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authortruelight <truelight@openttd.org>2007-06-19 17:43:30 +0000
committertruelight <truelight@openttd.org>2007-06-19 17:43:30 +0000
commitb2bd361dae164cdbd625c01c6c9cabc3f83a3059 (patch)
treedc45787baa08b706d06ecf3be57af91ccd4dcfb0
parent2ad0d708cc9aeb55bbde1becae6a631e2d23e604 (diff)
downloadopenttd-b2bd361dae164cdbd625c01c6c9cabc3f83a3059.tar.xz
(svn r10227) -Add: added 32bpp-anim blitter, a 32bpp blitter that does palette animation (at the cost of an animation-buffer to keep track of the 'm'-channel of all sprites)
-rw-r--r--source.list2
-rw-r--r--src/blitter/32bpp_anim.cpp187
-rw-r--r--src/blitter/32bpp_anim.hpp40
3 files changed, 229 insertions, 0 deletions
diff --git a/source.list b/source.list
index 59060f2f9..8dc549b7e 100644
--- a/source.list
+++ b/source.list
@@ -294,6 +294,8 @@ ai/trolly/shared.cpp
ai/trolly/trolly.cpp
# Blitters
+blitter/32bpp_anim.cpp
+blitter/32bpp_anim.hpp
blitter/32bpp_base.cpp
blitter/32bpp_base.hpp
blitter/32bpp_simple.cpp
diff --git a/src/blitter/32bpp_anim.cpp b/src/blitter/32bpp_anim.cpp
new file mode 100644
index 000000000..f18424b5c
--- /dev/null
+++ b/src/blitter/32bpp_anim.cpp
@@ -0,0 +1,187 @@
+#include "../stdafx.h"
+#include "../zoom.hpp"
+#include "../gfx.h"
+#include "../debug.h"
+#include "../table/sprites.h"
+#include "32bpp_anim.hpp"
+
+static FBlitter_32bppAnim iFBlitter_32bppAnim;
+
+void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
+{
+ 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++) {
+ 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) {
+ if (src->a != 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 */
+ if (src->a != 0) {
+ *dst = MakeTransparent(*dst, 75);
+ *anim = bp->remap[*anim];
+ }
+ break;
+
+ default:
+ if (src->a != 0) {
+ /* 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::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 */
+ 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 */
+ 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)
+{
+ 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::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
+{
+ 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);
+}
+
+void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
+{
+ uint8 *anim = this->anim_buf;
+
+ /* Let's walk the anim buffer and try to find the pixels */
+ for (int y = 0; y < this->anim_buf_height; y++) {
+ for (int x = 0; x < this->anim_buf_width; x++) {
+ if (*anim >= start && *anim <= start + count) {
+ /* Update this pixel */
+ this->SetPixel(_screen.dst_ptr, x, y, *anim);
+ }
+ anim++;
+ }
+ }
+
+ /* Make sure the backend redraws the whole screen */
+ _video_driver->make_dirty(0, 0, _screen.width, _screen.height);
+}
+
+Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
+{
+ return Blitter::PALETTE_ANIMATION_BLITTER;
+}
diff --git a/src/blitter/32bpp_anim.hpp b/src/blitter/32bpp_anim.hpp
new file mode 100644
index 000000000..6f9e2da48
--- /dev/null
+++ b/src/blitter/32bpp_anim.hpp
@@ -0,0 +1,40 @@
+/* $Id$ */
+
+/** @file 32bpp_anim.hpp */
+
+#ifndef BLITTER_32BPP_ANIM_HPP
+#define BLITTER_32BPP_ANIM_HPP
+
+#include "32bpp_simple.hpp"
+#include "factory.hpp"
+
+class Blitter_32bppAnim : public Blitter_32bppSimple {
+private:
+ uint8 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
+ int anim_buf_width;
+ int anim_buf_height;
+
+public:
+ Blitter_32bppAnim() :
+ anim_buf(NULL),
+ anim_buf_width(0),
+ anim_buf_height(0)
+ {}
+
+ /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
+ /* virtual */ void SetPixel(void *video, int x, int y, uint8 color);
+ /* virtual */ void SetPixelIfEmpty(void *video, int x, int y, uint8 color);
+ /* virtual */ void DrawRect(void *video, int width, int height, uint8 color);
+ /* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
+ /* virtual */ void PaletteAnimate(uint start, uint count);
+ /* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
+};
+
+class FBlitter_32bppAnim: public BlitterFactory<FBlitter_32bppAnim> {
+public:
+ /* virtual */ const char *GetName() { return "32bpp-anim"; }
+ /* virtual */ const char *GetDescription() { return "32bpp Animation Blitter (palette animation)"; }
+ /* virtual */ Blitter *CreateInstance() { return new Blitter_32bppAnim(); }
+};
+
+#endif /* BLITTER_32BPP_ANIM_HPP */