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📄 rleaccel.c

📁 libminigui-1.3.0.tar.gz。 miniGUI的库函数源代码!
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/***  $Id: RLEaccel.c,v 1.4 2003/11/22 04:44:14 weiym Exp $**  **  Port to MiniGUI by Wei Yongming (2001/10/03).**  Copyright (C) 2001 ~ 2002 Wei Yongming.**  Copyright (C) 2003 Feynman Software.****  SDL - Simple DirectMedia Layer**  Copyright (C) 1997, 1998, 1999, 2000, 2001  Sam Lantinga*//*** This program is free software; you can redistribute it and/or modify** it under the terms of the GNU General Public License as published by** the Free Software Foundation; either version 2 of the License, or** (at your option) any later version.**** This program 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 General Public License for more details.**** You should have received a copy of the GNU General Public License** along with this program; if not, write to the Free Software** Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA*//* * RLE encoding for software colorkey and alpha-channel acceleration * * Original version by Sam Lantinga * * Mattias Engdeg錼d (Yorick): Rewrite. New encoding format, encoder and * decoder. Added per-surface alpha blitter. Added per-pixel alpha * format, encoder and blitter. * * Many thanks to Xark and johns for hints, benchmarks and useful comments * leading to this code. * * Welcome to Macro Mayhem. *//* * The encoding translates the image data to a stream of segments of the form * * <skip> <run> <data> * * where <skip> is the number of transparent pixels to skip, *       <run>  is the number of opaque pixels to blit, * and   <data> are the pixels themselves. * * This basic structure is used both for colorkeyed surfaces, used for simple * binary transparency and for per-surface alpha blending, and for surfaces * with per-pixel alpha. The details differ, however: * * Encoding of colorkeyed surfaces: * *   Encoded pixels always have the same format as the target surface. *   <skip> and <run> are unsigned 8 bit integers, except for 32 bit depth *   where they are 16 bit. This makes the pixel data aligned at all times. *   Segments never wrap around from one scan line to the next. * *   The end of the sequence is marked by a zero <skip>,<run> pair at the * *   beginning of a line. * * Encoding of surfaces with per-pixel alpha: * *   The sequence begins with a struct RLEDestFormat describing the target *   pixel format, to provide reliable un-encoding. * *   Each scan line is encoded twice: First all completely opaque pixels, *   encoded in the target format as described above, and then all *   partially transparent (translucent) pixels (where 1 <= alpha <= 254), *   in the following 32-bit format: * *   For 32-bit targets, each pixel has the target RGB format but with *   the alpha value occupying the highest 8 bits. The <skip> and <run> *   counts are 16 bit. *  *   For 16-bit targets, each pixel has the target RGB format, but with *   the middle component (usually green) shifted 16 steps to the left, *   and the hole filled with the 5 most significant bits of the alpha value. *   i.e. if the target has the format         rrrrrggggggbbbbb, *   the encoded pixel will be 00000gggggg00000rrrrr0aaaaabbbbb. *   The <skip> and <run> counts are 8 bit for the opaque lines, 16 bit *   for the translucent lines. Two padding bytes may be inserted *   before each translucent line to keep them 32-bit aligned. * *   The end of the sequence is marked by a zero <skip>,<run> pair at the *   beginning of an opaque line. */#include <stdio.h>#include <stdlib.h>#include <string.h>#include "common.h"#include "newgal.h"#include "sysvideo.h"#include "blit.h"#include "memops.h"#include "RLEaccel_c.h"#define PIXEL_COPY(to, from, len, bpp)                        \do {                                                        \    if(bpp == 4) {                                        \        GAL_memcpy4(to, from, (unsigned)(len));                \    } else {                                                \        GAL_memcpy(to, from, (unsigned)(len) * (bpp));        \    }                                                        \} while(0)/* * Various colorkey blit methods, for opaque and per-surface alpha */#define OPAQUE_BLIT(to, from, length, bpp, alpha)        \    PIXEL_COPY(to, from, length, bpp)/* * For 32bpp pixels on the form 0x00rrggbb: * If we treat the middle component separately, we can process the two * remaining in parallel. This is safe to do because of the gap to the left * of each component, so the bits from the multiplication don't collide. * This can be used for any RGB permutation of course. */#define ALPHA_BLIT32_888(to, from, length, bpp, alpha)                \    do {                                                        \        int i;                                                        \        Uint32 *src = (Uint32 *)(from);                                \        Uint32 *dst = (Uint32 *)(to);                                \        for(i = 0; i < (int)(length); i++) {                        \            Uint32 s = *src++;                                        \            Uint32 d = *dst;                                        \            Uint32 s1 = s & 0xff00ff;                                \            Uint32 d1 = d & 0xff00ff;                                \            d1 = (d1 + ((s1 - d1) * alpha >> 8)) & 0xff00ff;        \            s &= 0xff00;                                        \            d &= 0xff00;                                        \            d = (d + ((s - d) * alpha >> 8)) & 0xff00;                \            *dst++ = d1 | d;                                        \        }                                                        \    } while(0)/* * For 16bpp pixels we can go a step further: put the middle component * in the high 16 bits of a 32 bit word, and process all three RGB * components at the same time. Since the smallest gap is here just * 5 bits, we have to scale alpha down to 5 bits as well. */#define ALPHA_BLIT16_565(to, from, length, bpp, alpha)        \    do {                                                \        int i;                                                \        Uint16 *src = (Uint16 *)(from);                        \        Uint16 *dst = (Uint16 *)(to);                        \        for(i = 0; i < (int)(length); i++) {                \            Uint32 s = *src++;                                \            Uint32 d = *dst;                                \            s = (s | s << 16) & 0x07e0f81f;                \            d = (d | d << 16) & 0x07e0f81f;                \            d += (s - d) * alpha >> 5;                        \            d &= 0x07e0f81f;                                \            *dst++ = d | d >> 16;                        \        }                                                \    } while(0)#define ALPHA_BLIT16_555(to, from, length, bpp, alpha)        \    do {                                                \        int i;                                                \        Uint16 *src = (Uint16 *)(from);                        \        Uint16 *dst = (Uint16 *)(to);                        \        for(i = 0; i < (int)(length); i++) {                \            Uint32 s = *src++;                                \            Uint32 d = *dst;                                \            s = (s | s << 16) & 0x03e07c1f;                \            d = (d | d << 16) & 0x03e07c1f;                \            d += (s - d) * alpha >> 5;                        \            d &= 0x03e07c1f;                                \            *dst++ = d | d >> 16;                        \        }                                                \    } while(0)/* * The general slow catch-all function, for remaining depths and formats */#define ALPHA_BLIT_ANY(to, from, length, bpp, alpha)                        \    do {                                                                \        int i;                                                                \        Uint8 *src = from;                                                \        Uint8 *dst = to;                                                \        for(i = 0; i < (int)(length); i++) {                                \            Uint32 s, d;                                                \            unsigned rs, gs, bs, rd, gd, bd;                                \            switch(bpp) {                                                \            case 2:                                                        \                s = *(Uint16 *)src;                                        \                d = *(Uint16 *)dst;                                        \                break;                                                        \            case 3:                                                        \                if(GAL_BYTEORDER == GAL_BIG_ENDIAN) {                        \                    s = (src[0] << 16) | (src[1] << 8) | src[2];        \                    d = (dst[0] << 16) | (dst[1] << 8) | dst[2];        \                } else {                                                \                    s = (src[2] << 16) | (src[1] << 8) | src[0];        \                    d = (dst[2] << 16) | (dst[1] << 8) | dst[0];        \                }                                                        \                break;                                                        \            case 4:                                                        \                s = *(Uint32 *)src;                                        \                d = *(Uint32 *)dst;                                        \                break;                                                        \            }                                                                \            RGB_FROM_PIXEL(s, fmt, rs, gs, bs);                                \            RGB_FROM_PIXEL(d, fmt, rd, gd, bd);                                \            rd += (rs - rd) * alpha >> 8;                                \            gd += (gs - gd) * alpha >> 8;                                \            bd += (bs - bd) * alpha >> 8;                                \            PIXEL_FROM_RGB(d, fmt, rd, gd, bd);                                \            switch(bpp) {                                                \            case 2:                                                        \                *(Uint16 *)dst = d;                                        \                break;                                                        \            case 3:                                                        \                if(GAL_BYTEORDER == GAL_BIG_ENDIAN) {                        \                    dst[0] = d >> 16;                                        \                    dst[1] = d >> 8;                                        \                    dst[2] = d;                                                \                } else {                                                \                    dst[0] = d;                                                \                    dst[1] = d >> 8;                                        \                    dst[2] = d >> 16;                                        \                }                                                        \                break;                                                        \            case 4:                                                        \                *(Uint32 *)dst = d;                                        \                break;                                                        \            }                                                                \            src += bpp;                                                        \            dst += bpp;                                                        \        }                                                                \    } while(0)/* * Special case: 50% alpha (alpha=128) * This is treated specially because it can be optimized very well, and * since it is good for many cases of semi-translucency. * The theory is to do all three components at the same time: * First zero the lowest bit of each component, which gives us room to * add them. Then shift right and add the sum of the lowest bits. */#define ALPHA_BLIT32_888_50(to, from, length, bpp, alpha)                \    do {                                                                \        int i;                                                                \        Uint32 *src = (Uint32 *)(from);                                        \        Uint32 *dst = (Uint32 *)(to);                                        \        for(i = 0; i < (int)(length); i++) {                                \            Uint32 s = *src++;                                                \            Uint32 d = *dst;                                                \            *dst++ = (((s & 0x00fefefe) + (d & 0x00fefefe)) >> 1)        \                     + (s & d & 0x00010101);                                \        }                                                                \    } while(0)/* * For 16bpp, we can actually blend two pixels in parallel, if we take * care to shift before we add, not after. *//* helper: blend a single 16 bit pixel at 50% */#define BLEND16_50(dst, src, mask)                        \    do {                                                \        Uint32 s = *src++;                                \        Uint32 d = *dst;                                \        *dst++ = (((s & mask) + (d & mask)) >> 1)        \                 + (s & d & (~mask & 0xffff));                \    } while(0)/* basic 16bpp blender. mask is the pixels to keep when adding. */#define ALPHA_BLIT16_50(to, from, length, bpp, alpha, mask)                \    do {                                                                \        unsigned n = (length);                                                \        Uint16 *src = (Uint16 *)(from);                                        \        Uint16 *dst = (Uint16 *)(to);                                        \        if(((unsigned long)src ^ (unsigned long)dst) & 3) {                \            /* source and destination not in phase, blit one by one */        \            while(n--)                                                        \                BLEND16_50(dst, src, mask);                                \        } else {                                                        \            if((unsigned long)src & 3) {                                \                /* first odd pixel */                                        \                BLEND16_50(dst, src, mask);                                \                n--;                                                        \            }                                                                \            for(; n > 1; n -= 2) {                                        \                Uint32 s = *(Uint32 *)src;                                \                Uint32 d = *(Uint32 *)dst;                                \

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