Traktor/myenv/Include/site/python3.12/pygame/surface.h

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2024-05-23 01:57:24 +02:00
/*
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
/* This is defined in SDL.h */
#if defined(_POSIX_C_SOURCE)
#undef _POSIX_C_SOURCE
#endif
#include <SDL.h>
#include "pygame.h"
/* Blend modes */
#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 PYGAME_BLEND_PREMULTIPLIED 0x11
#define PYGAME_BLEND_ALPHA_SDL2 0x12
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define GET_PIXEL_24(b) (b[0] + (b[1] << 8) + (b[2] << 16))
#else
#define GET_PIXEL_24(b) (b[2] + (b[1] << 8) + (b[0] << 16))
#endif
#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 = GET_PIXEL_24(b); \
} break; \
}
#define GET_PIXELVALS(_sR, _sG, _sB, _sA, px, fmt, ppa) \
SDL_GetRGBA(px, fmt, &(_sR), &(_sG), &(_sB), &(_sA)); \
if (!ppa) { \
_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;
/* For 1 byte palette pixels */
#define SET_PIXELVAL(px, fmt, _dR, _dG, _dB, _dA) \
*(px) = (Uint8)SDL_MapRGBA(fmt, _dR, _dG, _dB, _dA)
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SET_OFFSETS_24(or, og, ob, fmt) \
{ \
or = (fmt->Rshift == 0 ? 0 : fmt->Rshift == 8 ? 1 : 2); \
og = (fmt->Gshift == 0 ? 0 : fmt->Gshift == 8 ? 1 : 2); \
ob = (fmt->Bshift == 0 ? 0 : fmt->Bshift == 8 ? 1 : 2); \
}
#define SET_OFFSETS_32(or, og, ob, fmt) \
{ \
or = (fmt->Rshift == 0 ? 0 \
: fmt->Rshift == 8 ? 1 \
: fmt->Rshift == 16 ? 2 \
: 3); \
og = (fmt->Gshift == 0 ? 0 \
: fmt->Gshift == 8 ? 1 \
: fmt->Gshift == 16 ? 2 \
: 3); \
ob = (fmt->Bshift == 0 ? 0 \
: fmt->Bshift == 8 ? 1 \
: fmt->Bshift == 16 ? 2 \
: 3); \
}
#else
#define SET_OFFSETS_24(or, og, ob, fmt) \
{ \
or = (fmt->Rshift == 0 ? 2 : fmt->Rshift == 8 ? 1 : 0); \
og = (fmt->Gshift == 0 ? 2 : fmt->Gshift == 8 ? 1 : 0); \
ob = (fmt->Bshift == 0 ? 2 : fmt->Bshift == 8 ? 1 : 0); \
}
#define SET_OFFSETS_32(or, og, ob, fmt) \
{ \
or = (fmt->Rshift == 0 ? 3 \
: fmt->Rshift == 8 ? 2 \
: fmt->Rshift == 16 ? 1 \
: 0); \
og = (fmt->Gshift == 0 ? 3 \
: fmt->Gshift == 8 ? 2 \
: fmt->Gshift == 16 ? 1 \
: 0); \
ob = (fmt->Bshift == 0 ? 3 \
: fmt->Bshift == 8 ? 2 \
: fmt->Bshift == 16 ? 1 \
: 0); \
}
#endif
#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) + 255) >> 8 : 0; \
dG = (dG && sG) ? ((dG * sG) + 255) >> 8 : 0; \
dB = (dB && sB) ? ((dB * sB) + 255) >> 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) + 255) >> 8 : 0; \
dG = (dG && sG) ? ((dG * sG) + 255) >> 8 : 0; \
dB = (dB && sB) ? ((dB * sB) + 255) >> 8 : 0; \
dA = (dA && sA) ? ((dA * sA) + 255) >> 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, sA) ((((sC - dC) * sA + sC) >> 8) + dC)
#else
#define ALPHA_BLEND_COMP(sC, dC, sA) (((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, sA); \
dG = ALPHA_BLEND_COMP(sG, dG, sA); \
dB = ALPHA_BLEND_COMP(sB, dB, sA); \
dA = sA + dA - ((sA * dA) / 255); \
} \
else { \
dR = sR; \
dG = sG; \
dB = sB; \
dA = sA; \
} \
} while (0)
#define ALPHA_BLEND_PREMULTIPLIED_COMP(sC, dC, sA) \
(sC + dC - ((dC + 1) * sA >> 8))
#define ALPHA_BLEND_PREMULTIPLIED(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
do { \
dR = ALPHA_BLEND_PREMULTIPLIED_COMP(sR, dR, sA); \
dG = ALPHA_BLEND_PREMULTIPLIED_COMP(sG, dG, sA); \
dB = ALPHA_BLEND_PREMULTIPLIED_COMP(sB, dB, sA); \
dA = ALPHA_BLEND_PREMULTIPLIED_COMP(sA, 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);
void
surface_respect_clip_rect(SDL_Surface *surface, SDL_Rect *rect);
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);
int
premul_surf_color_by_alpha(SDL_Surface *src, SDL_Surface *dst);
int
pg_warn_simd_at_runtime_but_uncompiled();
#endif /* SURFACE_H */