diff options
author | smatz <smatz@openttd.org> | 2008-06-26 15:46:19 +0000 |
---|---|---|
committer | smatz <smatz@openttd.org> | 2008-06-26 15:46:19 +0000 |
commit | 114c820c569ef0280018d8cd268f15021d9e5d20 (patch) | |
tree | bd97ed25466924d63b46a62ae49a31dafcb911f9 /src/blitter/32bpp_base.hpp | |
parent | 0b75129c247c03ecaf2505c204b4d7e79e963aea (diff) | |
download | openttd-114c820c569ef0280018d8cd268f15021d9e5d20.tar.xz |
(svn r13639) -Codechange: rewrite 32bpp-anim and 32bpp-optimized drawing and encoding so it uses similiar scheme as 8bpp-optimized
All zoom levels are stored and a kind of RLE is used. Together with further changes and reducing number of variables, drawing is ~50% faster in average.
Diffstat (limited to 'src/blitter/32bpp_base.hpp')
-rw-r--r-- | src/blitter/32bpp_base.hpp | 84 |
1 files changed, 49 insertions, 35 deletions
diff --git a/src/blitter/32bpp_base.hpp b/src/blitter/32bpp_base.hpp index aa3d8f72f..30df9dd0e 100644 --- a/src/blitter/32bpp_base.hpp +++ b/src/blitter/32bpp_base.hpp @@ -30,7 +30,7 @@ public: /** * Compose a colour based on RGB values. */ - static inline uint ComposeColour(uint a, uint r, uint g, uint b) + static inline uint32 ComposeColour(uint a, uint r, uint g, uint b) { return (((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF); } @@ -46,44 +46,60 @@ public: /** * Compose a colour based on RGBA values and the current pixel value. */ - static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current) + static inline uint32 ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, uint32 current) + { + uint cr = GB(current, 16, 8); + uint cg = GB(current, 8, 8); + uint cb = GB(current, 0, 8); + + /* The 256 is wrong, it should be 255, but 256 is much faster... */ + return ComposeColour(0xFF, + (r * a + cr * (256 - a)) / 256, + (g * a + cg * (256 - a)) / 256, + (b * a + cb * (256 - a)) / 256); + } + + /** + * Compose a colour based on RGBA values and the current pixel value. + * Handles fully transparent and solid pixels in a special (faster) way. + */ + static inline uint32 ComposeColourRGBA(uint r, uint g, uint b, uint a, uint32 current) { if (a == 0) return current; if (a >= 255) return ComposeColour(0xFF, r, g, b); - uint cr, cg, cb; - cr = GB(current, 16, 8); - cg = GB(current, 8, 8); - cb = GB(current, 0, 8); + return ComposeColourRGBANoCheck(r, g, b, a, current); + } + + /** + * Compose a colour based on Pixel value, alpha value, and the current pixel value. + */ + static inline uint32 ComposeColourPANoCheck(uint32 colour, uint a, uint32 current) + { + uint r = GB(colour, 16, 8); + uint g = GB(colour, 8, 8); + uint b = GB(colour, 0, 8); + uint cr = GB(current, 16, 8); + uint cg = GB(current, 8, 8); + uint cb = GB(current, 0, 8); /* The 256 is wrong, it should be 255, but 256 is much faster... */ return ComposeColour(0xFF, - (r * a + cr * (256 - a)) / 256, - (g * a + cg * (256 - a)) / 256, - (b * a + cb * (256 - a)) / 256); + (r * a + cr * (256 - a)) / 256, + (g * a + cg * (256 - a)) / 256, + (b * a + cb * (256 - a)) / 256); } /** - * Compose a colour based on Pixel value, alpha value, and the current pixel value. - */ - static inline uint ComposeColourPA(uint colour, uint a, uint current) + * Compose a colour based on Pixel value, alpha value, and the current pixel value. + * Handles fully transparent and solid pixels in a special (faster) way. + */ + static inline uint32 ComposeColourPA(uint32 colour, uint a, uint32 current) { if (a == 0) return current; if (a >= 255) return (colour | 0xFF000000); - uint r, g, b, cr, cg, cb; - r = GB(colour, 16, 8); - g = GB(colour, 8, 8); - b = GB(colour, 0, 8); - cr = GB(current, 16, 8); - cg = GB(current, 8, 8); - cb = GB(current, 0, 8); - - /* The 256 is wrong, it should be 255, but 256 is much faster... */ - return ComposeColour(0xFF, - (r * a + cr * (256 - a)) / 256, - (g * a + cg * (256 - a)) / 256, - (b * a + cb * (256 - a)) / 256); + return ComposeColourPANoCheck(colour, a, current); } /** @@ -92,12 +108,11 @@ public: * @param amount the amount of transparency, times 256. * @return the new colour for the screen. */ - static inline uint MakeTransparent(uint colour, uint amount) + static inline uint32 MakeTransparent(uint32 colour, uint amount) { - uint r, g, b; - r = GB(colour, 16, 8); - g = GB(colour, 8, 8); - b = GB(colour, 0, 8); + uint r = GB(colour, 16, 8); + uint g = GB(colour, 8, 8); + uint b = GB(colour, 0, 8); return ComposeColour(0xFF, r * amount / 256, g * amount / 256, b * amount / 256); } @@ -107,12 +122,11 @@ public: * @param colour the colour to make grey. * @return the new colour, now grey. */ - static inline uint MakeGrey(uint colour) + static inline uint32 MakeGrey(uint32 colour) { - uint r, g, b; - r = GB(colour, 16, 8); - g = GB(colour, 8, 8); - b = GB(colour, 0, 8); + uint r = GB(colour, 16, 8); + uint g = GB(colour, 8, 8); + uint b = GB(colour, 0, 8); /* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then * divide by it to normalize the value to a byte again. See heightmap.cpp for |