1 #include "../stdafx.h" |
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2 #include "../zoom.hpp" |
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3 #include "../gfx.h" |
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4 #include "8bpp_slow.hpp" |
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5 |
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6 static FBlitter_8bppSimple iFBlitter_8bppSimple; |
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7 |
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8 void Blitter_8bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) |
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9 { |
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10 const byte *src, *src_line; |
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11 Pixel8 *dst, *dst_line; |
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12 |
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13 /* Find where to start reading in the source sprite */ |
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14 src_line = (const byte *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom); |
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15 dst_line = (Pixel8 *)bp->dst + bp->top * bp->pitch + bp->left; |
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16 |
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17 for (int y = 0; y < bp->height; y++) { |
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18 dst = dst_line; |
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19 dst_line += bp->pitch; |
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20 |
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21 src = src_line; |
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22 src_line += bp->sprite_width * ScaleByZoom(1, zoom); |
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23 |
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24 for (int x = 0; x < bp->width; x++) { |
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25 uint color = 0; |
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26 |
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27 switch (mode) { |
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28 case BM_COLOUR_REMAP: |
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29 color = bp->remap[*src]; |
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30 break; |
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31 |
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32 case BM_TRANSPARENT: |
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33 if (*src != 0) color = bp->remap[*dst]; |
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34 break; |
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35 |
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36 default: |
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37 color = *src; |
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38 break; |
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39 } |
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40 if (color != 0) *dst = color; |
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41 dst++; |
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42 src += ScaleByZoom(1, zoom); |
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43 } |
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44 } |
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45 } |
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46 |
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47 Sprite *Blitter_8bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) |
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48 { |
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49 Sprite *dest_sprite; |
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50 dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width);; |
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51 |
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52 dest_sprite->height = sprite->height; |
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53 dest_sprite->width = sprite->width; |
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54 dest_sprite->x_offs = sprite->x_offs; |
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55 dest_sprite->y_offs = sprite->y_offs; |
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56 |
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57 /* Copy over only the 'remap' channel, as that is what we care about in 8bpp */ |
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58 for (int i = 0; i < sprite->height * sprite->width; i++) { |
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59 dest_sprite->data[i] = sprite->data[i].m; |
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60 } |
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61 |
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62 return dest_sprite; |
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63 } |
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