Files @ r6936:6f0a52e3732c
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Location: cpp/openttd-patchpack/source/src/blitter/8bpp_optimized.cpp

truelight
(svn r10189) -Add: added a safety check in MSVC project generate script to make sure we do not use filenames with the same name in different directories, as MSVC is plain stupid and can't handle that (go wine to Billy or something if you want it fixed properly)
/* $Id$ */

/** @file 8bpp_optimized.cpp */

#include "../stdafx.h"
#include "../zoom.hpp"
#include "../gfx.h"
#include "../debug.h"
#include "8bpp_optimized.hpp"

static FBlitter_8bppOptimized iFBlitter_8bppOptimized;

void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
	const uint8 *src, *src_next;
	uint8 *dst, *dst_line;
	uint offset = 0;

	/* Find the offset of this zoom-level */
	offset = ((const uint8 *)bp->sprite)[(int)zoom * 2] | ((const byte *)bp->sprite)[(int)zoom * 2 + 1] << 8;

	/* Find where to start reading in the source sprite */
	src = (const uint8 *)bp->sprite + offset;
	dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;

	/* Skip over the top lines in the source image */
	for (int y = 0; y < bp->skip_top; y++) {
		uint trans, pixels;
		for (;;) {
			trans = *src++;
			pixels = *src++;
			if (trans == 0 && pixels == 0) break;
			src += pixels;
		}
	}

	src_next = src;

	for (int y = 0; y < bp->height; y++) {
		dst = dst_line;
		dst_line += bp->pitch;

		uint skip_left = bp->skip_left;
		int width = bp->width;

		for (;;) {
			src = src_next;
			uint8 trans = *src++;
			uint8 pixels = *src++;
			src_next = src + pixels;
			if (trans == 0 && pixels == 0) break;
			if (width <= 0) continue;

			if (skip_left != 0) {
				if (skip_left < trans) {
					trans -= skip_left;
					skip_left = 0;
				} else {
					skip_left -= trans;
					trans = 0;
				}
				if (skip_left < pixels) {
					src += skip_left;
					pixels -= skip_left;
					skip_left = 0;
				} else {
					src += pixels;
					skip_left -= pixels;
					pixels = 0;
				}
			}
			if (skip_left != 0) continue;

			/* Skip transparent pixels */
			dst += trans;
			width -= trans;
			if (width <= 0) continue;
			if (pixels > width) pixels = width;
			width -= pixels;

			switch (mode) {
				case BM_COLOUR_REMAP:
					for (uint x = 0; x < pixels; x++) {
						if (bp->remap[*src] != 0) *dst = bp->remap[*src];
						dst++; src++;
					}
					break;

				case BM_TRANSPARENT:
					for (uint x = 0; x < pixels; x++) {
						*dst = bp->remap[*dst];
						dst++; src++;
					}
					break;

				default:
					memcpy(dst, src, pixels);
					dst += pixels; src += pixels;
					break;
			}
		}
	}
}

void Blitter_8bppOptimized::DrawColorMappingRect(void *dst, int width, int height, int pal)
{
	const uint8 *ctab = GetNonSprite(pal) + 1;

	do {
		for (int i = 0; i != width; i++) _screen.renderer->SetPixel(dst, i, 0, ctab[((uint8 *)dst)[i]]);
		dst = _screen.renderer->MoveTo(dst, 0, 1);
	} while (height--);
}

Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
{
	Sprite *dest_sprite;
	byte *temp_dst;
	uint memory = 0;
	uint index = 0;

	/* Make memory for all zoom-levels */
	memory += (int)ZOOM_LVL_END * sizeof(uint16);
	for (int i = 0; i < (int)ZOOM_LVL_END; i++) {
		memory += UnScaleByZoom(sprite->height, (ZoomLevel)i) * UnScaleByZoom(sprite->width, (ZoomLevel)i);
		index += 2;
	}

	/* We have no idea how much memory we really need, so just guess something */
	memory *= 5;
	temp_dst = MallocT<byte>(memory);

	/* Make the sprites per zoom-level */
	for (int i = 0; i < (int)ZOOM_LVL_END; i++) {
		/* Store the scaled image */
		const SpriteLoader::CommonPixel *src;

		/* Store the index table */
		temp_dst[i * 2] = index & 0xFF;
		temp_dst[i * 2 + 1] = (index >> 8) & 0xFF;

		byte *dst = &temp_dst[index];

		for (int y = 0; y < UnScaleByZoom(sprite->height, (ZoomLevel)i); y++) {
			uint trans = 0;
			uint pixels = 0;
			uint last_color = 0;
			uint count_index = 0;
			uint rx = 0;
			src = &sprite->data[ScaleByZoom(y, (ZoomLevel)i) * sprite->width];

			for (int x = 0; x < UnScaleByZoom(sprite->width, (ZoomLevel)i); x++) {
				uint color = 0;

				/* Get the color keeping in mind the zoom-level */
				for (int j = 0; j < ScaleByZoom(1, (ZoomLevel)i); j++) {
					if (src->m != 0) color = src->m;
					src++;
					rx++;
					/* Because of the scaling it might happen we read outside the buffer. Avoid that. */
					if (rx == sprite->width) break;
				}

				if (last_color == 0 || color == 0) {
					if (count_index != 0) {
						/* Write how many non-transparent bytes we get */
						temp_dst[count_index] = pixels;
						pixels = 0;
						count_index = 0;
					}
					/* As long as we find transparency bytes, keep counting */
					if (color == 0) {
						last_color = 0;
						trans++;
						continue;
					}
					/* No longer transparency, so write the amount of transparent bytes */
					*dst = trans;
					dst++; index++;
					trans = 0;
					/* Reserve a byte for the pixel counter */
					count_index = index;
					dst++; index++;
				}
				last_color = color;
				pixels++;
				*dst = color;
				dst++; index++;
			}

			if (count_index != 0) temp_dst[count_index] = pixels;

			/* Write line-ending */
			*dst = 0; dst++; index++;
			*dst = 0; dst++; index++;
		}
	}

	/* Safety check, to make sure we guessed the size correctly */
	assert(index < memory);

	/* Allocate the exact amount of memory we need */
	dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + index);

	dest_sprite->height = sprite->height;
	dest_sprite->width  = sprite->width;
	dest_sprite->x_offs = sprite->x_offs;
	dest_sprite->y_offs = sprite->y_offs;
	memcpy(dest_sprite->data, temp_dst, index);

	return dest_sprite;
}