kolibrios/programs/games/codemaster/include/imagek.inc

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; $$$$$$$$$$$$$$$$$$$ ABAKIS $$$$$$$$$$$$$$$$$$$$$
; *************** STAR^2 SOFTWARE ****************
; ;;;;;;;;;;;;;;;;;;; IMAGE ;;;;;;;;;;;;;;;;;;;;;;
; image class/object/structure
macro IMAGE a {
a:
void a#.p
integer a#.x, a#.y, a#.w, a#.h
integer a#.bpp=32, a#.key, a#.alpha
}
virtual at 0
?image.p dd 0
?image.x dd 0
?image.y dd 0
?image.w dd 0
?image.h dd 0
?image.bpp dd 32
?image.key dd 0
?image.alpha dd 0
END virtual
?image.box fix ?image.x
; create image file/s with header:
; 8 bytes:
; byte s='I' ; signature
; byte v=0 ; version: AABBCC.VV
; int16 w, h ; size: w:h
; byte bpp ; bpp: 32/24/16/15/8
; byte n ; # colors or 0=256+
; byte pixels[w*h*(bpp/8)] ; or *2 if 15
macro IMAGE [p] {
forward
local w, h
w=0
h=0
define ?s 0
match a==b, p \{
\local ..q
..q: inject.image b, 32
load w word from ..q+2
load h word from ..q+4
a:
void a\#.p=..q+8
integer a\#.x, a\#.y, a\#.w=w, a\#.h=h
integer a\#.bpp, a\#.key, a\#.alpha
define ?s 1
\}
IF ?s eq 0
IMAGE p
END IF
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; load 24PP .BMP, store as .IMAGE 15/16/24/32.
; for OSs, ROMs. warning: causes slow compile
; with 1+ MB worth of images. to compile fast
; without images, comment "; IMAGE name='abc'"
macro inject.image name, bpp {
local i, p, a, r, g, b,\
x, y, w, h, wb
virtual at 0
p:: file CD#'/media/'#name#'.bmp'
END virtual
IF ~bpp in <15,16,24,32>
'Invalid BPP' name
END IF
load a word from p:0
IF a<>'BM'
'Invalid signature' name
END IF
load a byte from p:1Ch
IF a<>24
'Must be 24BPP' name
END IF
load w dword from p:12h
load h dword from p:16h
db 'I', 0
dw w, h
db bpp, 0
a=((3-((w*3)+3)) and 3)
wb=(w*3)+a
y=h
WHILE y>0
o=36h+((y-1)*wb)
x=0
WHILE x<w
i=o+(x*3)
load b byte from p:i
load g byte from p:i+1
load r byte from p:i+2
IF bpp=32
dd (r shl 16) or (g shl 8) or b
ELSE IF bpp=24
db r, g, b ; or b, g, r
ELSE IF bpp=16
r=((r and 11111b)/8) shl 11
g=((g and 111111b)/4) shl 5
b=((b and 11111b)/8)
dw r or g or b
ELSE IF bpp=15
r=((r and 11111b)/8) shl 10
g=((g and 11111b)/8) shl 5
b=((b and 11111b)/8)
dw r or g or b
END IF
x=x+1
END WHILE
y=y-1
END WHILE
}
; insert 8BPP .BMP as .IMAGE with palette.
; note: must use special .8 drawing
macro inject.image.8 name {
local i, p, a, c,\
x, y, w, h, wb
virtual at 0
p:: file CD#'/media/'#name#'.bmp'
END virtual
load a word from p:0
IF a<>'BM'
'Invalid signature' name
END IF
load a byte from p:1Ch
IF a<>8
'Must be 8BPP' name
END IF
load w dword from p:12h
load h dword from p:16h
db 'I', 0
dw w, h
db 8, 0
i=0
WHILE i<256
o=36h+(i*4)
load b byte from p:o
load g byte from p:o+1
load r byte from p:o+2
db b, g, r, 0
i=i+1
END WHILE
a=((3-(w+3)) and 3)
wb=w+a
y=h
WHILE y>0
o=436h+((y-1)*wb)
x=0
WHILE x<w
load c byte from p:o+x
db c
x=x+1
END WHILE
y=y-1
END WHILE
}
macro IMAGE8 [p] {
forward
local w, h
w=0
h=0
define ?s 0
match a==b, p \{
\local ..q
..q: inject.image.8 b
load w word from ..q+2
load h word from ..q+4
a:
void a\#.p=..q+408h
integer a\#.x, a\#.y, a\#.w=w, a\#.h=h
integer a\#.bpp, a\#.key, a\#.alpha
; ...
void a\#.palette=..q+8
define ?s 1
\}
IF ?s eq 0
'Error: 8BPP must specify file'
END IF
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; unfinished, unorganized...
; 2-DO: convert to functions. create one
; good draw.scanline.x with bpp and type
; BIT flags:
; draw.scanline.x p, x, y, w, 32,\
; G.KEY or G.ALPHA or G.GRAY or G.INVERT.X
macro move.image i, x, y {
IF ~x eq
. i#.x=x, i#.y=y
END IF
}
macro draw.image i, x, y {
move.image i, x, y
draw.bitmap i#.p, i#.x, i#.y, i#.w, i#.h
}
macro draw.image.t i, x, y {
IF ~x eq
move.image i, x, y
END IF
draw.bitmap.t i#.p, i#.x, i#.y, i#.w, i#.h
}
; draw with inverted x/y
macro draw.image.ix i, x, y {
IF ~x eq
move.image i, x, y
END IF
draw.bitmap.ix i#.p,\
i#.x, i#.y, i#.w, i#.h
}
macro draw.image.iy i, x, y {
IF ~x eq
move.image i, x, y
END IF
draw.bitmap.iy i#.p, i#.x, i#.y, i#.w, i#.h
}
macro draw.image.ixy i, x, y, ix, iy {
IF ~x eq
move.image i, x, y
END IF
draw.bitmap.ixy i#.p, i#.x, i#.y, i#.w, i#.h
}
macro draw.image.v i, x, y, c {
IF ~x eq
move.image i, x, y
END IF
draw.bitmap.v i#.p, i#.x, i#.y, i#.w, i#.h, c
}
; draw rotated. warning: no clipping
function draw.scanline.rl, pixels, x, y, w
alias p=r0, s=r1, n=r2, c=r3
xy x, y
. s=w, s--, s*4, s+pixels, n=4096 ; screen.pitch
loop w, (u32) c=*s--, (u32) *vga=c, p+n, endl
endf 1
function draw.scanline.rr, pixels, x, y, w
alias p=r0, s=r1, n=r2, c=r3
xy x, y
. s=pixels, n=4096 ; screen.pitch
loop w, (u32) c=*s++, (u32) *vga=c, p+n, endl
endf 1
function draw.bitmap.rl, pixels, x, y, w, h
locals p
try visible x, y, w, h
. p=pixels
loop h
draw.scanline.rl p, x, y, w
. r0=w, r0*4, p+r0, x++
endl
endf 1
function draw.bitmap.rr, pixels, x, y, w, h
locals p
try visible x, y, w, h
. r0=w, r0--, x+r0, p=pixels
loop h
draw.scanline.rr p, x, y, w
. r0=w, r0*4, p+r0, x--
endl
endf 1
macro draw.image.rl i, x, y {
IF ~x eq
move.image i, x, y
END IF
draw.bitmap.rl i#.p, i#.x, i#.y, i#.w, i#.h
}
macro draw.image.rr i, x, y {
IF ~x eq
move.image i, x, y
END IF
draw.bitmap.rr i#.p, i#.x, i#.y, i#.w, i#.h
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 8BPP with palette...
macro draw.image.8 i, x, y {
IF ~x eq
move.image i, x, y
END IF
. palette.p=i#.palette
draw.bitmap.8 i#.p, i#.x, i#.y, i#.w, i#.h
}
macro draw.image.v.8 i, x, y, c {
IF ~x eq
move.image i, x, y
END IF
. palette.p=i#.palette
draw.bitmap.v.8 i#.p, i#.x, i#.y, i#.w, i#.h, c
}
function draw.image.v8, im, x, y, co
locals p, w, h
. r0=im
. (u32) r1=*(r0+?image.p), p=r1
. (u32) r1=*(r0+?image.w), w=r1
. (u32) r1=*(r0+?image.h), h=r1
draw.bitmap.v.8 p, x, y, w, h, co
endf
function draw.bitmap.viy.8, pixels,\
x, y, w, h, c
locals i, p
try visible x, y, w, h
. r0=h, y+r0, p=pixels
loop h
draw.scanline.v.8 p, x, y, w, c
. r0=w, p+r0, y--
endl
endf 1
function draw.image.viy.8, im, x, y, co
locals p, w, h
. r0=im
. (u32) r1=*(r0+?image.p), p=r1
. (u32) r1=*(r0+?image.w), w=r1
. (u32) r1=*(r0+?image.h), h=r1
draw.bitmap.viy.8 p, x, y, w, h, co
endf