src/blitter/32bpp_optimized.cpp
author rubidium
Wed, 11 Jun 2008 14:13:07 +0000
changeset 9491 12c4ef045d91
parent 9486 860750c7df74
child 9597 825e5483799b
permissions -rw-r--r--
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/* $Id$ */
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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 "../gfx_func.h"
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#include "../debug.h"
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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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	const SpriteLoader::CommonPixel *src, *src_line;
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	uint32 *dst, *dst_line;
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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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	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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		src = src_line;
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		src_line += bp->sprite_width * ScaleByZoom(1, zoom);
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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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				dst += skip;
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				x   += skip - 1;
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				src += ScaleByZoom(1, zoom) * skip;
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				continue;
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			}
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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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					} else {
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						if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
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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 color.
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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 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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					break;
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				default:
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					*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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					break;
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			}
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			dst++;
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			src += ScaleByZoom(1, zoom);
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		}
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	}
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}
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template <BlitterMode mode> inline void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, ZoomLevel zoom)
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{
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	switch (zoom) {
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		default: NOT_REACHED();
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		case ZOOM_LVL_NORMAL: Draw<mode, ZOOM_LVL_NORMAL>(bp); return;
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		case ZOOM_LVL_OUT_2X: Draw<mode, ZOOM_LVL_OUT_2X>(bp); return;
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		case ZOOM_LVL_OUT_4X: Draw<mode, ZOOM_LVL_OUT_4X>(bp); return;
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		case ZOOM_LVL_OUT_8X: Draw<mode, ZOOM_LVL_OUT_8X>(bp); return;
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	}
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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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Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
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{
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	Sprite *dest_sprite;
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	SpriteLoader::CommonPixel *dst;
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	dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
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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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   100
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   101
	dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
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   102
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   103
	memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
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   104
	/* Skip to the end of the array, and work backwards to find transparent blocks */
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   105
	dst = dst + sprite->height * sprite->width - 1;
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   106
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   107
	for (uint y = sprite->height; y > 0; y--) {
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   108
		int trans = 0;
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   109
		/* Process sprite line backwards, to compute lengths of transparent blocks */
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   110
		for (uint x = sprite->width; x > 0; x--) {
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   111
			if (dst->a == 0) {
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   112
				/* Save transparent block length in red channel; max value is 255 the red channel can contain */
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   113
				if (trans < 255) trans++;
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   114
				dst->r = trans;
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   115
				dst->g = 0;
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   116
				dst->b = 0;
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   117
				dst->m = 0;
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   118
			} else {
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   119
				trans = 0;
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   120
				if (dst->m != 0) {
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   121
					/* Pre-convert the mapping channel to a RGB value */
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   122
					uint color = this->LookupColourInPalette(dst->m);
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   123
					dst->r = GB(color, 16, 8);
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   124
					dst->g = GB(color, 8,  8);
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   125
					dst->b = GB(color, 0,  8);
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   126
				}
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   127
			}
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   128
			dst--;
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   129
		}
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   130
	}
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   131
	return dest_sprite;
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   132
}