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(svn r13639) -Codechange: rewrite 32bpp-anim and 32bpp-optimized drawing and encoding so it uses similiar scheme as 8bpp-optimized
All zoom levels are stored and a kind of RLE is used. Together with further changes and reducing number of variables, drawing is ~50% faster in average.
This commit is contained in:
parent
0b75129c24
commit
114c820c56
@ -15,64 +15,118 @@
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static FBlitter_32bppAnim iFBlitter_32bppAnim;
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void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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template <BlitterMode mode>
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inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
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{
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if (_screen_disable_anim) {
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/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
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Blitter_32bppOptimized::Draw(bp, mode, zoom);
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return;
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const SpriteData *src = (const SpriteData *)bp->sprite;
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const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
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const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]);
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for (uint i = bp->skip_top; i != 0; i--) {
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src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
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src_n += *(const uint32 *)src_n;
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}
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const SpriteLoader::CommonPixel *src, *src_line;
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uint32 *dst, *dst_line;
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uint8 *anim, *anim_line;
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uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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uint8 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
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if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
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/* The size of the screen changed; we can assume we can wipe all data from our buffer */
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free(this->anim_buf);
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this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
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this->anim_buf_width = _screen.width;
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this->anim_buf_height = _screen.height;
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}
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/* Find where to start reading in the source sprite */
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src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
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dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
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const byte *remap = bp->remap; // store so we don't have to access it via bp everytime
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for (int y = 0; y < bp->height; y++) {
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dst = dst_line;
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dst_line += bp->pitch;
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uint32 *dst_ln = dst + bp->pitch;
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uint8 *anim_ln = anim + this->anim_buf_width;
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src = src_line;
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src_line += bp->sprite_width * ScaleByZoom(1, zoom);
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const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
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src_px++;
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anim = anim_line;
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anim_line += this->anim_buf_width;
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const uint8 *src_n_ln = src_n + *(uint32 *)src_n;
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src_n += 4;
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for (int x = 0; x < bp->width; x++) {
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if (src->a == 0) {
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/* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
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int skip = UnScaleByZoom(src->r, zoom);
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uint32 *dst_end = dst + bp->skip_left;
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dst += skip;
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anim += skip;
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x += skip - 1;
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src += ScaleByZoom(1, zoom) * skip;
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uint n;
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while (dst < dst_end) {
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n = *src_n++;
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if (src_px->a == 0) {
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dst += n;
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src_px ++;
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src_n++;
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if (dst > dst_end) anim += dst - dst_end;
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} else {
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if (dst + n > dst_end) {
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uint d = dst_end - dst;
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src_px += d;
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src_n += d;
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dst = dst_end - bp->skip_left;
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dst_end = dst + bp->width;
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n = min<uint>(n - d, (uint)bp->width);
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goto draw;
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}
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dst += n;
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src_px += n;
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src_n += n;
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}
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}
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dst -= bp->skip_left;
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dst_end -= bp->skip_left;
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dst_end += bp->width;
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while (dst < dst_end) {
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n = min<uint>(*src_n++, (uint)(dst_end - dst));
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if (src_px->a == 0) {
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anim += n;
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dst += n;
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src_px++;
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src_n++;
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continue;
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}
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draw:;
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switch (mode) {
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case BM_COLOUR_REMAP:
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/* In case the m-channel is zero, do not remap this pixel in any way */
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if (src->m == 0) {
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*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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*anim = 0;
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if (src_px->a == 255) {
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do {
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uint m = *src_n;
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/* In case the m-channel is zero, do not remap this pixel in any way */
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if (m == 0) {
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*dst = *src_px;
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*anim = 0;
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} else {
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uint r = remap[m];
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*anim = r;
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if (r != 0) *dst = this->LookupColourInPalette(r);
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}
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anim++;
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dst++;
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src_px++;
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src_n++;
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} while (--n != 0);
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} else {
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if (bp->remap[src->m] != 0) {
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*dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
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*anim = bp->remap[src->m];
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}
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do {
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uint m = *src_n;
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if (m == 0) {
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*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
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*anim = 0;
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} else {
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uint r = remap[m];
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*anim = r;
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if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
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}
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anim++;
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dst++;
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src_px++;
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src_n++;
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} while (--n != 0);
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}
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break;
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@ -82,21 +136,72 @@ void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomL
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* we produce a result the newgrf maker didn't expect ;) */
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/* Make the current color a bit more black, so it looks like this image is transparent */
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*dst = MakeTransparent(*dst, 192);
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*anim = bp->remap[*anim];
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src_px += n;
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src_n += n;
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do {
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*dst = MakeTransparent(*dst, 192);
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*anim = remap[*anim];
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anim++;
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dst++;
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} while (--n != 0);
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break;
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default:
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/* Above 217 is palette animation */
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if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
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else *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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*anim = src->m;
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if (src_px->a == 255) {
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do {
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/* Compiler assumes pointer aliasing, can't optimise this on its own */
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uint m = *src_n++;
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/* Above 217 is palette animation */
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*anim++ = m;
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*dst++ = (m >= 217) ? this->LookupColourInPalette(m) : *src_px;
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src_px++;
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} while (--n != 0);
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} else {
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do {
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uint m = *src_n++;
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*anim++ = m;
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if (m >= 217) {
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*dst = ComposeColourPANoCheck(this->LookupColourInPalette(m), src_px->a, *dst);
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} else {
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*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
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}
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dst++;
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src_px++;
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} while (--n != 0);
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}
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break;
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}
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dst++;
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anim++;
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src += ScaleByZoom(1, zoom);
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}
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anim = anim_ln;
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dst = dst_ln;
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src_px = src_px_ln;
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src_n = src_n_ln;
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}
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}
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void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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if (_screen_disable_anim) {
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/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
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Blitter_32bppOptimized::Draw(bp, mode, zoom);
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return;
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}
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if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
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/* The size of the screen changed; we can assume we can wipe all data from our buffer */
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free(this->anim_buf);
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this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
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this->anim_buf_width = _screen.width;
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this->anim_buf_height = _screen.height;
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}
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switch (mode) {
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default: NOT_REACHED();
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case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
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case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
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case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
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}
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}
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@ -34,6 +34,8 @@ public:
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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/* virtual */ const char *GetName() { return "32bpp-anim"; }
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template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
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};
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class FBlitter_32bppAnim: public BlitterFactory<FBlitter_32bppAnim> {
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/**
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* Compose a colour based on RGB values.
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*/
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static inline uint ComposeColour(uint a, uint r, uint g, uint b)
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static inline uint32 ComposeColour(uint a, uint r, uint g, uint b)
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{
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return (((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF);
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}
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@ -46,44 +46,60 @@ public:
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/**
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* Compose a colour based on RGBA values and the current pixel value.
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*/
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static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current)
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static inline uint32 ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, uint32 current)
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{
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uint cr = GB(current, 16, 8);
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uint cg = GB(current, 8, 8);
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uint cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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}
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/**
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* Compose a colour based on RGBA values and the current pixel value.
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* Handles fully transparent and solid pixels in a special (faster) way.
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*/
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static inline uint32 ComposeColourRGBA(uint r, uint g, uint b, uint a, uint32 current)
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{
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if (a == 0) return current;
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if (a >= 255) return ComposeColour(0xFF, r, g, b);
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uint cr, cg, cb;
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cr = GB(current, 16, 8);
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cg = GB(current, 8, 8);
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cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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return ComposeColourRGBANoCheck(r, g, b, a, current);
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}
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/**
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* Compose a colour based on Pixel value, alpha value, and the current pixel value.
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*/
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static inline uint ComposeColourPA(uint colour, uint a, uint current)
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* Compose a colour based on Pixel value, alpha value, and the current pixel value.
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*/
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static inline uint32 ComposeColourPANoCheck(uint32 colour, uint a, uint32 current)
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{
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uint r = GB(colour, 16, 8);
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uint g = GB(colour, 8, 8);
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uint b = GB(colour, 0, 8);
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uint cr = GB(current, 16, 8);
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uint cg = GB(current, 8, 8);
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uint cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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}
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/**
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* Compose a colour based on Pixel value, alpha value, and the current pixel value.
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* Handles fully transparent and solid pixels in a special (faster) way.
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*/
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static inline uint32 ComposeColourPA(uint32 colour, uint a, uint32 current)
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{
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if (a == 0) return current;
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if (a >= 255) return (colour | 0xFF000000);
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uint r, g, b, cr, cg, cb;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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cr = GB(current, 16, 8);
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cg = GB(current, 8, 8);
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cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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return ComposeColourPANoCheck(colour, a, current);
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}
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/**
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@ -92,12 +108,11 @@ public:
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* @param amount the amount of transparency, times 256.
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* @return the new colour for the screen.
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*/
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static inline uint MakeTransparent(uint colour, uint amount)
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static inline uint32 MakeTransparent(uint32 colour, uint amount)
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{
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uint r, g, b;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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uint r = GB(colour, 16, 8);
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uint g = GB(colour, 8, 8);
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uint b = GB(colour, 0, 8);
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return ComposeColour(0xFF, r * amount / 256, g * amount / 256, b * amount / 256);
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}
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@ -107,12 +122,11 @@ public:
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* @param colour the colour to make grey.
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* @return the new colour, now grey.
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*/
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static inline uint MakeGrey(uint colour)
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static inline uint32 MakeGrey(uint32 colour)
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{
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uint r, g, b;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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uint r = GB(colour, 16, 8);
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uint g = GB(colour, 8, 8);
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uint b = GB(colour, 0, 8);
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/* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then
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* divide by it to normalize the value to a byte again. See heightmap.cpp for
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@ -6,44 +6,133 @@
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#include "../zoom_func.h"
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#include "../gfx_func.h"
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#include "../debug.h"
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#include "../core/math_func.hpp"
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#include "../core/alloc_func.hpp"
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#include "32bpp_optimized.hpp"
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static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
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template <BlitterMode mode, ZoomLevel zoom> inline void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp)
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/**
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* Draws a sprite to a (screen) buffer. It is templated to allow faster operation.
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*
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* @param mode blitter mode
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* @param bp further blitting parameters
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* @param zoom zoom level at which we are drawing
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*/
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template <BlitterMode mode>
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inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
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{
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const SpriteLoader::CommonPixel *src, *src_line;
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uint32 *dst, *dst_line;
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const SpriteData *src = (const SpriteData *)bp->sprite;
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/* Find where to start reading in the source sprite */
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src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
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dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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/* src_px : each line begins with uint32 n = 'number of bytes in this line',
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* then n times is the Colour struct for this line */
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const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
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/* src_n : each line begins with uint32 n = 'number of bytes in this line',
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* then interleaved stream of 'm' and 'n' channels. 'm' is remap,
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* 'n' is number of bytes with the same alpha channel class */
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const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]);
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/* skip upper lines in src_px and src_n */
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for (uint i = bp->skip_top; i != 0; i--) {
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src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
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src_n += *(uint32 *)src_n;
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}
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|
||||
/* skip lines in dst */
|
||||
uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
|
||||
|
||||
/* store so we don't have to access it via bp everytime (compiler assumes pointer aliasing) */
|
||||
const byte *remap = bp->remap;
|
||||
|
||||
for (int y = 0; y < bp->height; y++) {
|
||||
dst = dst_line;
|
||||
dst_line += bp->pitch;
|
||||
/* next dst line begins here */
|
||||
uint32 *dst_ln = dst + bp->pitch;
|
||||
|
||||
src = src_line;
|
||||
src_line += bp->sprite_width * ScaleByZoom(1, zoom);
|
||||
/* next src line begins here */
|
||||
const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
|
||||
src_px++;
|
||||
|
||||
for (int x = 0; x < bp->width; x++) {
|
||||
if (src->a == 0) {
|
||||
/* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
|
||||
int skip = UnScaleByZoom(src->r, zoom);
|
||||
/* next src_n line begins here */
|
||||
const uint8 *src_n_ln = src_n + *(uint32 *)src_n;
|
||||
src_n += 4;
|
||||
|
||||
dst += skip;
|
||||
x += skip - 1;
|
||||
src += ScaleByZoom(1, zoom) * skip;
|
||||
/* we will end this line when we reach this point */
|
||||
uint32 *dst_end = dst + bp->skip_left;
|
||||
|
||||
/* number of pixels with the same aplha channel class */
|
||||
uint n;
|
||||
|
||||
while (dst < dst_end) {
|
||||
n = *src_n++;
|
||||
|
||||
if (src_px->a == 0) {
|
||||
dst += n;
|
||||
src_px ++;
|
||||
src_n++;
|
||||
} else {
|
||||
if (dst + n > dst_end) {
|
||||
uint d = dst_end - dst;
|
||||
src_px += d;
|
||||
src_n += d;
|
||||
|
||||
dst = dst_end - bp->skip_left;
|
||||
dst_end = dst + bp->width;
|
||||
|
||||
n = min<uint>(n - d, (uint)bp->width);
|
||||
goto draw;
|
||||
}
|
||||
dst += n;
|
||||
src_px += n;
|
||||
src_n += n;
|
||||
}
|
||||
}
|
||||
|
||||
dst -= bp->skip_left;
|
||||
dst_end -= bp->skip_left;
|
||||
|
||||
dst_end += bp->width;
|
||||
|
||||
while (dst < dst_end) {
|
||||
n = min<uint>(*src_n++, (uint)(dst_end - dst));
|
||||
|
||||
if (src_px->a == 0) {
|
||||
dst += n;
|
||||
src_px++;
|
||||
src_n++;
|
||||
continue;
|
||||
}
|
||||
|
||||
draw:;
|
||||
|
||||
switch (mode) {
|
||||
case BM_COLOUR_REMAP:
|
||||
/* In case the m-channel is zero, do not remap this pixel in any way */
|
||||
if (src->m == 0) {
|
||||
*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
|
||||
if (src_px->a == 255) {
|
||||
do {
|
||||
uint m = *src_n;
|
||||
/* In case the m-channel is zero, do not remap this pixel in any way */
|
||||
if (m == 0) {
|
||||
*dst = *src_px;
|
||||
} else {
|
||||
uint r = remap[m];
|
||||
if (r != 0) *dst = this->LookupColourInPalette(r);
|
||||
}
|
||||
dst++;
|
||||
src_px++;
|
||||
src_n++;
|
||||
} while (--n != 0);
|
||||
} else {
|
||||
if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
|
||||
do {
|
||||
uint m = *src_n;
|
||||
if (m == 0) {
|
||||
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
|
||||
} else {
|
||||
uint r = remap[m];
|
||||
if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
|
||||
}
|
||||
dst++;
|
||||
src_px++;
|
||||
src_n++;
|
||||
} while (--n != 0);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -53,30 +142,47 @@ template <BlitterMode mode, ZoomLevel zoom> inline void Blitter_32bppOptimized::
|
||||
* we produce a result the newgrf maker didn't expect ;) */
|
||||
|
||||
/* Make the current color a bit more black, so it looks like this image is transparent */
|
||||
*dst = MakeTransparent(*dst, 192);
|
||||
src_px += n;
|
||||
src_n += n;
|
||||
|
||||
do {
|
||||
*dst = MakeTransparent(*dst, 192);
|
||||
dst++;
|
||||
} while (--n != 0);
|
||||
break;
|
||||
|
||||
default:
|
||||
*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
|
||||
if (src_px->a == 255) {
|
||||
/* faster than memcpy(), n is usually low */
|
||||
src_n += n;
|
||||
do {
|
||||
*dst++ = *src_px++;
|
||||
} while (--n != 0);
|
||||
} else {
|
||||
src_n += n;
|
||||
do {
|
||||
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
|
||||
dst++;
|
||||
src_px++;
|
||||
} while (--n != 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
dst++;
|
||||
src += ScaleByZoom(1, zoom);
|
||||
}
|
||||
|
||||
dst = dst_ln;
|
||||
src_px = src_px_ln;
|
||||
src_n = src_n_ln;
|
||||
}
|
||||
}
|
||||
|
||||
template <BlitterMode mode> inline void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, ZoomLevel zoom)
|
||||
{
|
||||
switch (zoom) {
|
||||
default: NOT_REACHED();
|
||||
case ZOOM_LVL_NORMAL: Draw<mode, ZOOM_LVL_NORMAL>(bp); return;
|
||||
case ZOOM_LVL_OUT_2X: Draw<mode, ZOOM_LVL_OUT_2X>(bp); return;
|
||||
case ZOOM_LVL_OUT_4X: Draw<mode, ZOOM_LVL_OUT_4X>(bp); return;
|
||||
case ZOOM_LVL_OUT_8X: Draw<mode, ZOOM_LVL_OUT_8X>(bp); return;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws a sprite to a (screen) buffer. Calls adequate templated function.
|
||||
*
|
||||
* @param bp further blitting parameters
|
||||
* @param mode blitter mode
|
||||
* @param zoom zoom level at which we are drawing
|
||||
*/
|
||||
void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
|
||||
{
|
||||
switch (mode) {
|
||||
@ -87,46 +193,180 @@ void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode,
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Resizes the sprite in a very simple way, takes every n-th pixel and every n-th row
|
||||
*
|
||||
* @param sprite_src sprite to resize
|
||||
* @param zoom resizing scale
|
||||
* @return resized sprite
|
||||
*/
|
||||
static const SpriteLoader::Sprite *ResizeSprite(const SpriteLoader::Sprite *sprite_src, ZoomLevel zoom)
|
||||
{
|
||||
SpriteLoader::Sprite *sprite = MallocT<SpriteLoader::Sprite>(1);
|
||||
|
||||
if (zoom == ZOOM_LVL_NORMAL) {
|
||||
memcpy(sprite, sprite_src, sizeof(*sprite));
|
||||
uint size = sprite_src->height * sprite_src->width;
|
||||
sprite->data = MallocT<SpriteLoader::CommonPixel>(size);
|
||||
memcpy(sprite->data, sprite_src->data, size * sizeof(SpriteLoader::CommonPixel));
|
||||
return sprite;
|
||||
}
|
||||
|
||||
sprite->height = UnScaleByZoom(sprite_src->height, zoom);
|
||||
sprite->width = UnScaleByZoom(sprite_src->width, zoom);
|
||||
sprite->x_offs = UnScaleByZoom(sprite_src->x_offs, zoom);
|
||||
sprite->y_offs = UnScaleByZoom(sprite_src->y_offs, zoom);
|
||||
|
||||
uint size = sprite->height * sprite->width;
|
||||
SpriteLoader::CommonPixel *dst = sprite->data = CallocT<SpriteLoader::CommonPixel>(size);
|
||||
|
||||
const SpriteLoader::CommonPixel *src = (SpriteLoader::CommonPixel *)sprite_src->data;
|
||||
const SpriteLoader::CommonPixel *src_end = src + sprite_src->height * sprite_src->width;
|
||||
|
||||
uint scaled_1 = ScaleByZoom(1, zoom);
|
||||
|
||||
for (uint y = 0; y < sprite->height; y++) {
|
||||
if (src >= src_end) src = src_end - sprite_src->width;
|
||||
|
||||
const SpriteLoader::CommonPixel *src_ln = src + sprite_src->width * scaled_1;
|
||||
for (uint x = 0; x < sprite->width; x++) {
|
||||
if (src >= src_ln) src = src_ln - 1;
|
||||
*dst = *src;
|
||||
dst++;
|
||||
src += scaled_1;
|
||||
}
|
||||
|
||||
src = src_ln;
|
||||
}
|
||||
|
||||
return sprite;
|
||||
}
|
||||
|
||||
Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
|
||||
{
|
||||
Sprite *dest_sprite;
|
||||
SpriteLoader::CommonPixel *dst;
|
||||
dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
|
||||
/* streams of pixels (a, r, g, b channels)
|
||||
*
|
||||
* stored in separated stream so data are always aligned on 4B boundary */
|
||||
Colour *dst_px_orig[ZOOM_LVL_COUNT];
|
||||
|
||||
/* interleaved stream of 'm' channel and 'n' channel
|
||||
* 'n' is number if following pixels with the same alpha channel class
|
||||
* there are 3 classes: 0, 255, others
|
||||
*
|
||||
* it has to be stored in one stream so fewer registers are used -
|
||||
* x86 has problems with register allocation even with this solution */
|
||||
uint8 *dst_n_orig[ZOOM_LVL_COUNT];
|
||||
|
||||
/* lengths of streams */
|
||||
uint32 lengths[ZOOM_LVL_COUNT][2];
|
||||
|
||||
for (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
|
||||
const SpriteLoader::Sprite *src_orig = ResizeSprite(sprite, z);
|
||||
|
||||
uint size = src_orig->height * src_orig->width;
|
||||
|
||||
dst_px_orig[z] = CallocT<Colour>(size + src_orig->height * 2);
|
||||
dst_n_orig[z] = CallocT<uint8>(size * 2 + src_orig->height * 4 * 2);
|
||||
|
||||
uint32 *dst_px_ln = (uint32 *)dst_px_orig[z];
|
||||
uint32 *dst_n_ln = (uint32 *)dst_n_orig[z];
|
||||
|
||||
const SpriteLoader::CommonPixel *src = (const SpriteLoader::CommonPixel *)src_orig->data;
|
||||
|
||||
for (uint y = src_orig->height; y > 0; y--) {
|
||||
Colour *dst_px = (Colour *)(dst_px_ln + 1);
|
||||
uint8 *dst_n = (uint8 *)(dst_n_ln + 1);
|
||||
|
||||
uint8 *dst_len = dst_n++;
|
||||
|
||||
uint last = 3;
|
||||
int len = 0;
|
||||
|
||||
for (uint x = src_orig->width; x > 0; x--) {
|
||||
uint8 a = src->a;
|
||||
uint t = a > 0 && a < 255 ? 1 : a;
|
||||
|
||||
if (last != t || len == 255) {
|
||||
if (last != 3) {
|
||||
*dst_len = len;
|
||||
dst_len = dst_n++;
|
||||
}
|
||||
len = 0;
|
||||
}
|
||||
|
||||
last = t;
|
||||
len++;
|
||||
|
||||
if (a != 0) {
|
||||
dst_px->a = a;
|
||||
*dst_n = src->m;
|
||||
if (src->m != 0) {
|
||||
/* Pre-convert the mapping channel to a RGB value */
|
||||
uint32 colour = this->LookupColourInPalette(src->m);
|
||||
dst_px->r = GB(colour, 16, 8);
|
||||
dst_px->g = GB(colour, 8, 8);
|
||||
dst_px->b = GB(colour, 0, 8);
|
||||
} else {
|
||||
dst_px->r = src->r;
|
||||
dst_px->g = src->g;
|
||||
dst_px->b = src->b;
|
||||
}
|
||||
dst_px++;
|
||||
dst_n++;
|
||||
} else if (len == 1) {
|
||||
dst_px++;
|
||||
*dst_n = src->m;
|
||||
dst_n++;
|
||||
}
|
||||
|
||||
src++;
|
||||
}
|
||||
|
||||
if (last != 3) {
|
||||
*dst_len = len;
|
||||
}
|
||||
|
||||
dst_px = (Colour *)AlignPtr(dst_px, 4);
|
||||
dst_n = (uint8 *)AlignPtr(dst_n, 4);
|
||||
|
||||
*dst_px_ln = (uint8 *)dst_px - (uint8 *)dst_px_ln;
|
||||
*dst_n_ln = (uint8 *)dst_n - (uint8 *)dst_n_ln;
|
||||
|
||||
dst_px_ln = (uint32 *)dst_px;
|
||||
dst_n_ln = (uint32 *)dst_n;
|
||||
}
|
||||
|
||||
lengths[z][0] = (byte *)dst_px_ln - (byte *)dst_px_orig[z]; // all are aligned to 4B boundary
|
||||
lengths[z][1] = (byte *)dst_n_ln - (byte *)dst_n_orig[z];
|
||||
|
||||
free(src_orig->data);
|
||||
free((void *)src_orig);
|
||||
}
|
||||
|
||||
uint len = 0; // total length of data
|
||||
for (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
|
||||
len += lengths[z][0] + lengths[z][1];
|
||||
}
|
||||
|
||||
Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(SpriteData) + len);
|
||||
|
||||
dest_sprite->height = sprite->height;
|
||||
dest_sprite->width = sprite->width;
|
||||
dest_sprite->x_offs = sprite->x_offs;
|
||||
dest_sprite->y_offs = sprite->y_offs;
|
||||
|
||||
dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
|
||||
SpriteData *dst = (SpriteData *)dest_sprite->data;
|
||||
|
||||
memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
|
||||
/* Skip to the end of the array, and work backwards to find transparent blocks */
|
||||
dst = dst + sprite->height * sprite->width - 1;
|
||||
for (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
|
||||
dst->offset[z][0] = z == ZOOM_LVL_BEGIN ? 0 : lengths[z - 1][1] + dst->offset[z - 1][1];
|
||||
dst->offset[z][1] = lengths[z][0] + dst->offset[z][0];
|
||||
|
||||
for (uint y = sprite->height; y > 0; y--) {
|
||||
int trans = 0;
|
||||
/* Process sprite line backwards, to compute lengths of transparent blocks */
|
||||
for (uint x = sprite->width; x > 0; x--) {
|
||||
if (dst->a == 0) {
|
||||
/* Save transparent block length in red channel; max value is 255 the red channel can contain */
|
||||
if (trans < 255) trans++;
|
||||
dst->r = trans;
|
||||
dst->g = 0;
|
||||
dst->b = 0;
|
||||
dst->m = 0;
|
||||
} else {
|
||||
trans = 0;
|
||||
if (dst->m != 0) {
|
||||
/* Pre-convert the mapping channel to a RGB value */
|
||||
uint color = this->LookupColourInPalette(dst->m);
|
||||
dst->r = GB(color, 16, 8);
|
||||
dst->g = GB(color, 8, 8);
|
||||
dst->b = GB(color, 0, 8);
|
||||
}
|
||||
}
|
||||
dst--;
|
||||
}
|
||||
memcpy(dst->data + dst->offset[z][0], dst_px_orig[z], lengths[z][0]);
|
||||
memcpy(dst->data + dst->offset[z][1], dst_n_orig[z], lengths[z][1]);
|
||||
|
||||
free(dst_px_orig[z]);
|
||||
free(dst_n_orig[z]);
|
||||
}
|
||||
|
||||
return dest_sprite;
|
||||
}
|
||||
|
@ -10,13 +10,17 @@
|
||||
|
||||
class Blitter_32bppOptimized : public Blitter_32bppSimple {
|
||||
public:
|
||||
struct SpriteData {
|
||||
uint32 offset[ZOOM_LVL_COUNT][2];
|
||||
byte data[VARARRAY_SIZE];
|
||||
};
|
||||
|
||||
/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
|
||||
/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator);
|
||||
|
||||
/* virtual */ const char *GetName() { return "32bpp-optimized"; }
|
||||
|
||||
template <BlitterMode mode, ZoomLevel zoom> void Draw(Blitter::BlitterParams *bp);
|
||||
template <BlitterMode mode> void Draw(Blitter::BlitterParams *bp, ZoomLevel zoom);
|
||||
template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
|
||||
};
|
||||
|
||||
class FBlitter_32bppOptimized: public BlitterFactory<FBlitter_32bppOptimized> {
|
||||
|
@ -101,8 +101,28 @@ static FORCEINLINE T abs(const T a)
|
||||
template <typename T>
|
||||
static FORCEINLINE T Align(const T x, uint n)
|
||||
{
|
||||
assert((n & (n - 1)) == 0 && n != 0);
|
||||
n--;
|
||||
return (T)((x + n) & ~(n));
|
||||
return (T)((x + n) & ~((T)n));
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the smallest multiple of n equal or greater than x
|
||||
* Applies to pointers only
|
||||
*
|
||||
* @note n must be a power of 2
|
||||
* @param x The min value
|
||||
* @param n The base of the number we are searching
|
||||
* @return The smallest multiple of n equal or greater than x
|
||||
* @see Align()
|
||||
*/
|
||||
|
||||
assert_compile(sizeof(size_t) == sizeof(void *));
|
||||
|
||||
template <typename T>
|
||||
static FORCEINLINE T *AlignPtr(T *x, uint n)
|
||||
{
|
||||
return (T *)Align((size_t)x, n);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -149,7 +149,7 @@ struct Colour {
|
||||
uint8 b, g, r, a; ///< colour channels in LE order
|
||||
#endif /* TTD_ENDIAN == TTD_BIG_ENDIAN */
|
||||
|
||||
operator uint32 () { return *(uint32 *)this; }
|
||||
operator uint32 () const { return *(uint32 *)this; }
|
||||
};
|
||||
|
||||
enum FontSize {
|
||||
|
Loading…
Reference in New Issue
Block a user