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/* $Id$ */
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#include "../stdafx.h"
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#include "../zoom_func.h"
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#include "../gfx_func.h"
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#include "../debug.h"
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#include "../table/sprites.h"
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#include "32bpp_optimized.hpp"
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static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
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void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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const SpriteLoader::CommonPixel *src, *src_line;
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uint32 *dst, *dst_line;
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/* Find where to start reading in the source sprite */
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src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
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dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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for (int y = 0; y < bp->height; y++) {
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dst = dst_line;
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dst_line += bp->pitch;
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src = src_line;
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src_line += bp->sprite_width * ScaleByZoom(1, zoom);
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for (int x = 0; x < bp->width; x++) {
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if (src->a == 0) {
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/* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
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int skip = UnScaleByZoom(src->r, zoom);
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