(svn r10227) -Add: added 32bpp-anim blitter, a 32bpp blitter that does palette animation (at the cost of an animation-buffer to keep track of the 'm'-channel of all sprites)
authortruelight
Tue, 19 Jun 2007 17:43:30 +0000
changeset 7467 cb1801e91c3d
parent 7466 01be88d1c0a6
child 7468 b30fb4dda125
(svn r10227) -Add: added 32bpp-anim blitter, a 32bpp blitter that does palette animation (at the cost of an animation-buffer to keep track of the 'm'-channel of all sprites)
source.list
src/blitter/32bpp_anim.cpp
src/blitter/32bpp_anim.hpp
--- a/source.list	Tue Jun 19 17:33:12 2007 +0000
+++ b/source.list	Tue Jun 19 17:43:30 2007 +0000
@@ -294,6 +294,8 @@
 ai/trolly/trolly.cpp
 
 # Blitters
+blitter/32bpp_anim.cpp
+blitter/32bpp_anim.hpp
 blitter/32bpp_base.cpp
 blitter/32bpp_base.hpp
 blitter/32bpp_simple.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/blitter/32bpp_anim.cpp	Tue Jun 19 17:43:30 2007 +0000
@@ -0,0 +1,187 @@
+#include "../stdafx.h"
+#include "../zoom.hpp"
+#include "../gfx.h"
+#include "../debug.h"
+#include "../table/sprites.h"
+#include "32bpp_anim.hpp"
+
+static FBlitter_32bppAnim iFBlitter_32bppAnim;
+
+void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
+{
+	const SpriteLoader::CommonPixel *src, *src_line;
+	uint32 *dst, *dst_line;
+	uint8 *anim, *anim_line;
+
+	if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
+		/* The size of the screen changed; we can assume we can wipe all data from our buffer */
+		free(this->anim_buf);
+		this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
+		this->anim_buf_width = _screen.width;
+		this->anim_buf_height = _screen.height;
+	}
+
+	/* Find where to start reading in the source sprite */
+	src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
+	dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
+	anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + 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);
+
+		anim = anim_line;
+		anim_line += this->anim_buf_width;
+
+		for (int x = 0; x < bp->width; x++) {
+			switch (mode) {
+				case BM_COLOUR_REMAP:
+					/* In case the m-channel is zero, do not remap this pixel in any way */
+					if (src->m == 0) {
+						if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
+						*anim = 0;
+					} else {
+						if (bp->remap[src->m] != 0) {
+							*dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
+							*anim = bp->remap[src->m];
+						}
+					}
+					break;
+
+				case BM_TRANSPARENT:
+					/* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
+					 *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
+					 *  we produce a result the newgrf maker didn't expect ;) */
+
+					/* Make the current color a bit more black, so it looks like this image is transparent */
+					if (src->a != 0) {
+						*dst = MakeTransparent(*dst, 75);
+						*anim = bp->remap[*anim];
+					}
+					break;
+
+				default:
+					if (src->a != 0) {
+						/* Above 217 is palette animation */
+						if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
+						else               *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
+						*anim = src->m;
+					}
+					break;
+			}
+			dst++;
+			anim++;
+			src += ScaleByZoom(1, zoom);
+		}
+	}
+}
+
+void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 color)
+{
+	*((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(color);
+	/* Set the color in the anim-buffer too */
+	this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
+}
+
+void Blitter_32bppAnim::SetPixelIfEmpty(void *video, int x, int y, uint8 color)
+{
+	uint32 *dst = (uint32 *)video + x + y * _screen.pitch;
+	if (*dst == 0) {
+		*dst = LookupColourInPalette(color);
+		/* Set the color in the anim-buffer too */
+		this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
+	}
+}
+
+void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 color)
+{
+	uint32 color32 = LookupColourInPalette(color);
+	uint8 *anim_line;
+
+	anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
+
+	do {
+		uint32 *dst = (uint32 *)video;
+		uint8 *anim = anim_line;
+
+		for (int i = width; i > 0; i--) {
+			*dst = color32;
+			/* Set the color in the anim-buffer too */
+			*anim = color;
+			dst++;
+			anim++;
+		}
+		video = (uint32 *)video + _screen.pitch;
+		anim_line += this->anim_buf_width;
+	} while (--height);
+}
+
+void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
+{
+	uint8 *dst, *src;
+
+	/* We need to scroll the anim-buffer too */
+	if (scroll_y > 0) {
+		dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width;
+		src = dst - scroll_y * this->anim_buf_width;
+
+		/* Adjust left & width */
+		if (scroll_x >= 0) dst += scroll_x;
+		else               src -= scroll_x;
+
+		uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
+		uint th = height - scroll_y;
+		for (; th > 0; th--) {
+			memcpy(dst, src, tw * sizeof(uint8));
+			src -= this->anim_buf_width;
+			dst -= this->anim_buf_width;
+		}
+	} else {
+		/* Calculate pointers */
+		dst = this->anim_buf + left + top * this->anim_buf_width;
+		src = dst - scroll_y * this->anim_buf_width;
+
+		/* Adjust left & width */
+		if (scroll_x >= 0) dst += scroll_x;
+		else               src -= scroll_x;
+
+		/* the y-displacement may be 0 therefore we have to use memmove,
+		 * because source and destination may overlap */
+		uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
+		uint th = height + scroll_y;
+		for (; th > 0; th--) {
+			memmove(dst, src, tw * sizeof(uint8));
+			src += this->anim_buf_width;
+			dst += this->anim_buf_width;
+		}
+	}
+
+	Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
+}
+
+void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
+{
+	uint8 *anim = this->anim_buf;
+
+	/* Let's walk the anim buffer and try to find the pixels */
+	for (int y = 0; y < this->anim_buf_height; y++) {
+		for (int x = 0; x < this->anim_buf_width; x++) {
+			if (*anim >= start && *anim <= start + count) {
+				/* Update this pixel */
+				this->SetPixel(_screen.dst_ptr, x, y, *anim);
+			}
+			anim++;
+		}
+	}
+
+	/* Make sure the backend redraws the whole screen */
+	_video_driver->make_dirty(0, 0, _screen.width, _screen.height);
+}
+
+Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
+{
+	return Blitter::PALETTE_ANIMATION_BLITTER;
+}
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/blitter/32bpp_anim.hpp	Tue Jun 19 17:43:30 2007 +0000
@@ -0,0 +1,40 @@
+/* $Id$ */
+
+/** @file 32bpp_anim.hpp */
+
+#ifndef BLITTER_32BPP_ANIM_HPP
+#define BLITTER_32BPP_ANIM_HPP
+
+#include "32bpp_simple.hpp"
+#include "factory.hpp"
+
+class Blitter_32bppAnim : public Blitter_32bppSimple {
+private:
+	uint8 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
+	int anim_buf_width;
+	int anim_buf_height;
+
+public:
+	Blitter_32bppAnim() :
+		anim_buf(NULL),
+		anim_buf_width(0),
+		anim_buf_height(0)
+	{}
+
+	/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
+	/* virtual */ void SetPixel(void *video, int x, int y, uint8 color);
+	/* virtual */ void SetPixelIfEmpty(void *video, int x, int y, uint8 color);
+	/* virtual */ void DrawRect(void *video, int width, int height, uint8 color);
+	/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
+	/* virtual */ void PaletteAnimate(uint start, uint count);
+	/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
+};
+
+class FBlitter_32bppAnim: public BlitterFactory<FBlitter_32bppAnim> {
+public:
+	/* virtual */ const char *GetName() { return "32bpp-anim"; }
+	/* virtual */ const char *GetDescription() { return "32bpp Animation Blitter (palette animation)"; }
+	/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppAnim(); }
+};
+
+#endif /* BLITTER_32BPP_ANIM_HPP */