12 static FBlitter_8bppOptimized iFBlitter_8bppOptimized; |
12 static FBlitter_8bppOptimized iFBlitter_8bppOptimized; |
13 |
13 |
14 void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) |
14 void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) |
15 { |
15 { |
16 /* Find the offset of this zoom-level */ |
16 /* Find the offset of this zoom-level */ |
17 uint offset = ((const uint8 *)bp->sprite)[(int)(zoom - ZOOM_LVL_BEGIN) * 2] | ((const byte *)bp->sprite)[(int)(zoom - ZOOM_LVL_BEGIN) * 2 + 1] << 8; |
17 const SpriteData *sprite_src = (const SpriteData *)bp->sprite; |
|
18 uint offset = sprite_src->offset[zoom]; |
18 |
19 |
19 /* Find where to start reading in the source sprite */ |
20 /* Find where to start reading in the source sprite */ |
20 const uint8 *src = (const uint8 *)bp->sprite + offset; |
21 const uint8 *src = sprite_src->data + offset; |
21 uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left; |
22 uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left; |
22 |
23 |
23 /* Skip over the top lines in the source image */ |
24 /* Skip over the top lines in the source image */ |
24 for (int y = 0; y < bp->skip_top; y++) { |
25 for (int y = 0; y < bp->skip_top; y++) { |
25 for (;;) { |
26 for (;;) { |
99 } |
100 } |
100 |
101 |
101 Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) |
102 Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) |
102 { |
103 { |
103 /* Make memory for all zoom-levels */ |
104 /* Make memory for all zoom-levels */ |
104 uint memory = (int)(ZOOM_LVL_END - ZOOM_LVL_BEGIN) * sizeof(uint16); |
105 uint memory = sizeof(SpriteData); |
105 |
106 |
106 for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) { |
107 for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) { |
107 memory += UnScaleByZoom(sprite->height, i) * UnScaleByZoom(sprite->width, i); |
108 memory += UnScaleByZoom(sprite->height, i) * UnScaleByZoom(sprite->width, i); |
108 } |
109 } |
109 |
110 |
110 /* We have no idea how much memory we really need, so just guess something */ |
111 /* We have no idea how much memory we really need, so just guess something */ |
111 memory *= 5; |
112 memory *= 5; |
112 byte *temp_dst = MallocT<byte>(memory); |
113 SpriteData *temp_dst = (SpriteData *)MallocT<byte>(memory); |
113 byte *dst = &temp_dst[(ZOOM_LVL_END - ZOOM_LVL_BEGIN) * 2]; |
114 byte *dst = temp_dst->data; |
114 |
115 |
115 /* Make the sprites per zoom-level */ |
116 /* Make the sprites per zoom-level */ |
116 for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) { |
117 for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) { |
117 /* Store the index table */ |
118 /* Store the index table */ |
118 uint index = dst - temp_dst; |
119 uint offset = dst - temp_dst->data; |
119 temp_dst[i * 2] = index & 0xFF; |
120 temp_dst->offset[i] = offset; |
120 temp_dst[i * 2 + 1] = (index >> 8) & 0xFF; |
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121 |
121 |
122 /* cache values, because compiler can't cache it */ |
122 /* cache values, because compiler can't cache it */ |
123 int scaled_height = UnScaleByZoom(sprite->height, i); |
123 int scaled_height = UnScaleByZoom(sprite->height, i); |
124 int scaled_width = UnScaleByZoom(sprite->width, i); |
124 int scaled_width = UnScaleByZoom(sprite->width, i); |
125 int scaled_1 = ScaleByZoom(1, i); |
125 int scaled_1 = ScaleByZoom(1, i); |