Files @ r9583:b6e25a00b908
Branch filter:

Location: cpp/openttd-patchpack/source/src/blitter/32bpp_anim.cpp

rubidium
(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.
/* $Id$ */

/** @file 32bpp_anim.cpp Implementation of the optimized 32 bpp blitter with animation support. */

#include "../stdafx.h"
#include "../core/alloc_func.hpp"
#include "../core/math_func.hpp"
#include "../gfx_func.h"
#include "../zoom_func.h"
#include "../debug.h"
#include "../video/video_driver.hpp"
#include "32bpp_anim.hpp"

#include "../table/sprites.h"

static FBlitter_32bppAnim iFBlitter_32bppAnim;

void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
	if (_screen_disable_anim) {
		/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
		Blitter_32bppOptimized::Draw(bp, mode, zoom);
		return;
	}

	const SpriteLoader::CommonPixel *src, *src_line;
	uint32 *dst, *dst_line;
	uint8 *anim, *anim_line;

	if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
		/* The size of the screen changed; we can assume we can wipe all data from our buffer */
		free(this->anim_buf);
		this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
		this->anim_buf_width = _screen.width;
		this->anim_buf_height = _screen.height;
	}

	/* 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;
	anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + 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);

		anim = anim_line;
		anim_line += this->anim_buf_width;

		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;
				anim += 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);
						*anim = 0;
					} else {
						if (bp->remap[src->m] != 0) {
							*dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
							*anim = bp->remap[src->m];
						}
					}
					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);
					*anim = bp->remap[*anim];
					break;

				default:
					/* Above 217 is palette animation */
					if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
					else               *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
					*anim = src->m;
					break;
			}
			dst++;
			anim++;
			src += ScaleByZoom(1, zoom);
		}
	}
}

void Blitter_32bppAnim::DrawColorMappingRect(void *dst, int width, int height, int pal)
{
	if (_screen_disable_anim) {
		/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColorMappingRect() */
		Blitter_32bppOptimized::DrawColorMappingRect(dst, width, height, pal);
		return;
	}

	uint32 *udst = (uint32 *)dst;
	uint8 *anim;

	anim = this->anim_buf + ((uint32 *)dst - (uint32 *)_screen.dst_ptr);

	if (pal == PALETTE_TO_TRANSPARENT) {
		do {
			for (int i = 0; i != width; i++) {
				*udst = MakeTransparent(*udst, 154);
				*anim = 0;
				udst++;
				anim++;
			}
			udst = udst - width + _screen.pitch;
			anim = anim - width + this->anim_buf_width;
		} while (--height);
		return;
	}
	if (pal == PALETTE_TO_STRUCT_GREY) {
		do {
			for (int i = 0; i != width; i++) {
				*udst = MakeGrey(*udst);
				*anim = 0;
				udst++;
				anim++;
			}
			udst = udst - width + _screen.pitch;
			anim = anim - width + this->anim_buf_width;
		} while (--height);
		return;
	}

	DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal);
}

void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 color)
{
	*((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(color);

	/* Set the color in the anim-buffer too, if we are rendering to the screen */
	if (_screen_disable_anim) return;
	this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
}

void Blitter_32bppAnim::SetPixelIfEmpty(void *video, int x, int y, uint8 color)
{
	uint32 *dst = (uint32 *)video + x + y * _screen.pitch;
	if (*dst == 0) {
		*dst = LookupColourInPalette(color);
		/* Set the color in the anim-buffer too, if we are rendering to the screen */
		if (_screen_disable_anim) return;
		this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
	}
}

void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 color)
{
	if (_screen_disable_anim) {
		/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
		Blitter_32bppOptimized::DrawRect(video, width, height, color);
		return;
	}

	uint32 color32 = LookupColourInPalette(color);
	uint8 *anim_line;

	anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;

	do {
		uint32 *dst = (uint32 *)video;
		uint8 *anim = anim_line;

		for (int i = width; i > 0; i--) {
			*dst = color32;
			/* Set the color in the anim-buffer too */
			*anim = color;
			dst++;
			anim++;
		}
		video = (uint32 *)video + _screen.pitch;
		anim_line += this->anim_buf_width;
	} while (--height);
}

void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height)
{
	assert(!_screen_disable_anim);
	assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
	uint32 *dst = (uint32 *)video;
	uint32 *usrc = (uint32 *)src;
	uint8 *anim_line;

	anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;

	for (; height > 0; height--) {
		memcpy(dst, usrc, width * sizeof(uint32));
		usrc += width;
		dst += _screen.pitch;
		/* Copy back the anim-buffer */
		memcpy(anim_line, usrc, width * sizeof(uint8));
		usrc = (uint32 *)((uint8 *)usrc + width);
		anim_line += this->anim_buf_width;
	}

	/* We update the palette (or the pixels that do animation) immediatly, to avoid graphical glitches */
	this->PaletteAnimate(217, _use_dos_palette ? 38 : 28);
}

void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height)
{
	assert(!_screen_disable_anim);
	assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
	uint32 *udst = (uint32 *)dst;
	uint32 *src = (uint32 *)video;
	uint8 *anim_line;

	if (this->anim_buf == NULL) return;

	anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;

	for (; height > 0; height--) {
		memcpy(udst, src, width * sizeof(uint32));
		src += _screen.pitch;
		udst += width;
		/* Copy the anim-buffer */
		memcpy(udst, anim_line, width * sizeof(uint8));
		udst = (uint32 *)((uint8 *)udst + width);
		anim_line += this->anim_buf_width;
	}
}

void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
{
	assert(!_screen_disable_anim);
	assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
	uint8 *dst, *src;

	/* We need to scroll the anim-buffer too */
	if (scroll_y > 0) {
		dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width;
		src = dst - scroll_y * this->anim_buf_width;

		/* Adjust left & width */
		if (scroll_x >= 0) dst += scroll_x;
		else               src -= scroll_x;

		uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
		uint th = height - scroll_y;
		for (; th > 0; th--) {
			memcpy(dst, src, tw * sizeof(uint8));
			src -= this->anim_buf_width;
			dst -= this->anim_buf_width;
		}
	} else {
		/* Calculate pointers */
		dst = this->anim_buf + left + top * this->anim_buf_width;
		src = dst - scroll_y * this->anim_buf_width;

		/* Adjust left & width */
		if (scroll_x >= 0) dst += scroll_x;
		else               src -= scroll_x;

		/* the y-displacement may be 0 therefore we have to use memmove,
		 * because source and destination may overlap */
		uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
		uint th = height + scroll_y;
		for (; th > 0; th--) {
			memmove(dst, src, tw * sizeof(uint8));
			src += this->anim_buf_width;
			dst += this->anim_buf_width;
		}
	}

	Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
}

int Blitter_32bppAnim::BufferSize(int width, int height)
{
	return width * height * (sizeof(uint32) + sizeof(uint8));
}

void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
{
	assert(!_screen_disable_anim);

	/* Never repaint the transparency pixel */
	if (start == 0) {
		start++;
		count--;
	}

	const uint8 *anim = this->anim_buf;
	uint32 *dst = (uint32 *)_screen.dst_ptr;

	/* Let's walk the anim buffer and try to find the pixels */
	for (int y = this->anim_buf_height; y != 0 ; y--) {
		for (int x = this->anim_buf_width; x != 0 ; x--) {
			uint colour = *anim;
			if (IsInsideBS(colour, start, count)) {
				/* Update this pixel */
				*dst = LookupColourInPalette(colour);
			}
			dst++;
			anim++;
		}
		dst += _screen.pitch - this->anim_buf_width;
	}

	/* Make sure the backend redraws the whole screen */
	_video_driver->MakeDirty(0, 0, _screen.width, _screen.height);
}

Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
{
	return Blitter::PALETTE_ANIMATION_BLITTER;
}