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9b71307d49
This patch also adds a Format concept to GraphicsBitmap. For now there are only two formats: RGB32 and RGBA32. Windows with alpha channel have their backing stores created in the RGBA32 format. Use this to make Terminal windows semi-transparent for that comfy rice look. There is one problem here, in that window compositing overdraw incurs multiple passes of blending of the same pixels. This leads to a mismatch in opacity which is obviously not good. I will work on this in a later patch. The alpha blending is currently straight C++. It should be relatively easy to optimize this using SSE instructions. For now I'm just happy with the cute effect. :^)
73 lines
1.9 KiB
C++
73 lines
1.9 KiB
C++
#pragma once
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#include <AK/Types.h>
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typedef dword RGBA32;
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inline constexpr dword make_rgb(byte r, byte g, byte b)
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{
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return ((r << 16) | (g << 8) | b);
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}
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class Color {
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public:
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enum NamedColor {
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Black,
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White,
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Red,
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Green,
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Blue,
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Yellow,
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Magenta,
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DarkGray,
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MidGray,
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LightGray,
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};
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Color() { }
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Color(NamedColor);
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Color(byte r, byte g, byte b) : m_value(0xff000000 | (r << 16) | (g << 8) | b) { }
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Color(byte r, byte g, byte b, byte a) : m_value((a << 24) | (r << 16) | (g << 8) | b) { }
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static Color from_rgb(unsigned rgb) { return Color(rgb | 0xff000000); }
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static Color from_rgba(unsigned rgba) { return Color(rgba); }
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byte red() const { return (m_value >> 16) & 0xff; }
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byte green() const { return (m_value >> 8) & 0xff; }
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byte blue() const { return m_value & 0xff; }
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byte alpha() const { return (m_value >> 24) & 0xff; }
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void set_alpha(byte value)
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{
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m_value &= 0x00ffffff;
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m_value |= value << 24;
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}
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Color with_alpha(byte alpha)
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{
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return Color((m_value & 0x00ffffff) | alpha << 24);
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}
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Color blend(Color source) const
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{
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if (!alpha() || source.alpha() == 255)
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return source;
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if (!source.alpha())
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return *this;
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int d = 255 * (alpha() + source.alpha()) - alpha() * source.alpha();
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byte r = (red() * alpha() * (255 - source.alpha()) + 255 * source.alpha() * source.red()) / d;
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byte g = (green() * alpha() * (255 - source.alpha()) + 255 * source.alpha() * source.green()) / d;
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byte b = (blue() * alpha() * (255 - source.alpha()) + 255 * source.alpha() * source.blue()) / d;
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byte a = d / 255;
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return Color(r, g, b, a);
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}
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RGBA32 value() const { return m_value; }
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private:
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explicit Color(RGBA32 rgba) : m_value(rgba) { }
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RGBA32 m_value { 0 };
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};
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