or vertical fixed_t errorAcc = 0; if (deltaY > deltaX) { // y-major line fixed_t errorAdj = (((unsigned)deltaX << 16) / (unsigned)deltaY) & 0xffff; if (xDir < 0) { if (WeightingScale == 0) { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT(canvas, x0 - (errorAcc >> 16), y0, palColor, weighting); PUTTRANSDOT(canvas, x0 - (errorAcc >> 16) - 1, y0, palColor, WEIGHTMASK - weighting); } } else { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT + 8)) & WEIGHTMASK; PUTTRANSDOT(canvas, x0 - (errorAcc >> 16), y0, palColor, weighting); PUTTRANSDOT(canvas, x0 - (errorAcc >> 16) - 1, y0, palColor, WEIGHTMASK - weighting); } } } else { if (WeightingScale == 0) { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT(canvas, x0 + (errorAcc >> 16), y0, palColor, weighting); PUTTRANSDOT(canvas, x0 + (errorAcc >> 16) + xDir, y0, palColor, WEIGHTMASK - weighting); } } else { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT + 8)) & WEIGHTMASK; PUTTRANSDOT(canvas, x0 + (errorAcc >> 16), y0, palColor, weighting); PUTTRANSDOT(canvas, x0 + (errorAcc >> 16) + xDir, y0, palColor, WEIGHTMASK - weighting); } } } } else { // x-major line fixed_t errorAdj = (((uint32_t)deltaY << 16) / (uint32_t)deltaX) & 0xffff; if (WeightingScale == 0) { while (--deltaX) { errorAcc += errorAdj; x0 += xDir; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT(canvas, x0, y0 + (errorAcc >> 16), palColor, weighting); PUTTRANSDOT(canvas, x0, y0 + (errorAcc >> 16) + 1, palColor, WEIGHTMASK - weighting); } } else { while (--deltaX) { errorAcc += errorAdj; x0 += xDir; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT + 8)) & WEIGHTMASK; PUTTRANSDOT(canvas, x0, y0 + (errorAcc >> 16), palColor, weighting); PUTTRANSDOT(canvas, x0, y0 + (errorAcc >> 16) + 1, palColor, WEIGHTMASK - weighting); } } } PUTTRANSDOT(canvas, x1, y1, palColor, 0); } canvas->Unlock(); } void SWCanvas::DrawPixel(DCanvas *canvas, int x, int y, int palColor, uint32_t realcolor) { if (palColor < 0) { palColor = PalFromRGB(realcolor); } canvas->GetBuffer()[canvas->GetPitch() * y + x] = (uint8_t)palColor; } void SWCanvas::PUTTRANSDOT(DCanvas *canvas, int xx, int yy, int basecolor, int level) { static int oldyy; static int oldyyshifted; if (yy == oldyy + 1) { oldyy++; oldyyshifted += canvas->GetPitch(); } else if (yy == oldyy - 1) { oldyy--; oldyyshifted -= canvas->GetPitch(); } else if (yy != oldyy) { oldyy = yy; oldyyshifted = yy * canvas->GetPitch(); } if (canvas->IsBgra()) { uint32_t *spot = (uint32_t*)canvas->GetBuffer() + oldyyshifted + xx; uint32_t fg = swrenderer::LightBgra::shade_pal_index_simple(basecolor, swrenderer::LightBgra::calc_light_multiplier(0)); uint32_t fg_red = (((fg >> 16) & 0xff) * (63 - level)) >> 6; uint32_t fg_green = (((fg >> 8) & 0xff) * (63 - level)) >> 6; uint32_t fg_blue = ((fg & 0xff) * (63 - level)) >> 6; uint32_t bg_red = (((*spot >> 16) & 0xff) * level) >> 6; uint32_t bg_green = (((*spot >> 8) & 0xff) * level) >> 6; uint32_t bg_blue = (((*spot) & 0xff) * level) >> 6; uint32_t red = fg_red + bg_red; uint32_t green = fg_green + bg_green; uint32_t blue = fg_blue + bg_blue; *spot = 0xff000000 | (red << 16) | (green << 8) | blue; } else if (!r_blendmethod) { uint8_t *spot = canvas->GetBuffer() + oldyyshifted + xx; uint32_t *bg2rgb = Col2RGB8[1 + level]; uint32_t *fg2rgb = Col2RGB8[63 - level]; uint32_t fg = fg2rgb[basecolor]; uint32_t bg = bg2rgb[*spot]; bg = (fg + bg) | 0x1f07c1f; *spot = RGB32k.All[bg&(bg >> 15)]; } else { uint8_t *spot = canvas->GetBuffer() + oldyyshifted + xx; uint32_t r = (GPalette.BaseColors[*spot].r * (64 - level) + GPalette.BaseColors[basecolor].r * level) / 256; uint32_t g = (GPalette.BaseColors[*spot].g * (64 - level) + GPalette.BaseColors[basecolor].g * level) / 256; uint32_t b = (GPalette.BaseColors[*spot].b * (64 - level) + GPalette.BaseColors[basecolor].b * level) / 256; *spot = (uint8_t)RGB256k.RGB[r][g][b]; } } void SWCanvas::Clear(DCanvas *canvas, int left, int top, int right, int bottom, int palcolor, uint32_t color) { int x, y; if (left == right || top == bottom) { return; } assert(left < right); assert(top < bottom); int Width = canvas->GetWidth(); int Height = canvas->GetHeight(); int Pitch = canvas->GetPitch(); if (left >= Width || right <= 0 || top >= Height || bottom <= 0) { return; } left = MAX(0, left); right = MIN(Width, right); top = MAX(0, top); bottom = MIN(Height, bottom); if (palcolor < 0) { palcolor = PalFromRGB(color); } if (canvas->IsBgra()) { uint32_t fill_color = GPalette.BaseColors[palcolor]; uint32_t *dest = (uint32_t*)canvas->GetBuffer() + top * Pitch + left; x = right - left; for (y = top; y < bottom; y++) { for (int i = 0; i < x; i++) dest[i] = fill_color; dest += Pitch; } } else { uint8_t *dest = canvas->GetBuffer() + top * Pitch + left; x = right - left; for (y = top; y < bottom; y++) { memset(dest, palcolor, x); dest += Pitch; } } } void SWCanvas::Dim(DCanvas *canvas, PalEntry color, float damount, int x1, int y1, int w, int h) { if (damount == 0.f) return; int Width = canvas->GetWidth(); int Height = canvas->GetHeight(); int Pitch = canvas->GetPitch(); if (x1 >= Width || y1 >= Height) { return; } if (x1 + w > Width) { w = Width - x1; } if (y1 + h > Height) { h = Height - y1; } if (w <= 0 || h <= 0) { return; } if (canvas->IsBgra()) { uint32_t *spot = (uint32_t*)canvas->GetBuffer() + x1 + y1*Pitch; int gap = Pitch - w; uint32_t fg = color.d; uint32_t fg_red = (fg >> 16) & 0xff; uint32_t fg_green = (fg >> 8) & 0xff; uint32_t fg_blue = fg & 0xff; uint32_t alpha = (uint32_t)clamp(damount * 256 + 0.5f, 0.0f, 256.0f); uint32_t inv_alpha = 256 - alpha; fg_red *= alpha; fg_green *= alpha; fg_blue *= alpha; for (int y = h; y != 0; y--) { for (int x = w; x != 0; x--) { uint32_t bg_red = (*spot >> 16) & 0xff; uint32_t bg_green = (*spot >> 8) & 0xff; uint32_t bg_blue = (*spot) & 0xff; uint32_t red = (fg_red + bg_red * inv_alpha) / 256; uint32_t green = (fg_green + bg_green * inv_alpha) / 256; uint32_t blue = (fg_blue + bg_blue * inv_alpha) / 256; *spot = 0xff000000 | (red << 16) | (green << 8) | blue; spot++; } spot += gap; } } else { uint32_t *bg2rgb; uint32_t fg; uint8_t *spot = canvas->GetBuffer() + x1 + y1*Pitch; int gap = Pitch - w; int alpha = (int)((float)64 * damount); int ialpha = 64 - alpha; int dimmedcolor_r = color.r * alpha; int dimmedcolor_g = color.g * alpha; int dimmedcolor_b = color.b * alpha; if (!r_blendmethod) { { int amount; amount = (int)(damount * 64); bg2rgb = Col2RGB8[64 - amount]; fg = (((color.r * amount) >> 4) << 20) | ((color.g * amount) >> 4) | (((color.b * amount) >> 4) << 10); } for (int y = h; y != 0; y--) { for (int x = w; x != 0; x--) { uint32_t bg; bg = bg2rgb[(*spot) & 0xff]; bg = (fg + bg) | 0x1f07c1f; *spot = RGB32k.All[bg&(bg >> 15)]; spot++; } spot += gap; } } else { for (int y = h; y != 0; y--) { for (int x = w; x != 0; x--) { uint32_t r = (dimmedcolor_r + GPalette.BaseColors[*spot].r * ialpha) >> 8; uint32_t g = (dimmedcolor_g + GPalette.BaseColors[*spot].g * ialpha) >> 8; uint32_t b = (dimmedcolor_b + GPalette.BaseColors[*spot].b * ialpha) >> 8; *spot = (uint8_t)RGB256k.RGB[r][g][b]; spot++; } spot += gap; } } } } int SWCanvas::PalFromRGB(uint32_t rgb) { // For routines that take RGB colors, cache the previous lookup in case there // are several repetitions with the same color. static int LastPal = -1; static uint32_t LastRGB; if (LastPal >= 0 && LastRGB == rgb) { return LastPal; } // Quick check for black and white. if (rgb == MAKEARGB(255, 0, 0, 0)) { LastPal = GPalette.BlackIndex; } else if (rgb == MAKEARGB(255, 255, 255, 255)) { LastPal = GPalette.WhiteIndex; } else { LastPal = ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb)); } LastRGB = rgb; return LastPal; }