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-rw-r--r--src/blitter/8bpp_optimized.cpp199
1 files changed, 199 insertions, 0 deletions
diff --git a/src/blitter/8bpp_optimized.cpp b/src/blitter/8bpp_optimized.cpp
new file mode 100644
index 000000000..00c427441
--- /dev/null
+++ b/src/blitter/8bpp_optimized.cpp
@@ -0,0 +1,199 @@
+#include "../stdafx.h"
+#include "../zoom.hpp"
+#include "../gfx.h"
+#include "../debug.h"
+#include "8bpp_optimized.hpp"
+
+static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
+
+extern void* AllocSprite(size_t);
+
+void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
+{
+ const byte *src, *src_next;
+ Pixel8 *dst, *dst_line;
+ uint offset = 0;
+
+ /* Find the offset of this zoom-level */
+ offset = ((const byte *)bp->sprite)[(int)zoom * 2] | ((const byte *)bp->sprite)[(int)zoom * 2 + 1] << 8;
+
+ /* Find where to start reading in the source sprite */
+ src = (const byte *)bp->sprite + offset;
+ dst_line = (Pixel8 *)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++) {
+ uint trans, pixels;
+ for (;;) {
+ trans = *src++;
+ pixels = *src++;
+ if (trans == 0 && pixels == 0) break;
+ src += pixels;
+ }
+ }
+
+ src_next = src;
+
+ for (int y = 0; y < bp->height; y++) {
+ dst = dst_line;
+ dst_line += bp->pitch;
+
+ uint skip_left = bp->skip_left;
+ int width = bp->width;
+
+ for (;;) {
+ src = src_next;
+ uint8 trans = *src++;
+ uint8 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) continue;
+ if (pixels > width) pixels = width;
+ width -= pixels;
+
+ switch (mode) {
+ case BM_COLOUR_REMAP:
+ for (uint x = 0; x < pixels; x++) {
+ if (bp->remap[*src] != 0) *dst = bp->remap[*src];
+ dst++; src++;
+ }
+ break;
+
+ case BM_TRANSPARENT:
+ for (uint x = 0; x < pixels; x++) {
+ *dst = bp->remap[*dst];
+ dst++; src++;
+ }
+ break;
+
+ default:
+ memcpy(dst, src, pixels);
+ dst += pixels; src += pixels;
+ break;
+ }
+ }
+ }
+}
+
+Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite)
+{
+ Sprite *dest_sprite;
+ byte *temp_dst;
+ uint memory = 0;
+ uint index = 0;
+
+ /* Make memory for all zoom-levels */
+ memory += (int)ZOOM_LVL_END * sizeof(uint16);
+ for (int i = 0; i < (int)ZOOM_LVL_END; i++) {
+ memory += UnScaleByZoom(sprite->height, (ZoomLevel)i) * UnScaleByZoom(sprite->width, (ZoomLevel)i);
+ index += 2;
+ }
+
+ /* We have no idea how much memory we really need, so just guess something */
+ memory *= 5;
+ temp_dst = MallocT<byte>(memory);
+
+ /* Make the sprites per zoom-level */
+ for (int i = 0; i < (int)ZOOM_LVL_END; i++) {
+ /* Store the scaled image */
+ const SpriteLoader::CommonPixel *src;
+
+ /* Store the index table */
+ temp_dst[i * 2] = index & 0xFF;
+ temp_dst[i * 2 + 1] = (index >> 8) & 0xFF;
+
+ byte *dst = &temp_dst[index];
+
+ for (int y = 0; y < UnScaleByZoom(sprite->height, (ZoomLevel)i); y++) {
+ uint trans = 0;
+ uint pixels = 0;
+ uint last_color = 0;
+ uint count_index = 0;
+ src = &sprite->data[ScaleByZoom(y, (ZoomLevel)i) * sprite->width];
+
+ for (int x = 0; x < UnScaleByZoom(sprite->width, (ZoomLevel)i); x++) {
+ uint color = 0;
+ int count = 0;
+
+ /* Get the color keeping in mind the zoom-level */
+ for (int j = 0; j < ScaleByZoom(1, (ZoomLevel)i); j++) {
+ if (src->m != 0) { color = src->m; count++; }
+ src++;
+ }
+ /* If more than 12.5% of the pixels are non-transparent, make thisone non-transparent too */
+ if (count < ScaleByZoom(1, (ZoomLevel)i) / 8) color = 0;
+
+ if (last_color == 0 || color == 0) {
+ if (count_index != 0) {
+ /* Write how many non-transparent bytes we get */
+ temp_dst[count_index] = pixels;
+ pixels = 0;
+ count_index = 0;
+ }
+ /* As long as we find transparency bytes, keep counting */
+ if (color == 0) {
+ last_color = 0;
+ trans++;
+ continue;
+ }
+ /* No longer transparency, so write the amount of transparent bytes */
+ *dst = trans;
+ dst++; index++;
+ trans = 0;
+ /* Reserve a byte for the pixel counter */
+ count_index = index;
+ dst++; index++;
+ }
+ last_color = color;
+ pixels++;
+ *dst = color;
+ dst++; index++;
+ }
+
+ if (count_index != 0) temp_dst[count_index] = pixels;
+
+ /* Write line-ending */
+ *dst = 0; dst++; index++;
+ *dst = 0; dst++; index++;
+ }
+ }
+
+ /* Safety check, to make sure we guessed the size correctly */
+ assert(index < memory);
+
+ /* Allocate the exact amount of memory we need */
+ dest_sprite = (Sprite *)AllocSprite(sizeof(*dest_sprite) + index);
+
+ 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, index);
+
+ return dest_sprite;
+}