src/blitter/32bpp_optimized.hpp
author smatz
Thu, 26 Jun 2008 15:46:19 +0000
changeset 11082 45ab75d184a0
parent 10894 1389262b0c9e
permissions -rw-r--r--
(svn r13639) -Codechange: rewrite 32bpp-anim and 32bpp-optimized drawing and encoding so it uses similiar scheme as 8bpp-optimized
All zoom levels are stored and a kind of RLE is used. Together with further changes and reducing number of variables, drawing is ~50% faster in average.
/* $Id$ */

/** @file 32bpp_optimized.hpp Optimized 32 bpp blitter. */

#ifndef BLITTER_32BPP_OPTIMIZED_HPP
#define BLITTER_32BPP_OPTIMIZED_HPP

#include "32bpp_simple.hpp"
#include "factory.hpp"

class Blitter_32bppOptimized : public Blitter_32bppSimple {
public:
	struct SpriteData {
		uint32 offset[ZOOM_LVL_COUNT][2];
		byte data[VARARRAY_SIZE];
	};

	/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
	/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator);

	/* virtual */ const char *GetName() { return "32bpp-optimized"; }

	template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
};

class FBlitter_32bppOptimized: public BlitterFactory<FBlitter_32bppOptimized> {
public:
	/* virtual */ const char *GetName() { return "32bpp-optimized"; }
	/* virtual */ const char *GetDescription() { return "32bpp Optimized Blitter (no palette animation)"; }
	/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppOptimized(); }
};

#endif /* BLITTER_32BPP_OPTIMIZED_HPP */