# 32bpp_anim.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "../stdafx.h"
    00013 #include "../video/video_driver.hpp"
    00014 #include "32bpp_anim.hpp"
    00015
    00016 #include "../table/sprites.h"
    00017
    00019 static FBlitter_32bppAnim iFBlitter_32bppAnim;
    00020
    00021 template <BlitterMode mode>
    00022 inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
    00023 {
    00024   const SpriteData *src = (const SpriteData *)bp->sprite;
    00025
    00026   const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
    00027   const uint16 *src_n  = (const uint16 *)(src->data + src->offset[zoom][1]);
    00028
    00029   for (uint i = bp->skip_top; i != 0; i--) {
    00030     src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
    00031     src_n  = (const uint16 *)((const byte *)src_n  + *(const uint32 *)src_n);
    00032   }
    00033
    00034   Colour *dst = (Colour *)bp->dst + bp->top * bp->pitch + bp->left;
    00035   uint16 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
    00036
    00037   const byte *remap = bp->remap; // store so we don't have to access it via bp everytime
    00038
    00039   for (int y = 0; y < bp->height; y++) {
    00040     Colour *dst_ln = dst + bp->pitch;
    00041     uint16 *anim_ln = anim + this->anim_buf_width;
    00042
    00043     const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
    00044     src_px++;
    00045
    00046     const uint16 *src_n_ln = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
    00047     src_n += 2;
    00048
    00049     Colour *dst_end = dst + bp->skip_left;
    00050
    00051     uint n;
    00052
    00053     while (dst < dst_end) {
    00054       n = *src_n++;
    00055
    00056       if (src_px->a == 0) {
    00057         dst += n;
    00058         src_px ++;
    00059         src_n++;
    00060
    00061         if (dst > dst_end) anim += dst - dst_end;
    00062       } else {
    00063         if (dst + n > dst_end) {
    00064           uint d = dst_end - dst;
    00065           src_px += d;
    00066           src_n += d;
    00067
    00068           dst = dst_end - bp->skip_left;
    00069           dst_end = dst + bp->width;
    00070
    00071           n = min<uint>(n - d, (uint)bp->width);
    00072           goto draw;
    00073         }
    00074         dst += n;
    00075         src_px += n;
    00076         src_n += n;
    00077       }
    00078     }
    00079
    00080     dst -= bp->skip_left;
    00081     dst_end -= bp->skip_left;
    00082
    00083     dst_end += bp->width;
    00084
    00085     while (dst < dst_end) {
    00086       n = min<uint>(*src_n++, (uint)(dst_end - dst));
    00087
    00088       if (src_px->a == 0) {
    00089         anim += n;
    00090         dst += n;
    00091         src_px++;
    00092         src_n++;
    00093         continue;
    00094       }
    00095
    00096       draw:;
    00097
    00098       switch (mode) {
    00099         case BM_COLOUR_REMAP:
    00100           if (src_px->a == 255) {
    00101             do {
    00102               uint m = *src_n;
    00103               /* In case the m-channel is zero, do not remap this pixel in any way */
    00104               if (m == 0) {
    00105                 *dst = src_px->data;
    00106                 *anim = 0;
    00107               } else {
    00108                 uint r = remap[GB(m, 0, 8)];
    00109                 *anim = r | (m & 0xFF00);
    00110                 if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
    00111               }
    00112               anim++;
    00113               dst++;
    00114               src_px++;
    00115               src_n++;
    00116             } while (--n != 0);
    00117           } else {
    00118             do {
    00119               uint m = *src_n;
    00120               if (m == 0) {
    00121                 *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
    00122                 *anim = 0;
    00123               } else {
    00124                 uint r = remap[GB(m, 0, 8)];
    00125                 *anim = 0;
    00126                 if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
    00127               }
    00128               anim++;
    00129               dst++;
    00130               src_px++;
    00131               src_n++;
    00132             } while (--n != 0);
    00133           }
    00134           break;
    00135
    00136         case BM_TRANSPARENT:
    00137           /* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
    00138            *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
    00139            *  we produce a result the newgrf maker didn't expect ;) */
    00140
    00141           /* Make the current colour a bit more black, so it looks like this image is transparent */
    00142           src_n += n;
    00143           if (src_px->a == 255) {
    00144             src_px += n;
    00145             do {
    00146               *dst = MakeTransparent(*dst, 3, 4);
    00147               *anim = 0;
    00148               anim++;
    00149               dst++;
    00150             } while (--n != 0);
    00151           } else {
    00152             do {
    00153               *dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
    00154               *anim = 0;
    00155               anim++;
    00156               dst++;
    00157               src_px++;
    00158             } while (--n != 0);
    00159           }
    00160           break;
    00161
    00162         default:
    00163           if (src_px->a == 255) {
    00164             do {
    00165               /* Compiler assumes pointer aliasing, can't optimise this on its own */
    00166               uint m = GB(*src_n, 0, 8);
    00167               /* Above PALETTE_ANIM_START is palette animation */
    00168               *anim++ = *src_n;
    00169               *dst++ = (m >= PALETTE_ANIM_START) ? this->AdjustBrightness(this->LookupColourInPalette(m), GB(*src_n, 8, 8)) : src_px->data;
    00170               src_px++;
    00171               src_n++;
    00172             } while (--n != 0);
    00173           } else {
    00174             do {
    00175               uint m = GB(*src_n, 0, 8);
    00176               *anim++ = 0;
    00177               if (m >= PALETTE_ANIM_START) {
    00178                 *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(m), GB(*src_n, 8, 8)), src_px->a, *dst);
    00179               } else {
    00180                 *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
    00181               }
    00182               dst++;
    00183               src_px++;
    00184               src_n++;
    00185             } while (--n != 0);
    00186           }
    00187           break;
    00188       }
    00189     }
    00190
    00191     anim = anim_ln;
    00192     dst = dst_ln;
    00193     src_px = src_px_ln;
    00194     src_n  = src_n_ln;
    00195   }
    00196 }
    00197
    00198 void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
    00199 {
    00200   if (_screen_disable_anim) {
    00201     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
    00202     Blitter_32bppOptimized::Draw(bp, mode, zoom);
    00203     return;
    00204   }
    00205
    00206   switch (mode) {
    00207     default: NOT_REACHED();
    00208     case BM_NORMAL:       Draw<BM_NORMAL>      (bp, zoom); return;
    00209     case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
    00210     case BM_TRANSPARENT:  Draw<BM_TRANSPARENT> (bp, zoom); return;
    00211   }
    00212 }
    00213
    00214 void Blitter_32bppAnim::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
    00215 {
    00216   if (_screen_disable_anim) {
    00217     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColourMappingRect() */
    00218     Blitter_32bppOptimized::DrawColourMappingRect(dst, width, height, pal);
    00219     return;
    00220   }
    00221
    00222   Colour *udst = (Colour *)dst;
    00223   uint16 *anim;
    00224
    00225   anim = this->anim_buf + ((uint32 *)dst - (uint32 *)_screen.dst_ptr);
    00226
    00227   if (pal == PALETTE_TO_TRANSPARENT) {
    00228     do {
    00229       for (int i = 0; i != width; i++) {
    00230         *udst = MakeTransparent(*udst, 154);
    00231         *anim = 0;
    00232         udst++;
    00233         anim++;
    00234       }
    00235       udst = udst - width + _screen.pitch;
    00236       anim = anim - width + this->anim_buf_width;
    00237     } while (--height);
    00238     return;
    00239   }
    00240   if (pal == PALETTE_NEWSPAPER) {
    00241     do {
    00242       for (int i = 0; i != width; i++) {
    00243         *udst = MakeGrey(*udst);
    00244         *anim = 0;
    00245         udst++;
    00246         anim++;
    00247       }
    00248       udst = udst - width + _screen.pitch;
    00249       anim = anim - width + this->anim_buf_width;
    00250     } while (--height);
    00251     return;
    00252   }
    00253
    00254   DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
    00255 }
    00256
    00257 void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 colour)
    00258 {
    00259   *((Colour *)video + x + y * _screen.pitch) = LookupColourInPalette(colour);
    00260
    00261   /* Set the colour in the anim-buffer too, if we are rendering to the screen */
    00262   if (_screen_disable_anim) return;
    00263   this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = colour | (DEFAULT_BRIGHTNESS << 8);
    00264 }
    00265
    00266 void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 colour)
    00267 {
    00268   if (_screen_disable_anim) {
    00269     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
    00270     Blitter_32bppOptimized::DrawRect(video, width, height, colour);
    00271     return;
    00272   }
    00273
    00274   Colour colour32 = LookupColourInPalette(colour);
    00275   uint16 *anim_line;
    00276
    00277   anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
    00278
    00279   do {
    00280     Colour *dst = (Colour *)video;
    00281     uint16 *anim = anim_line;
    00282
    00283     for (int i = width; i > 0; i--) {
    00284       *dst = colour32;
    00285       /* Set the colour in the anim-buffer too */
    00286       *anim = colour | (DEFAULT_BRIGHTNESS << 8);
    00287       dst++;
    00288       anim++;
    00289     }
    00290     video = (uint32 *)video + _screen.pitch;
    00291     anim_line += this->anim_buf_width;
    00292   } while (--height);
    00293 }
    00294
    00295 void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height)
    00296 {
    00297   assert(!_screen_disable_anim);
    00298   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
    00299   Colour *dst = (Colour *)video;
    00300   const uint32 *usrc = (const uint32 *)src;
    00301   uint16 *anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
    00302
    00303   for (; height > 0; height--) {
    00304     /* We need to keep those for palette animation. */
    00305     Colour *dst_pal = dst;
    00306     uint16 *anim_pal = anim_line;
    00307
    00308     memcpy(dst, usrc, width * sizeof(uint32));
    00309     usrc += width;
    00310     dst += _screen.pitch;
    00311     /* Copy back the anim-buffer */
    00312     memcpy(anim_line, usrc, width * sizeof(uint16));
    00313     usrc = (const uint32 *)((const uint16 *)usrc + width);
    00314     anim_line += this->anim_buf_width;
    00315
    00316     /* Okay, it is *very* likely that the image we stored is using
    00317      * the wrong palette animated colours. There are two things we
    00318      * can do to fix this. The first is simply reviewing the whole
    00319      * screen after we copied the buffer, i.e. run PaletteAnimate,
    00320      * however that forces a full screen redraw which is expensive
    00321      * for just the cursor. This just copies the implementation of
    00322      * palette animation, much cheaper though slightly nastier. */
    00323     for (int i = 0; i < width; i++) {
    00324       uint colour = GB(*anim_pal, 0, 8);
    00325       if (colour >= PALETTE_ANIM_START) {
    00326         /* Update this pixel */
    00327         *dst_pal = this->AdjustBrightness(LookupColourInPalette(colour), GB(*anim_pal, 8, 8));
    00328       }
    00329       dst_pal++;
    00330       anim_pal++;
    00331     }
    00332   }
    00333 }
    00334
    00335 void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height)
    00336 {
    00337   assert(!_screen_disable_anim);
    00338   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
    00339   uint32 *udst = (uint32 *)dst;
    00340   const uint32 *src = (const uint32 *)video;
    00341   const uint16 *anim_line;
    00342
    00343   if (this->anim_buf == NULL) return;
    00344
    00345   anim_line = ((const uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
    00346
    00347   for (; height > 0; height--) {
    00348     memcpy(udst, src, width * sizeof(uint32));
    00349     src += _screen.pitch;
    00350     udst += width;
    00351     /* Copy the anim-buffer */
    00352     memcpy(udst, anim_line, width * sizeof(uint16));
    00353     udst = (uint32 *)((uint16 *)udst + width);
    00354     anim_line += this->anim_buf_width;
    00355   }
    00356 }
    00357
    00358 void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
    00359 {
    00360   assert(!_screen_disable_anim);
    00361   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
    00362   uint16 *dst, *src;
    00363
    00364   /* We need to scroll the anim-buffer too */
    00365   if (scroll_y > 0) {
    00366     dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width;
    00367     src = dst - scroll_y * this->anim_buf_width;
    00368
    00369     /* Adjust left & width */
    00370     if (scroll_x >= 0) {
    00371       dst += scroll_x;
    00372     } else {
    00373       src -= scroll_x;
    00374     }
    00375
    00376     uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
    00377     uint th = height - scroll_y;
    00378     for (; th > 0; th--) {
    00379       memcpy(dst, src, tw * sizeof(uint16));
    00380       src -= this->anim_buf_width;
    00381       dst -= this->anim_buf_width;
    00382     }
    00383   } else {
    00384     /* Calculate pointers */
    00385     dst = this->anim_buf + left + top * this->anim_buf_width;
    00386     src = dst - scroll_y * this->anim_buf_width;
    00387
    00388     /* Adjust left & width */
    00389     if (scroll_x >= 0) {
    00390       dst += scroll_x;
    00391     } else {
    00392       src -= scroll_x;
    00393     }
    00394
    00395     /* the y-displacement may be 0 therefore we have to use memmove,
    00396      * because source and destination may overlap */
    00397     uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
    00398     uint th = height + scroll_y;
    00399     for (; th > 0; th--) {
    00400       memmove(dst, src, tw * sizeof(uint16));
    00401       src += this->anim_buf_width;
    00402       dst += this->anim_buf_width;
    00403     }
    00404   }
    00405
    00406   Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
    00407 }
    00408
    00409 int Blitter_32bppAnim::BufferSize(int width, int height)
    00410 {
    00411   return width * height * (sizeof(uint32) + sizeof(uint16));
    00412 }
    00413
    00414 void Blitter_32bppAnim::PaletteAnimate(const Palette &palette)
    00415 {
    00416   assert(!_screen_disable_anim);
    00417
    00418   this->palette = palette;
    00419   /* If first_dirty is 0, it is for 8bpp indication to send the new
    00420    *  palette. However, only the animation colours might possibly change.
    00421    *  Especially when going between toyland and non-toyland. */
    00422   assert(this->palette.first_dirty == PALETTE_ANIM_START || this->palette.first_dirty == 0);
    00423
    00424   const uint16 *anim = this->anim_buf;
    00425   Colour *dst = (Colour *)_screen.dst_ptr;
    00426
    00427   /* Let's walk the anim buffer and try to find the pixels */
    00428   for (int y = this->anim_buf_height; y != 0 ; y--) {
    00429     for (int x = this->anim_buf_width; x != 0 ; x--) {
    00430       uint colour = GB(*anim, 0, 8);
    00431       if (colour >= PALETTE_ANIM_START) {
    00432         /* Update this pixel */
    00433         *dst = this->AdjustBrightness(LookupColourInPalette(colour), GB(*anim, 8, 8));
    00434       }
    00435       dst++;
    00436       anim++;
    00437     }
    00438     dst += _screen.pitch - this->anim_buf_width;
    00439   }
    00440
    00441   /* Make sure the backend redraws the whole screen */
    00442   _video_driver->MakeDirty(0, 0, _screen.width, _screen.height);
    00443 }
    00444
    00445 Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
    00446 {
    00447   return Blitter::PALETTE_ANIMATION_BLITTER;
    00448 }
    00449
    00450 void Blitter_32bppAnim::PostResize()
    00451 {
    00452   if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
    00453     /* The size of the screen changed; we can assume we can wipe all data from our buffer */
    00454     free(this->anim_buf);
    00455     this->anim_buf = CallocT<uint16>(_screen.width * _screen.height);
    00456     this->anim_buf_width = _screen.width;
    00457     this->anim_buf_height = _screen.height;
    00458   }
    00459 }