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(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 | /* $Id$ */
/** @file 8bpp_optimized.cpp Implementation of the optimized 8 bpp blitter. */
#include "../stdafx.h"
#include "../zoom_func.h"
#include "../debug.h"
#include "../core/alloc_func.hpp"
#include "../core/math_func.hpp"
#include "8bpp_optimized.hpp"
static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
/* Find the offset of this zoom-level */
const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
uint offset = sprite_src->offset[zoom];
/* Find where to start reading in the source sprite */
const uint8 *src = sprite_src->data + offset;
uint8 *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++) {
for (;;) {
uint trans = *src++;
uint pixels = *src++;
if (trans == 0 && pixels == 0) break;
src += pixels;
}
}
const uint8 *src_next = src;
for (int y = 0; y < bp->height; y++) {
uint8 *dst = dst_line;
dst_line += bp->pitch;
uint skip_left = bp->skip_left;
int width = bp->width;
for (;;) {
src = src_next;
uint trans = *src++;
uint 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 || pixels == 0) continue;
pixels = min<uint>(pixels, (uint)width);
width -= pixels;
switch (mode) {
case BM_COLOUR_REMAP: {
const uint8 *remap = bp->remap;
do {
uint m = remap[*src];
if (m != 0) *dst = m;
dst++; src++;
} while (--pixels != 0);
} break;
case BM_TRANSPARENT: {
const uint8 *remap = bp->remap;
src += pixels;
do {
*dst = remap[*dst];
dst++;
} while (--pixels != 0);
} break;
default:
memcpy(dst, src, pixels);
dst += pixels; src += pixels;
break;
}
}
}
}
Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
{
/* Make memory for all zoom-levels */
uint memory = sizeof(SpriteData);
for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
memory += UnScaleByZoom(sprite->height, i) * UnScaleByZoom(sprite->width, i);
}
/* We have no idea how much memory we really need, so just guess something */
memory *= 5;
SpriteData *temp_dst = (SpriteData *)MallocT<byte>(memory);
byte *dst = temp_dst->data;
/* Make the sprites per zoom-level */
for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
/* Store the index table */
uint offset = dst - temp_dst->data;
temp_dst->offset[i] = offset;
/* cache values, because compiler can't cache it */
int scaled_height = UnScaleByZoom(sprite->height, i);
int scaled_width = UnScaleByZoom(sprite->width, i);
int scaled_1 = ScaleByZoom(1, i);
for (int y = 0; y < scaled_height; y++) {
uint trans = 0;
uint pixels = 0;
uint last_colour = 0;
byte *count_dst = NULL;
/* Store the scaled image */
const SpriteLoader::CommonPixel *src = &sprite->data[ScaleByZoom(y, i) * sprite->width];
const SpriteLoader::CommonPixel *src_end = &src[sprite->width];
for (int x = 0; x < scaled_width; x++) {
uint colour = 0;
/* Get the color keeping in mind the zoom-level */
for (int j = 0; j < scaled_1; j++) {
if (src->m != 0) colour = src->m;
/* Because of the scaling it might happen we read outside the buffer. Avoid that. */
if (++src == src_end) break;
}
if (last_colour == 0 || colour == 0 || pixels == 255) {
if (count_dst != NULL) {
/* Write how many non-transparent bytes we get */
*count_dst = pixels;
pixels = 0;
count_dst = NULL;
}
/* As long as we find transparency bytes, keep counting */
if (colour == 0) {
last_colour = 0;
trans++;
continue;
}
/* No longer transparency, so write the amount of transparent bytes */
*dst = trans;
dst++;
trans = 0;
/* Reserve a byte for the pixel counter */
count_dst = dst;
dst++;
}
last_colour = colour;
pixels++;
*dst = colour;
dst++;
}
if (count_dst != NULL) *count_dst = pixels;
/* Write line-ending */
*dst = 0; dst++;
*dst = 0; dst++;
}
}
uint size = dst - (byte *)temp_dst;
/* Safety check, to make sure we guessed the size correctly */
assert(size < memory);
/* Allocate the exact amount of memory we need */
Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);
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, size);
free(temp_dst);
return dest_sprite;
}
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