Go to the documentation of this file.00001
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00012 #include "../stdafx.h"
00013 #include "../zoom_func.h"
00014 #include "../settings_type.h"
00015 #include "32bpp_optimized.hpp"
00016
00018 static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
00019
00027 template <BlitterMode mode>
00028 inline void Blitter_32bppOptimized::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
00029 {
00030 const SpriteData *src = (const SpriteData *)bp->sprite;
00031
00032
00033
00034 const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
00035
00036
00037
00038 const uint16 *src_n = (const uint16 *)(src->data + src->offset[zoom][1]);
00039
00040
00041 for (uint i = bp->skip_top; i != 0; i--) {
00042 src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
00043 src_n = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
00044 }
00045
00046
00047 Colour *dst = (Colour *)bp->dst + bp->top * bp->pitch + bp->left;
00048
00049
00050 const byte *remap = bp->remap;
00051
00052 for (int y = 0; y < bp->height; y++) {
00053
00054 Colour *dst_ln = dst + bp->pitch;
00055
00056
00057 const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
00058 src_px++;
00059
00060
00061 const uint16 *src_n_ln = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
00062 src_n += 2;
00063
00064
00065 Colour *dst_end = dst + bp->skip_left;
00066
00067
00068 uint n;
00069
00070 while (dst < dst_end) {
00071 n = *src_n++;
00072
00073 if (src_px->a == 0) {
00074 dst += n;
00075 src_px ++;
00076 src_n++;
00077 } else {
00078 if (dst + n > dst_end) {
00079 uint d = dst_end - dst;
00080 src_px += d;
00081 src_n += d;
00082
00083 dst = dst_end - bp->skip_left;
00084 dst_end = dst + bp->width;
00085
00086 n = min<uint>(n - d, (uint)bp->width);
00087 goto draw;
00088 }
00089 dst += n;
00090 src_px += n;
00091 src_n += n;
00092 }
00093 }
00094
00095 dst -= bp->skip_left;
00096 dst_end -= bp->skip_left;
00097
00098 dst_end += bp->width;
00099
00100 while (dst < dst_end) {
00101 n = min<uint>(*src_n++, (uint)(dst_end - dst));
00102
00103 if (src_px->a == 0) {
00104 dst += n;
00105 src_px++;
00106 src_n++;
00107 continue;
00108 }
00109
00110 draw:;
00111
00112 switch (mode) {
00113 case BM_COLOUR_REMAP:
00114 if (src_px->a == 255) {
00115 do {
00116 uint m = *src_n;
00117
00118 if (m == 0) {
00119 *dst = src_px->data;
00120 } else {
00121 uint r = remap[GB(m, 0, 8)];
00122 if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
00123 }
00124 dst++;
00125 src_px++;
00126 src_n++;
00127 } while (--n != 0);
00128 } else {
00129 do {
00130 uint m = *src_n;
00131 if (m == 0) {
00132 *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
00133 } else {
00134 uint r = remap[GB(m, 0, 8)];
00135 if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
00136 }
00137 dst++;
00138 src_px++;
00139 src_n++;
00140 } while (--n != 0);
00141 }
00142 break;
00143
00144 case BM_TRANSPARENT:
00145
00146
00147
00148
00149
00150 src_n += n;
00151 if (src_px->a == 255) {
00152 src_px += n;
00153 do {
00154 *dst = MakeTransparent(*dst, 3, 4);
00155 dst++;
00156 } while (--n != 0);
00157 } else {
00158 do {
00159 *dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
00160 dst++;
00161 src_px++;
00162 } while (--n != 0);
00163 }
00164 break;
00165
00166 default:
00167 if (src_px->a == 255) {
00168
00169 src_n += n;
00170 do {
00171 *dst = src_px->data;
00172 dst++;
00173 src_px++;
00174 } while (--n != 0);
00175 } else {
00176 src_n += n;
00177 do {
00178 *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
00179 dst++;
00180 src_px++;
00181 } while (--n != 0);
00182 }
00183 break;
00184 }
00185 }
00186
00187 dst = dst_ln;
00188 src_px = src_px_ln;
00189 src_n = src_n_ln;
00190 }
00191 }
00192
00200 void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
00201 {
00202 switch (mode) {
00203 default: NOT_REACHED();
00204 case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
00205 case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
00206 case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
00207 }
00208 }
00209
00210 Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
00211 {
00212
00213
00214
00215 Colour *dst_px_orig[ZOOM_LVL_COUNT];
00216
00217
00218
00219
00220
00221
00222
00223 uint16 *dst_n_orig[ZOOM_LVL_COUNT];
00224
00225
00226 uint32 lengths[ZOOM_LVL_COUNT][2];
00227
00228 ZoomLevel zoom_min;
00229 ZoomLevel zoom_max;
00230
00231 if (sprite->type == ST_FONT) {
00232 zoom_min = ZOOM_LVL_NORMAL;
00233 zoom_max = ZOOM_LVL_NORMAL;
00234 } else {
00235 zoom_min = _settings_client.gui.zoom_min;
00236 zoom_max = _settings_client.gui.zoom_max;
00237 if (zoom_max == zoom_min) zoom_max = ZOOM_LVL_MAX;
00238 }
00239
00240 for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
00241 const SpriteLoader::Sprite *src_orig = &sprite[z];
00242
00243 uint size = src_orig->height * src_orig->width;
00244
00245 dst_px_orig[z] = CallocT<Colour>(size + src_orig->height * 2);
00246 dst_n_orig[z] = CallocT<uint16>(size * 2 + src_orig->height * 4 * 2);
00247
00248 uint32 *dst_px_ln = (uint32 *)dst_px_orig[z];
00249 uint32 *dst_n_ln = (uint32 *)dst_n_orig[z];
00250
00251 const SpriteLoader::CommonPixel *src = (const SpriteLoader::CommonPixel *)src_orig->data;
00252
00253 for (uint y = src_orig->height; y > 0; y--) {
00254 Colour *dst_px = (Colour *)(dst_px_ln + 1);
00255 uint16 *dst_n = (uint16 *)(dst_n_ln + 1);
00256
00257 uint16 *dst_len = dst_n++;
00258
00259 uint last = 3;
00260 int len = 0;
00261
00262 for (uint x = src_orig->width; x > 0; x--) {
00263 uint8 a = src->a;
00264 uint t = a > 0 && a < 255 ? 1 : a;
00265
00266 if (last != t || len == 65535) {
00267 if (last != 3) {
00268 *dst_len = len;
00269 dst_len = dst_n++;
00270 }
00271 len = 0;
00272 }
00273
00274 last = t;
00275 len++;
00276
00277 if (a != 0) {
00278 dst_px->a = a;
00279 *dst_n = src->m;
00280 if (src->m != 0) {
00281
00282 uint8 rgb_max = max(src->r, max(src->g, src->b));
00283
00284
00285 if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
00286 *dst_n |= rgb_max << 8;
00287
00288
00289 Colour colour = this->AdjustBrightness(this->LookupColourInPalette(src->m), rgb_max);
00290 dst_px->r = colour.r;
00291 dst_px->g = colour.g;
00292 dst_px->b = colour.b;
00293 } else {
00294 dst_px->r = src->r;
00295 dst_px->g = src->g;
00296 dst_px->b = src->b;
00297 }
00298 dst_px++;
00299 dst_n++;
00300 } else if (len == 1) {
00301 dst_px++;
00302 *dst_n = src->m;
00303 dst_n++;
00304 }
00305
00306 src++;
00307 }
00308
00309 if (last != 3) {
00310 *dst_len = len;
00311 }
00312
00313 dst_px = (Colour *)AlignPtr(dst_px, 4);
00314 dst_n = (uint16 *)AlignPtr(dst_n, 4);
00315
00316 *dst_px_ln = (uint8 *)dst_px - (uint8 *)dst_px_ln;
00317 *dst_n_ln = (uint8 *)dst_n - (uint8 *)dst_n_ln;
00318
00319 dst_px_ln = (uint32 *)dst_px;
00320 dst_n_ln = (uint32 *)dst_n;
00321 }
00322
00323 lengths[z][0] = (byte *)dst_px_ln - (byte *)dst_px_orig[z];
00324 lengths[z][1] = (byte *)dst_n_ln - (byte *)dst_n_orig[z];
00325 }
00326
00327 uint len = 0;
00328 for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
00329 len += lengths[z][0] + lengths[z][1];
00330 }
00331
00332 Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(SpriteData) + len);
00333
00334 dest_sprite->height = sprite->height;
00335 dest_sprite->width = sprite->width;
00336 dest_sprite->x_offs = sprite->x_offs;
00337 dest_sprite->y_offs = sprite->y_offs;
00338
00339 SpriteData *dst = (SpriteData *)dest_sprite->data;
00340 memset(dst, 0, sizeof(*dst));
00341
00342 for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
00343 dst->offset[z][0] = z == zoom_min ? 0 : lengths[z - 1][1] + dst->offset[z - 1][1];
00344 dst->offset[z][1] = lengths[z][0] + dst->offset[z][0];
00345
00346 memcpy(dst->data + dst->offset[z][0], dst_px_orig[z], lengths[z][0]);
00347 memcpy(dst->data + dst->offset[z][1], dst_n_orig[z], lengths[z][1]);
00348
00349 free(dst_px_orig[z]);
00350 free(dst_n_orig[z]);
00351 }
00352
00353 return dest_sprite;
00354 }