/* pygame - Python Game Library Copyright (C) 2000-2001 Pete Shinners Copyright (C) 2007 Marcus von Appen This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Pete Shinners pete@shinners.org */ #ifndef SURFACE_H #define SURFACE_H #include #include "pygame.h" #define PYGAME_BLEND_ADD 0x1 #define PYGAME_BLEND_SUB 0x2 #define PYGAME_BLEND_MULT 0x3 #define PYGAME_BLEND_MIN 0x4 #define PYGAME_BLEND_MAX 0x5 #define PYGAME_BLEND_RGB_ADD 0x1 #define PYGAME_BLEND_RGB_SUB 0x2 #define PYGAME_BLEND_RGB_MULT 0x3 #define PYGAME_BLEND_RGB_MIN 0x4 #define PYGAME_BLEND_RGB_MAX 0x5 #define PYGAME_BLEND_RGBA_ADD 0x6 #define PYGAME_BLEND_RGBA_SUB 0x7 #define PYGAME_BLEND_RGBA_MULT 0x8 #define PYGAME_BLEND_RGBA_MIN 0x9 #define PYGAME_BLEND_RGBA_MAX 0x10 #define GET_PIXEL(pxl, bpp, source) \ switch (bpp) \ { \ case 2: \ pxl = *((Uint16 *) (source)); \ break; \ case 4: \ pxl = *((Uint32 *) (source)); \ break; \ default: \ { \ Uint8 *b = (Uint8 *) source; \ pxl = (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? \ b[0] + (b[1] << 8) + (b[2] << 16) : \ (b[0] << 16) + (b[1] << 8) + b[2]; \ } \ break; \ } #define GET_PIXELVALS(_sR, _sG, _sB, _sA, px, fmt) \ _sR = ((px & fmt->Rmask) >> fmt->Rshift); \ _sR = (_sR << fmt->Rloss) + (_sR >> (8 - (fmt->Rloss << 1))); \ _sG = ((px & fmt->Gmask) >> fmt->Gshift); \ _sG = (_sG << fmt->Gloss) + (_sG >> (8 - (fmt->Gloss << 1))); \ _sB = ((px & fmt->Bmask) >> fmt->Bshift); \ _sB = (_sB << fmt->Bloss) + (_sB >> (8 - (fmt->Bloss << 1))); \ if (fmt->Amask) \ { \ _sA = ((px & fmt->Amask) >> fmt->Ashift); \ _sA = (_sA << fmt->Aloss) + (_sA >> (8 - (fmt->Aloss << 1))); \ } \ else \ { \ _sA = 255; \ } #define GET_PIXELVALS_1(sr, sg, sb, sa, _src, _fmt) \ sr = _fmt->palette->colors[*((Uint8 *) (_src))].r; \ sg = _fmt->palette->colors[*((Uint8 *) (_src))].g; \ sb = _fmt->palette->colors[*((Uint8 *) (_src))].b; \ sa = 255; #define CREATE_PIXEL(buf, r, g, b, a, bp, ft) \ switch (bp) \ { \ case 2: \ *((Uint16 *) (buf)) = \ ((r >> ft->Rloss) << ft->Rshift) | \ ((g >> ft->Gloss) << ft->Gshift) | \ ((b >> ft->Bloss) << ft->Bshift) | \ ((a >> ft->Aloss) << ft->Ashift); \ break; \ case 4: \ *((Uint32 *) (buf)) = \ ((r >> ft->Rloss) << ft->Rshift) | \ ((g >> ft->Gloss) << ft->Gshift) | \ ((b >> ft->Bloss) << ft->Bshift) | \ ((a >> ft->Aloss) << ft->Ashift); \ break; \ } /* Pretty good idea from Tom Duff :-). */ #define LOOP_UNROLLED4(code, n, width) \ n = (width + 3) / 4; \ switch (width & 3) \ { \ case 0: do { code; \ case 3: code; \ case 2: code; \ case 1: code; \ } while (--n > 0); \ } /* Used in the srcbpp == dstbpp == 1 blend functions */ #define REPEAT_3(code) \ code; \ code; \ code; #define REPEAT_4(code) \ code; \ code; \ code; \ code; #define BLEND_ADD(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \ tmp = dR + sR; dR = (tmp <= 255 ? tmp : 255); \ tmp = dG + sG; dG = (tmp <= 255 ? tmp : 255); \ tmp = dB + sB; dB = (tmp <= 255 ? tmp : 255); #define BLEND_SUB(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \ tmp = dR - sR; dR = (tmp >= 0 ? tmp : 0); \ tmp = dG - sG; dG = (tmp >= 0 ? tmp : 0); \ tmp = dB - sB; dB = (tmp >= 0 ? tmp : 0); #define BLEND_MULT(sR, sG, sB, sA, dR, dG, dB, dA) \ dR = (dR && sR) ? (dR * sR) >> 8 : 0; \ dG = (dG && sG) ? (dG * sG) >> 8 : 0; \ dB = (dB && sB) ? (dB * sB) >> 8 : 0; #define BLEND_MIN(sR, sG, sB, sA, dR, dG, dB, dA) \ if(sR < dR) { dR = sR; } \ if(sG < dG) { dG = sG; } \ if(sB < dB) { dB = sB; } #define BLEND_MAX(sR, sG, sB, sA, dR, dG, dB, dA) \ if(sR > dR) { dR = sR; } \ if(sG > dG) { dG = sG; } \ if(sB > dB) { dB = sB; } #define BLEND_RGBA_ADD(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \ tmp = dR + sR; dR = (tmp <= 255 ? tmp : 255); \ tmp = dG + sG; dG = (tmp <= 255 ? tmp : 255); \ tmp = dB + sB; dB = (tmp <= 255 ? tmp : 255); \ tmp = dA + sA; dA = (tmp <= 255 ? tmp : 255); #define BLEND_RGBA_SUB(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \ tmp = dR - sR; dR = (tmp >= 0 ? tmp : 0); \ tmp = dG - sG; dG = (tmp >= 0 ? tmp : 0); \ tmp = dB - sB; dB = (tmp >= 0 ? tmp : 0); \ tmp = dA - sA; dA = (tmp >= 0 ? tmp : 0); #define BLEND_RGBA_MULT(sR, sG, sB, sA, dR, dG, dB, dA) \ dR = (dR && sR) ? (dR * sR) >> 8 : 0; \ dG = (dG && sG) ? (dG * sG) >> 8 : 0; \ dB = (dB && sB) ? (dB * sB) >> 8 : 0; \ dA = (dA && sA) ? (dA * sA) >> 8 : 0; #define BLEND_RGBA_MIN(sR, sG, sB, sA, dR, dG, dB, dA) \ if(sR < dR) { dR = sR; } \ if(sG < dG) { dG = sG; } \ if(sB < dB) { dB = sB; } \ if(sA < dA) { dA = sA; } #define BLEND_RGBA_MAX(sR, sG, sB, sA, dR, dG, dB, dA) \ if(sR > dR) { dR = sR; } \ if(sG > dG) { dG = sG; } \ if(sB > dB) { dB = sB; } \ if(sA > dA) { dA = sA; } #if 1 /* Choose an alpha blend equation. If the sign is preserved on a right shift * then use a specialized, faster, equation. Otherwise a more general form, * where all additions are done before the shift, is needed. */ #if (-1 >> 1) < 0 #define ALPHA_BLEND_COMP(sC, dC, dA) ((((sC - dC) * sA + sC) >> 8) + dC) #else #define ALPHA_BLEND_COMP(sC, dC, dA) (((dC << 8) + (sC - dC) * sA + sC) >> 8) #endif #define ALPHA_BLEND(sR, sG, sB, sA, dR, dG, dB, dA) \ do { \ if (dA) \ { \ dR = ALPHA_BLEND_COMP(sR, dR, dA); \ dG = ALPHA_BLEND_COMP(sG, dG, dA); \ dB = ALPHA_BLEND_COMP(sB, dB, dA); \ dA = sA + dA - ((sA * dA) / 255); \ } \ else \ { \ dR = sR; \ dG = sG; \ dB = sB; \ dA = sA; \ } \ } while(0) #elif 0 #define ALPHA_BLEND(sR, sG, sB, sA, dR, dG, dB, dA) \ do { \ if(sA){ \ if(dA && sA < 255){ \ int dContrib = dA*(255 - sA)/255; \ dA = sA+dA - ((sA*dA)/255); \ dR = (dR*dContrib + sR*sA)/dA; \ dG = (dG*dContrib + sG*sA)/dA; \ dB = (dB*dContrib + sB*sA)/dA; \ }else{ \ dR = sR; \ dG = sG; \ dB = sB; \ dA = sA; \ } \ } \ } while(0) #endif int surface_fill_blend (SDL_Surface *surface, SDL_Rect *rect, Uint32 color, int blendargs); int pygame_AlphaBlit (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect, int the_args); int pygame_Blit (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect, int the_args); #endif /* SURFACE_H */