mame/src/emu/rendutil.c
Zsolt Vasvari f8cbcafd5e Replaces mame_bitmap with bitmap_t
Removes mame_bitmap
2008-02-29 04:01:09 +00:00

773 lines
23 KiB
C

/***************************************************************************
rendutil.c
Core rendering utilities.
Copyright Nicola Salmoria and the MAME Team.
Visit http://mamedev.org for licensing and usage restrictions.
***************************************************************************/
#include "render.h"
#include "rendutil.h"
#include "png.h"
/***************************************************************************
FUNCTION PROTOTYPES
***************************************************************************/
/* utilities */
static void resample_argb_bitmap_average(UINT32 *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const UINT32 *source, UINT32 srowpixels, UINT32 swidth, UINT32 sheight, const render_color *color, UINT32 dx, UINT32 dy);
static void resample_argb_bitmap_bilinear(UINT32 *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const UINT32 *source, UINT32 srowpixels, UINT32 swidth, UINT32 sheight, const render_color *color, UINT32 dx, UINT32 dy);
static void copy_png_to_bitmap(bitmap_t *bitmap, const png_info *png, int *hasalpha);
static void copy_png_alpha_to_bitmap(bitmap_t *bitmap, const png_info *png, int *hasalpha);
/***************************************************************************
INLINE FUNCTIONS
***************************************************************************/
/*-------------------------------------------------
compute_brightness - compute the effective
brightness for an RGB pixel
-------------------------------------------------*/
INLINE UINT8 compute_brightness(rgb_t rgb)
{
return (RGB_RED(rgb) * 222 + RGB_GREEN(rgb) * 707 + RGB_BLUE(rgb) * 71) / 1000;
}
/***************************************************************************
RENDER UTILITIES
***************************************************************************/
/*-------------------------------------------------
render_resample_argb_bitmap_hq - perform a high
quality resampling of a texture
-------------------------------------------------*/
void render_resample_argb_bitmap_hq(void *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const bitmap_t *source, const rectangle *orig_sbounds, const render_color *color)
{
UINT32 swidth, sheight;
const UINT32 *sbase;
rectangle sbounds;
UINT32 dx, dy;
if (dwidth == 0 || dheight == 0)
return;
/* compute the real source bounds */
if (orig_sbounds != NULL)
sbounds = *orig_sbounds;
else
{
sbounds.min_x = sbounds.min_y = 0;
sbounds.max_x = source->width;
sbounds.max_y = source->height;
}
/* adjust the source base */
sbase = (const UINT32 *)source->base + sbounds.min_y * source->rowpixels + sbounds.min_x;
/* determine the steppings */
swidth = sbounds.max_x - sbounds.min_x;
sheight = sbounds.max_y - sbounds.min_y;
dx = (swidth << 12) / dwidth;
dy = (sheight << 12) / dheight;
/* if the source is higher res than the target, use full averaging */
if (dx > 0x1000 || dy > 0x1000)
resample_argb_bitmap_average(dest, drowpixels, dwidth, dheight, sbase, source->rowpixels, swidth, sheight, color, dx, dy);
else
resample_argb_bitmap_bilinear(dest, drowpixels, dwidth, dheight, sbase, source->rowpixels, swidth, sheight, color, dx, dy);
}
/*-------------------------------------------------
resample_argb_bitmap_average - resample a texture
by performing a true weighted average over
all contributing pixels
-------------------------------------------------*/
static void resample_argb_bitmap_average(UINT32 *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const UINT32 *source, UINT32 srowpixels, UINT32 swidth, UINT32 sheight, const render_color *color, UINT32 dx, UINT32 dy)
{
UINT64 sumscale = (UINT64)dx * (UINT64)dy;
UINT32 r, g, b, a;
UINT32 x, y;
/* precompute premultiplied R/G/B/A factors */
r = color->r * color->a * 256.0;
g = color->g * color->a * 256.0;
b = color->b * color->a * 256.0;
a = color->a * 256.0;
/* loop over the target vertically */
for (y = 0; y < dheight; y++)
{
UINT32 starty = y * dy;
/* loop over the target horizontally */
for (x = 0; x < dwidth; x++)
{
UINT64 sumr = 0, sumg = 0, sumb = 0, suma = 0;
UINT32 startx = x * dx;
UINT32 xchunk, ychunk;
UINT32 curx, cury;
UINT32 yremaining = dy;
/* accumulate all source pixels that contribute to this pixel */
for (cury = starty; yremaining; cury += ychunk)
{
UINT32 xremaining = dx;
/* determine the Y contribution, clamping to the amount remaining */
ychunk = 0x1000 - (cury & 0xfff);
if (ychunk > yremaining)
ychunk = yremaining;
yremaining -= ychunk;
/* loop over all source pixels in the X direction */
for (curx = startx; xremaining; curx += xchunk)
{
UINT32 factor;
UINT32 pix;
/* determine the X contribution, clamping to the amount remaining */
xchunk = 0x1000 - (curx & 0xfff);
if (xchunk > xremaining)
xchunk = xremaining;
xremaining -= xchunk;
/* total contribution = x * y */
factor = xchunk * ychunk;
/* fetch the source pixel */
pix = source[(cury >> 12) * srowpixels + (curx >> 12)];
/* accumulate the RGBA values */
sumr += factor * RGB_RED(pix);
sumg += factor * RGB_GREEN(pix);
sumb += factor * RGB_BLUE(pix);
suma += factor * RGB_ALPHA(pix);
}
}
/* apply scaling */
suma = (suma / sumscale) * a / 256;
sumr = (sumr / sumscale) * r / 256;
sumg = (sumg / sumscale) * g / 256;
sumb = (sumb / sumscale) * b / 256;
/* if we're translucent, add in the destination pixel contribution */
if (a < 256)
{
UINT32 dpix = dest[y * drowpixels + x];
suma += RGB_ALPHA(dpix) * (256 - a);
sumr += RGB_RED(dpix) * (256 - a);
sumg += RGB_GREEN(dpix) * (256 - a);
sumb += RGB_BLUE(dpix) * (256 - a);
}
/* store the target pixel, dividing the RGBA values by the overall scale factor */
dest[y * drowpixels + x] = MAKE_ARGB(suma, sumr, sumg, sumb);
}
}
}
/*-------------------------------------------------
resample_argb_bitmap_bilinear - perform texture
sampling via a bilinear filter
-------------------------------------------------*/
static void resample_argb_bitmap_bilinear(UINT32 *dest, UINT32 drowpixels, UINT32 dwidth, UINT32 dheight, const UINT32 *source, UINT32 srowpixels, UINT32 swidth, UINT32 sheight, const render_color *color, UINT32 dx, UINT32 dy)
{
UINT32 maxx = swidth << 12, maxy = sheight << 12;
UINT32 r, g, b, a;
UINT32 x, y;
/* precompute premultiplied R/G/B/A factors */
r = color->r * color->a * 256.0;
g = color->g * color->a * 256.0;
b = color->b * color->a * 256.0;
a = color->a * 256.0;
/* loop over the target vertically */
for (y = 0; y < dheight; y++)
{
UINT32 starty = y * dy;
/* loop over the target horizontally */
for (x = 0; x < dwidth; x++)
{
UINT32 startx = x * dx;
UINT32 pix0, pix1, pix2, pix3;
UINT32 sumr, sumg, sumb, suma;
UINT32 nextx, nexty;
UINT32 curx, cury;
UINT32 factor;
/* adjust start to the center; note that this math will tend to produce */
/* negative results on the first pixel, which is why we clamp below */
curx = startx + dx / 2 - 0x800;
cury = starty + dy / 2 - 0x800;
/* compute the neighboring pixel */
nextx = curx + 0x1000;
nexty = cury + 0x1000;
/* fetch the four relevant pixels */
pix0 = pix1 = pix2 = pix3 = 0;
if ((INT32)cury >= 0 && cury < maxy && (INT32)curx >= 0 && curx < maxx)
pix0 = source[(cury >> 12) * srowpixels + (curx >> 12)];
if ((INT32)cury >= 0 && cury < maxy && (INT32)nextx >= 0 && nextx < maxx)
pix1 = source[(cury >> 12) * srowpixels + (nextx >> 12)];
if ((INT32)nexty >= 0 && nexty < maxy && (INT32)curx >= 0 && curx < maxx)
pix2 = source[(nexty >> 12) * srowpixels + (curx >> 12)];
if ((INT32)nexty >= 0 && nexty < maxy && (INT32)nextx >= 0 && nextx < maxx)
pix3 = source[(nexty >> 12) * srowpixels + (nextx >> 12)];
/* compute the x/y scaling factors */
curx &= 0xfff;
cury &= 0xfff;
/* contributions from pixel 0 (top,left) */
factor = (0x1000 - curx) * (0x1000 - cury);
sumr = factor * RGB_RED(pix0);
sumg = factor * RGB_GREEN(pix0);
sumb = factor * RGB_BLUE(pix0);
suma = factor * RGB_ALPHA(pix0);
/* contributions from pixel 1 (top,right) */
factor = curx * (0x1000 - cury);
sumr += factor * RGB_RED(pix1);
sumg += factor * RGB_GREEN(pix1);
sumb += factor * RGB_BLUE(pix1);
suma += factor * RGB_ALPHA(pix1);
/* contributions from pixel 2 (bottom,left) */
factor = (0x1000 - curx) * cury;
sumr += factor * RGB_RED(pix2);
sumg += factor * RGB_GREEN(pix2);
sumb += factor * RGB_BLUE(pix2);
suma += factor * RGB_ALPHA(pix2);
/* contributions from pixel 3 (bottom,right) */
factor = curx * cury;
sumr += factor * RGB_RED(pix3);
sumg += factor * RGB_GREEN(pix3);
sumb += factor * RGB_BLUE(pix3);
suma += factor * RGB_ALPHA(pix3);
/* apply scaling */
suma = (suma >> 24) * a / 256;
sumr = (sumr >> 24) * r / 256;
sumg = (sumg >> 24) * g / 256;
sumb = (sumb >> 24) * b / 256;
/* if we're translucent, add in the destination pixel contribution */
if (a < 256)
{
UINT32 dpix = dest[y * drowpixels + x];
suma += RGB_ALPHA(dpix) * (256 - a);
sumr += RGB_RED(dpix) * (256 - a);
sumg += RGB_GREEN(dpix) * (256 - a);
sumb += RGB_BLUE(dpix) * (256 - a);
}
/* store the target pixel, dividing the RGBA values by the overall scale factor */
dest[y * drowpixels + x] = MAKE_ARGB(suma, sumr, sumg, sumb);
}
}
}
/*-------------------------------------------------
render_clip_line - clip a line to a rectangle
-------------------------------------------------*/
int render_clip_line(render_bounds *bounds, const render_bounds *clip)
{
/* loop until we get a final result */
while (1)
{
UINT8 code0 = 0, code1 = 0;
UINT8 thiscode;
float x, y;
/* compute Cohen Sutherland bits for first coordinate */
if (bounds->y0 > clip->y1)
code0 |= 1;
if (bounds->y0 < clip->y0)
code0 |= 2;
if (bounds->x0 > clip->x1)
code0 |= 4;
if (bounds->x0 < clip->x0)
code0 |= 8;
/* compute Cohen Sutherland bits for second coordinate */
if (bounds->y1 > clip->y1)
code1 |= 1;
if (bounds->y1 < clip->y0)
code1 |= 2;
if (bounds->x1 > clip->x1)
code1 |= 4;
if (bounds->x1 < clip->x0)
code1 |= 8;
/* trivial accept: just return FALSE */
if ((code0 | code1) == 0)
return FALSE;
/* trivial reject: just return TRUE */
if ((code0 & code1) != 0)
return TRUE;
/* fix one of the OOB cases */
thiscode = code0 ? code0 : code1;
/* off the bottom */
if (thiscode & 1)
{
x = bounds->x0 + (bounds->x1 - bounds->x0) * (clip->y1 - bounds->y0) / (bounds->y1 - bounds->y0);
y = clip->y1;
}
/* off the top */
else if (thiscode & 2)
{
x = bounds->x0 + (bounds->x1 - bounds->x0) * (clip->y0 - bounds->y0) / (bounds->y1 - bounds->y0);
y = clip->y0;
}
/* off the right */
else if (thiscode & 4)
{
y = bounds->y0 + (bounds->y1 - bounds->y0) * (clip->x1 - bounds->x0) / (bounds->x1 - bounds->x0);
x = clip->x1;
}
/* off the left */
else
{
y = bounds->y0 + (bounds->y1 - bounds->y0) * (clip->x0 - bounds->x0) / (bounds->x1 - bounds->x0);
x = clip->x0;
}
/* fix the appropriate coordinate */
if (thiscode == code0)
{
bounds->x0 = x;
bounds->y0 = y;
}
else
{
bounds->x1 = x;
bounds->y1 = y;
}
}
}
/*-------------------------------------------------
render_clip_quad - clip a quad to a rectangle
-------------------------------------------------*/
int render_clip_quad(render_bounds *bounds, const render_bounds *clip, render_quad_texuv *texcoords)
{
/* ensure our assumptions about the bounds are correct */
assert(bounds->x0 <= bounds->x1);
assert(bounds->y0 <= bounds->y1);
/* trivial reject */
if (bounds->y1 < clip->y0)
return TRUE;
if (bounds->y0 > clip->y1)
return TRUE;
if (bounds->x1 < clip->x0)
return TRUE;
if (bounds->x0 > clip->x1)
return TRUE;
/* clip top (x0,y0)-(x1,y1) */
if (bounds->y0 < clip->y0)
{
float frac = (clip->y0 - bounds->y0) / (bounds->y1 - bounds->y0);
bounds->y0 = clip->y0;
if (texcoords != NULL)
{
texcoords->tl.u += (texcoords->bl.u - texcoords->tl.u) * frac;
texcoords->tl.v += (texcoords->bl.v - texcoords->tl.v) * frac;
texcoords->tr.u += (texcoords->br.u - texcoords->tr.u) * frac;
texcoords->tr.v += (texcoords->br.v - texcoords->tr.v) * frac;
}
}
/* clip bottom (x3,y3)-(x2,y2) */
if (bounds->y1 > clip->y1)
{
float frac = (bounds->y1 - clip->y1) / (bounds->y1 - bounds->y0);
bounds->y1 = clip->y1;
if (texcoords != NULL)
{
texcoords->bl.u -= (texcoords->bl.u - texcoords->tl.u) * frac;
texcoords->bl.v -= (texcoords->bl.v - texcoords->tl.v) * frac;
texcoords->br.u -= (texcoords->br.u - texcoords->tr.u) * frac;
texcoords->br.v -= (texcoords->br.v - texcoords->tr.v) * frac;
}
}
/* clip left (x0,y0)-(x3,y3) */
if (bounds->x0 < clip->x0)
{
float frac = (clip->x0 - bounds->x0) / (bounds->x1 - bounds->x0);
bounds->x0 = clip->x0;
if (texcoords != NULL)
{
texcoords->tl.u += (texcoords->tr.u - texcoords->tl.u) * frac;
texcoords->tl.v += (texcoords->tr.v - texcoords->tl.v) * frac;
texcoords->bl.u += (texcoords->br.u - texcoords->bl.u) * frac;
texcoords->bl.v += (texcoords->br.v - texcoords->bl.v) * frac;
}
}
/* clip right (x1,y1)-(x2,y2) */
if (bounds->x1 > clip->x1)
{
float frac = (bounds->x1 - clip->x1) / (bounds->x1 - bounds->x0);
bounds->x1 = clip->x1;
if (texcoords != NULL)
{
texcoords->tr.u -= (texcoords->tr.u - texcoords->tl.u) * frac;
texcoords->tr.v -= (texcoords->tr.v - texcoords->tl.v) * frac;
texcoords->br.u -= (texcoords->br.u - texcoords->bl.u) * frac;
texcoords->br.v -= (texcoords->br.v - texcoords->bl.v) * frac;
}
}
return FALSE;
}
/*-------------------------------------------------
render_line_to_quad - convert a line and a
width to four points
-------------------------------------------------*/
void render_line_to_quad(const render_bounds *bounds, float width, render_bounds *bounds0, render_bounds *bounds1)
{
render_bounds modbounds = *bounds;
float unitx, unity;
/*
High-level logic -- due to math optimizations, this info is lost below.
Imagine a thick line of width (w), drawn from (p0) to (p1), with a unit
vector (u) indicating the direction from (p0) to (p1).
B C
+---------------- ... ------------------+
| ^ |
| | |
| | |
* (p0) ------------> (w)| * (p1)
| (u) | |
| | |
| v |
+---------------- ... ------------------+
A D
To convert this into a quad, we need to compute the four points A, B, C
and D.
Starting with point A. We first multiply the unit vector by 0.5w and then
rotate the result 90 degrees. Thus, we have:
A.x = p0.x + 0.5 * w * u.x * cos(90) - 0.5 * w * u.y * sin(90)
A.y = p0.y + 0.5 * w * u.x * sin(90) + 0.5 * w * u.y * cos(90)
Conveniently, sin(90) = 1, and cos(90) = 0, so this simplifies to:
A.x = p0.x - 0.5 * w * u.y
A.y = p0.y + 0.5 * w * u.x
Working clockwise around the polygon, the same fallout happens all around as
we rotate the unit vector by -90 (B), -90 (C), and 90 (D) degrees:
B.x = p0.x + 0.5 * w * u.y
B.y = p0.y - 0.5 * w * u.x
C.x = p1.x - 0.5 * w * u.y
C.y = p1.y + 0.5 * w * u.x
D.x = p1.x + 0.5 * w * u.y
D.y = p1.y - 0.5 * w * u.x
*/
/* we only care about the half-width */
width *= 0.5f;
/* compute a vector from point 0 to point 1 */
unitx = modbounds.x1 - modbounds.x0;
unity = modbounds.y1 - modbounds.y0;
/* points just use a +1/+1 unit vector; this gives a nice diamond pattern */
if (unitx == 0 && unity == 0)
{
unitx = unity = 0.70710678f * width;
modbounds.x0 -= 0.5f * unitx;
modbounds.y0 -= 0.5f * unity;
modbounds.x1 += 0.5f * unitx;
modbounds.y1 += 0.5f * unity;
}
/* lines need to be divided by their length */
else
{
/* prescale unitx and unity by the half-width */
float invlength = width / sqrt(unitx * unitx + unity * unity);
unitx *= invlength;
unity *= invlength;
}
/* rotate the unit vector by 90 degrees and add to point 0 */
bounds0->x0 = modbounds.x0 - unity;
bounds0->y0 = modbounds.y0 + unitx;
/* rotate the unit vector by -90 degrees and add to point 0 */
bounds0->x1 = modbounds.x0 + unity;
bounds0->y1 = modbounds.y0 - unitx;
/* rotate the unit vector by 90 degrees and add to point 1 */
bounds1->x0 = modbounds.x1 - unity;
bounds1->y0 = modbounds.y1 + unitx;
/* rotate the unit vector by -09 degrees and add to point 1 */
bounds1->x1 = modbounds.x1 + unity;
bounds1->y1 = modbounds.y1 - unitx;
}
/*-------------------------------------------------
render_load_png - load a PNG file into a
bitmap_t
-------------------------------------------------*/
bitmap_t *render_load_png(const char *dirname, const char *filename, bitmap_t *alphadest, int *hasalpha)
{
bitmap_t *bitmap = NULL;
file_error filerr;
mame_file *file;
png_info png;
astring *fname;
png_error result;
/* open the file */
if (dirname == NULL)
fname = astring_dupc(filename);
else
fname = astring_assemble_3(astring_alloc(), dirname, PATH_SEPARATOR, filename);
filerr = mame_fopen(SEARCHPATH_ARTWORK, astring_c(fname), OPEN_FLAG_READ, &file);
astring_free(fname);
if (filerr != FILERR_NONE)
return NULL;
/* read the PNG data */
result = png_read_file(mame_core_file(file), &png);
mame_fclose(file);
if (result != PNGERR_NONE)
return NULL;
/* verify we can handle this PNG */
if (png.bit_depth > 8)
{
logerror("%s: Unsupported bit depth %d (8 bit max)\n", filename, png.bit_depth);
png_free(&png);
return NULL;
}
if (png.interlace_method != 0)
{
logerror("%s: Interlace unsupported\n", filename);
png_free(&png);
return NULL;
}
if (png.color_type != 0 && png.color_type != 3 && png.color_type != 2 && png.color_type != 6)
{
logerror("%s: Unsupported color type %d\n", filename, png.color_type);
png_free(&png);
return NULL;
}
/* if less than 8 bits, upsample */
png_expand_buffer_8bit(&png);
/* non-alpha case */
if (alphadest == NULL)
{
bitmap = bitmap_alloc(png.width, png.height, BITMAP_FORMAT_ARGB32);
if (bitmap != NULL)
copy_png_to_bitmap(bitmap, &png, hasalpha);
}
/* alpha case */
else
{
if (png.width == alphadest->width && png.height == alphadest->height)
{
bitmap = alphadest;
copy_png_alpha_to_bitmap(bitmap, &png, hasalpha);
}
}
/* free PNG data */
png_free(&png);
return bitmap;
}
/*-------------------------------------------------
copy_png_to_bitmap - copy the PNG data to a
bitmap
-------------------------------------------------*/
static void copy_png_to_bitmap(bitmap_t *bitmap, const png_info *png, int *hasalpha)
{
UINT8 accumalpha = 0xff;
UINT8 *src;
int x, y;
/* handle 8bpp palettized case */
if (png->color_type == 3)
{
/* loop over width/height */
src = png->image;
for (y = 0; y < png->height; y++)
for (x = 0; x < png->width; x++, src++)
{
/* determine alpha and expand to 32bpp */
UINT8 alpha = (*src < png->num_trans) ? png->trans[*src] : 0xff;
accumalpha &= alpha;
*BITMAP_ADDR32(bitmap, y, x) = MAKE_ARGB(alpha, png->palette[*src * 3], png->palette[*src * 3 + 1], png->palette[*src * 3 + 2]);
}
}
/* handle 8bpp grayscale case */
else if (png->color_type == 0)
{
/* loop over width/height */
src = png->image;
for (y = 0; y < png->height; y++)
for (x = 0; x < png->width; x++, src++)
*BITMAP_ADDR32(bitmap, y, x) = MAKE_ARGB(0xff, *src, *src, *src);
}
/* handle 32bpp non-alpha case */
else if (png->color_type == 2)
{
/* loop over width/height */
src = png->image;
for (y = 0; y < png->height; y++)
for (x = 0; x < png->width; x++, src += 3)
*BITMAP_ADDR32(bitmap, y, x) = MAKE_ARGB(0xff, src[0], src[1], src[2]);
}
/* handle 32bpp alpha case */
else
{
/* loop over width/height */
src = png->image;
for (y = 0; y < png->height; y++)
for (x = 0; x < png->width; x++, src += 4)
{
accumalpha &= src[3];
*BITMAP_ADDR32(bitmap, y, x) = MAKE_ARGB(src[3], src[0], src[1], src[2]);
}
}
/* set the hasalpha flag */
if (hasalpha != NULL)
*hasalpha = (accumalpha != 0xff);
}
/*-------------------------------------------------
copy_png_alpha_to_bitmap - copy the PNG data
to the alpha channel of a bitmap
-------------------------------------------------*/
static void copy_png_alpha_to_bitmap(bitmap_t *bitmap, const png_info *png, int *hasalpha)
{
UINT8 accumalpha = 0xff;
UINT8 *src;
int x, y;
/* handle 8bpp palettized case */
if (png->color_type == 3)
{
/* loop over width/height */
src = png->image;
for (y = 0; y < png->height; y++)
for (x = 0; x < png->width; x++, src++)
{
rgb_t pixel = *BITMAP_ADDR32(bitmap, y, x);
UINT8 alpha = compute_brightness(MAKE_RGB(png->palette[*src * 3], png->palette[*src * 3 + 1], png->palette[*src * 3 + 2]));
accumalpha &= alpha;
*BITMAP_ADDR32(bitmap, y, x) = MAKE_ARGB(alpha, RGB_RED(pixel), RGB_GREEN(pixel), RGB_BLUE(pixel));
}
}
/* handle 8bpp grayscale case */
else if (png->color_type == 0)
{
/* loop over width/height */
src = png->image;
for (y = 0; y < png->height; y++)
for (x = 0; x < png->width; x++, src++)
{
rgb_t pixel = *BITMAP_ADDR32(bitmap, y, x);
accumalpha &= *src;
*BITMAP_ADDR32(bitmap, y, x) = MAKE_ARGB(*src, RGB_RED(pixel), RGB_GREEN(pixel), RGB_BLUE(pixel));
}
}
/* handle 32bpp non-alpha case */
else if (png->color_type == 2)
{
/* loop over width/height */
src = png->image;
for (y = 0; y < png->height; y++)
for (x = 0; x < png->width; x++, src += 3)
{
rgb_t pixel = *BITMAP_ADDR32(bitmap, y, x);
UINT8 alpha = compute_brightness(MAKE_RGB(src[0], src[1], src[2]));
accumalpha &= alpha;
*BITMAP_ADDR32(bitmap, y, x) = MAKE_ARGB(alpha, RGB_RED(pixel), RGB_GREEN(pixel), RGB_BLUE(pixel));
}
}
/* handle 32bpp alpha case */
else
{
/* loop over width/height */
src = png->image;
for (y = 0; y < png->height; y++)
for (x = 0; x < png->width; x++, src += 4)
{
rgb_t pixel = *BITMAP_ADDR32(bitmap, y, x);
UINT8 alpha = compute_brightness(MAKE_RGB(src[0], src[1], src[2]));
accumalpha &= alpha;
*BITMAP_ADDR32(bitmap, y, x) = MAKE_ARGB(alpha, RGB_RED(pixel), RGB_GREEN(pixel), RGB_BLUE(pixel));
}
}
/* set the hasalpha flag */
if (hasalpha != NULL)
*hasalpha = (accumalpha != 0xff);
}