src/blitter/8bpp_slow.cpp
author truelight
Mon, 11 Jun 2007 11:50:49 +0000
changeset 6852 439563b70fd3
child 6856 aa95d0fd29f1
permissions -rw-r--r--
(svn r10092) -Codechange: code-seperated the spriteloader and blitter from the rest of the code
-Add: make it possible to pick your own blitter (-b <blitter>, -h for overview)
-Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels)
-Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter
#include "../stdafx.h"
#include "../zoom.hpp"
#include "../gfx.h"
#include "8bpp_slow.hpp"

static FBlitter_8bppSimple iFBlitter_8bppSimple;

extern void* AllocSprite(size_t);

void Blitter_8bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
	const byte *src, *src_line;
	Pixel8 *dst, *dst_line;

	/* Find where to start reading in the source sprite */
	src_line = (const byte *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
	dst_line = (Pixel8 *)bp->dst + bp->top * bp->pitch + bp->left;

	for (int y = 0; y < bp->height; y++) {
		dst = dst_line;
		dst_line += bp->pitch;

		src = src_line;
		src_line += bp->sprite_width * ScaleByZoom(1, zoom);

		for (int x = 0; x < bp->width; x++) {
			uint color = 0;

			switch (mode) {
				case BM_COLOUR_REMAP:
					color = bp->remap[*src];
					break;

				case BM_TRANSPARENT:
					if (*src != 0) color = bp->remap[*dst];
					break;

				default:
					color = *src;
					break;
			}
			if (color != 0) *dst = color;
			dst++;
			src += ScaleByZoom(1, zoom);
		}
	}
}

Sprite *Blitter_8bppSimple::Encode(SpriteLoader::Sprite *sprite)
{
	Sprite *dest_sprite;
	dest_sprite = (Sprite *)AllocSprite(sizeof(*dest_sprite) + sprite->height * sprite->width);

	dest_sprite->height = sprite->height;
	dest_sprite->width  = sprite->width;
	dest_sprite->x_offs = sprite->x_offs;
	dest_sprite->y_offs = sprite->y_offs;

	/* Copy over only the 'remap' channel, as that is what we care about in 8bpp */
	for (int i = 0; i < sprite->height * sprite->width; i++) {
		dest_sprite->data[i] = sprite->data[i].m;
	}

	return dest_sprite;
}