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Location: cpp/openttd-patchpack/source/src/blitter/32bpp_optimized.cpp - annotation
r9583:b6e25a00b908
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(svn r13621) -Fix: building roadbits in the wrong direction on bridges or building roadbits from underneath the bridge to the bridgehead is impossible, so don't silently ignore that error when building over houses and industries is not ignored.
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/** @file 32bpp_optimized.cpp Implementation of the optimized 32 bpp blitter. */
#include "../stdafx.h"
#include "../zoom_func.h"
#include "../gfx_func.h"
#include "../debug.h"
#include "32bpp_optimized.hpp"
static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
template <BlitterMode mode, ZoomLevel zoom> inline void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp)
{
const SpriteLoader::CommonPixel *src, *src_line;
uint32 *dst, *dst_line;
/* 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;
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);
for (int x = 0; x < bp->width; x++) {
if (src->a == 0) {
/* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
int skip = UnScaleByZoom(src->r, zoom);
dst += skip;
x += skip - 1;
src += ScaleByZoom(1, zoom) * skip;
continue;
}
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) {
*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
} else {
if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
}
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 */
*dst = MakeTransparent(*dst, 192);
break;
default:
*dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
break;
}
dst++;
src += ScaleByZoom(1, zoom);
}
}
}
template <BlitterMode mode> inline void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, ZoomLevel zoom)
{
switch (zoom) {
default: NOT_REACHED();
case ZOOM_LVL_NORMAL: Draw<mode, ZOOM_LVL_NORMAL>(bp); return;
case ZOOM_LVL_OUT_2X: Draw<mode, ZOOM_LVL_OUT_2X>(bp); return;
case ZOOM_LVL_OUT_4X: Draw<mode, ZOOM_LVL_OUT_4X>(bp); return;
case ZOOM_LVL_OUT_8X: Draw<mode, ZOOM_LVL_OUT_8X>(bp); return;
}
}
void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
switch (mode) {
default: NOT_REACHED();
case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
}
}
Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
{
Sprite *dest_sprite;
SpriteLoader::CommonPixel *dst;
dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
dest_sprite->height = sprite->height;
dest_sprite->width = sprite->width;
dest_sprite->x_offs = sprite->x_offs;
dest_sprite->y_offs = sprite->y_offs;
dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
/* Skip to the end of the array, and work backwards to find transparent blocks */
dst = dst + sprite->height * sprite->width - 1;
for (uint y = sprite->height; y > 0; y--) {
int trans = 0;
/* Process sprite line backwards, to compute lengths of transparent blocks */
for (uint x = sprite->width; x > 0; x--) {
if (dst->a == 0) {
/* Save transparent block length in red channel; max value is 255 the red channel can contain */
if (trans < 255) trans++;
dst->r = trans;
dst->g = 0;
dst->b = 0;
dst->m = 0;
} else {
trans = 0;
if (dst->m != 0) {
/* Pre-convert the mapping channel to a RGB value */
uint color = this->LookupColourInPalette(dst->m);
dst->r = GB(color, 16, 8);
dst->g = GB(color, 8, 8);
dst->b = GB(color, 0, 8);
}
}
dst--;
}
}
return dest_sprite;
}
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