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386 lines
11 KiB
C++
386 lines
11 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file 32bpp_optimized.cpp Implementation of the optimized 32 bpp blitter. */
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#include "../stdafx.h"
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#include "../zoom_func.h"
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#include "../core/math_func.hpp"
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#include "32bpp_optimized.hpp"
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static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
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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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* @tparam 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 SpriteData *src = (const SpriteData *)bp->sprite;
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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 */
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uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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/* store so we don't have to access it via bp everytime (compiler assumes pointer aliasing) */
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const byte *remap = bp->remap;
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for (int y = 0; y < bp->height; y++) {
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/* next dst line begins here */
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uint32 *dst_ln = dst + bp->pitch;
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/* next src line begins here */
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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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/* next src_n line begins here */
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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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/* we will end this line when we reach this point */
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uint32 *dst_end = dst + bp->skip_left;
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/* number of pixels with the same aplha channel class */
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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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} 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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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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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->data;
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} else {
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uint r = remap[m];
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if (r != 0) *dst = this->LookupColourInPalette(r);
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}
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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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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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} else {
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uint r = remap[m];
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if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
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}
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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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case BM_TRANSPARENT:
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/* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
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* This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
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* we produce a result the newgrf maker didn't expect ;) */
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/* Make the current colour a bit more black, so it looks like this image is transparent */
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src_n += n;
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if (src_px->a == 255) {
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src_px += n;
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do {
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*dst = MakeTransparent(*dst, 3, 4);
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dst++;
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} while (--n != 0);
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} else {
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do {
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*dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
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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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default:
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if (src_px->a == 255) {
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/* faster than memcpy(), n is usually low */
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src_n += n;
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do {
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*dst = src_px->data;
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dst++;
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src_px++;
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} while (--n != 0);
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} else {
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src_n += n;
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do {
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*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
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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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}
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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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/**
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* Draws a sprite to a (screen) buffer. Calls adequate templated function.
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*
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* @param bp further blitting parameters
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* @param mode blitter mode
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* @param zoom zoom level at which we are drawing
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*/
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void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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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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/**
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* Resizes the sprite in a very simple way, takes every n-th pixel and every n-th row
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*
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* @param sprite_src sprite to resize
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* @param zoom resizing scale
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* @return resized sprite
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*/
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static const SpriteLoader::Sprite *ResizeSprite(const SpriteLoader::Sprite *sprite_src, ZoomLevel zoom)
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{
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SpriteLoader::Sprite *sprite = MallocT<SpriteLoader::Sprite>(1);
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if (zoom == ZOOM_LVL_NORMAL) {
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memcpy(sprite, sprite_src, sizeof(*sprite));
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uint size = sprite_src->height * sprite_src->width;
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sprite->data = MallocT<SpriteLoader::CommonPixel>(size);
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memcpy(sprite->data, sprite_src->data, size * sizeof(SpriteLoader::CommonPixel));
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return sprite;
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}
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sprite->height = UnScaleByZoom(sprite_src->height, zoom);
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sprite->width = UnScaleByZoom(sprite_src->width, zoom);
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sprite->x_offs = UnScaleByZoom(sprite_src->x_offs, zoom);
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sprite->y_offs = UnScaleByZoom(sprite_src->y_offs, zoom);
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uint size = sprite->height * sprite->width;
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SpriteLoader::CommonPixel *dst = sprite->data = CallocT<SpriteLoader::CommonPixel>(size);
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const SpriteLoader::CommonPixel *src = (SpriteLoader::CommonPixel *)sprite_src->data;
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const SpriteLoader::CommonPixel *src_end = src + sprite_src->height * sprite_src->width;
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uint scaled_1 = ScaleByZoom(1, zoom);
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for (uint y = 0; y < sprite->height; y++) {
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if (src >= src_end) src = src_end - sprite_src->width;
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const SpriteLoader::CommonPixel *src_ln = src + sprite_src->width * scaled_1;
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for (uint x = 0; x < sprite->width; x++) {
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if (src >= src_ln) src = src_ln - 1;
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*dst = *src;
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dst++;
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src += scaled_1;
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}
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src = src_ln;
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}
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return sprite;
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}
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Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
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{
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/* streams of pixels (a, r, g, b channels)
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*
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* stored in separated stream so data are always aligned on 4B boundary */
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Colour *dst_px_orig[ZOOM_LVL_COUNT];
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/* interleaved stream of 'm' channel and 'n' channel
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* 'n' is number if following pixels with the same alpha channel class
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* there are 3 classes: 0, 255, others
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*
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* it has to be stored in one stream so fewer registers are used -
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* x86 has problems with register allocation even with this solution */
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uint8 *dst_n_orig[ZOOM_LVL_COUNT];
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/* lengths of streams */
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uint32 lengths[ZOOM_LVL_COUNT][2];
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for (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
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const SpriteLoader::Sprite *src_orig = ResizeSprite(sprite, z);
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uint size = src_orig->height * src_orig->width;
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dst_px_orig[z] = CallocT<Colour>(size + src_orig->height * 2);
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dst_n_orig[z] = CallocT<uint8>(size * 2 + src_orig->height * 4 * 2);
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uint32 *dst_px_ln = (uint32 *)dst_px_orig[z];
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uint32 *dst_n_ln = (uint32 *)dst_n_orig[z];
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const SpriteLoader::CommonPixel *src = (const SpriteLoader::CommonPixel *)src_orig->data;
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for (uint y = src_orig->height; y > 0; y--) {
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Colour *dst_px = (Colour *)(dst_px_ln + 1);
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uint8 *dst_n = (uint8 *)(dst_n_ln + 1);
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uint8 *dst_len = dst_n++;
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uint last = 3;
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int len = 0;
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for (uint x = src_orig->width; x > 0; x--) {
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uint8 a = src->a;
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uint t = a > 0 && a < 255 ? 1 : a;
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if (last != t || len == 255) {
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if (last != 3) {
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*dst_len = len;
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dst_len = dst_n++;
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}
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len = 0;
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}
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last = t;
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len++;
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if (a != 0) {
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dst_px->a = a;
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*dst_n = src->m;
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if (src->m != 0) {
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/* Pre-convert the mapping channel to a RGB value */
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uint32 colour = this->LookupColourInPalette(src->m);
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dst_px->r = GB(colour, 16, 8);
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dst_px->g = GB(colour, 8, 8);
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dst_px->b = GB(colour, 0, 8);
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} else {
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dst_px->r = src->r;
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dst_px->g = src->g;
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dst_px->b = src->b;
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}
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dst_px++;
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dst_n++;
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} else if (len == 1) {
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dst_px++;
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*dst_n = src->m;
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dst_n++;
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}
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src++;
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}
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if (last != 3) {
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*dst_len = len;
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}
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dst_px = (Colour *)AlignPtr(dst_px, 4);
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dst_n = (uint8 *)AlignPtr(dst_n, 4);
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*dst_px_ln = (uint8 *)dst_px - (uint8 *)dst_px_ln;
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*dst_n_ln = (uint8 *)dst_n - (uint8 *)dst_n_ln;
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dst_px_ln = (uint32 *)dst_px;
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dst_n_ln = (uint32 *)dst_n;
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}
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lengths[z][0] = (byte *)dst_px_ln - (byte *)dst_px_orig[z]; // all are aligned to 4B boundary
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lengths[z][1] = (byte *)dst_n_ln - (byte *)dst_n_orig[z];
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free(src_orig->data);
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free((void *)src_orig);
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}
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uint len = 0; // total length of data
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for (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
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len += lengths[z][0] + lengths[z][1];
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}
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Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(SpriteData) + len);
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dest_sprite->height = sprite->height;
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dest_sprite->width = sprite->width;
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dest_sprite->x_offs = sprite->x_offs;
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dest_sprite->y_offs = sprite->y_offs;
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SpriteData *dst = (SpriteData *)dest_sprite->data;
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for (ZoomLevel z = ZOOM_LVL_BEGIN; z < ZOOM_LVL_END; z++) {
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dst->offset[z][0] = z == ZOOM_LVL_BEGIN ? 0 : lengths[z - 1][1] + dst->offset[z - 1][1];
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dst->offset[z][1] = lengths[z][0] + dst->offset[z][0];
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memcpy(dst->data + dst->offset[z][0], dst_px_orig[z], lengths[z][0]);
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memcpy(dst->data + dst->offset[z][1], dst_n_orig[z], lengths[z][1]);
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free(dst_px_orig[z]);
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free(dst_n_orig[z]);
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}
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return dest_sprite;
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}
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