/* $Id$ */ #include "../stdafx.h" #include "../zoom_func.h" #include "../gfx_func.h" #include "../debug.h" #include "32bpp_optimized.hpp" static FBlitter_32bppOptimized iFBlitter_32bppOptimized; void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) { 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); } } } 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; }