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-rw-r--r--src/blitter/8bpp_debug.cpp53
-rw-r--r--src/blitter/8bpp_debug.hpp30
-rw-r--r--src/blitter/8bpp_optimized.cpp199
-rw-r--r--src/blitter/8bpp_optimized.hpp30
-rw-r--r--src/blitter/8bpp_slow.cpp65
-rw-r--r--src/blitter/8bpp_slow.hpp30
-rw-r--r--src/blitter/blitter.hpp168
7 files changed, 575 insertions, 0 deletions
diff --git a/src/blitter/8bpp_debug.cpp b/src/blitter/8bpp_debug.cpp
new file mode 100644
index 000000000..dea100c3f
--- /dev/null
+++ b/src/blitter/8bpp_debug.cpp
@@ -0,0 +1,53 @@
+#include "../stdafx.h"
+#include "../zoom.hpp"
+#include "../gfx.h"
+#include "../functions.h"
+#include "8bpp_debug.hpp"
+
+static FBlitter_8bppDebug iFBlitter_8bppDebug;
+
+extern void* AllocSprite(size_t);
+
+void Blitter_8bppDebug::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
+{
+ const byte *src, *src_line;
+ Pixel8 *dst, *dst_line;
+
+ /* Find where to start reading in the source sprite */
+ src_line = (const byte *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
+ dst_line = (Pixel8 *)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 != 0) *dst = *src;
+ dst++;
+ src += ScaleByZoom(1, zoom);
+ }
+ assert(src <= src_line);
+ }
+}
+
+Sprite *Blitter_8bppDebug::Encode(SpriteLoader::Sprite *sprite)
+{
+ Sprite *dest_sprite;
+ dest_sprite = (Sprite *)AllocSprite(sizeof(*dest_sprite) + sprite->height * sprite->width);
+
+ dest_sprite->height = sprite->height;
+ dest_sprite->width = sprite->width;
+ dest_sprite->x_offs = sprite->x_offs;
+ dest_sprite->y_offs = sprite->y_offs;
+
+ /* Write a random color as sprite; this makes debugging really easy */
+ uint color = InteractiveRandom() % 150 + 2;
+ for (int i = 0; i < sprite->height * sprite->width; i++) {
+ dest_sprite->data[i] = (sprite->data[i].m == 0) ? 0 : color;
+ }
+
+ return dest_sprite;
+}
diff --git a/src/blitter/8bpp_debug.hpp b/src/blitter/8bpp_debug.hpp
new file mode 100644
index 000000000..67b12b652
--- /dev/null
+++ b/src/blitter/8bpp_debug.hpp
@@ -0,0 +1,30 @@
+/* $Id$ */
+
+/** @file debug.hpp */
+
+#ifndef BLITTER_8BPP_DEBUG_HPP
+#define BLITTER_8BPP_DEBUG_HPP
+
+#include "blitter.hpp"
+
+typedef Pixel Pixel8;
+
+class Blitter_8bppDebug : public Blitter {
+public:
+ uint8 GetScreenDepth() { return 8; }
+
+ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
+
+ Sprite *Encode(SpriteLoader::Sprite *sprite);
+};
+
+class FBlitter_8bppDebug: public BlitterFactory<FBlitter_8bppDebug> {
+public:
+ /* virtual */ const char *GetName() { return "8bpp-debug"; }
+
+ /* virtual */ const char *GetDescription() { return "8bpp Debug Blitter (testing only)"; }
+
+ /* virtual */ Blitter *CreateInstance() { return new Blitter_8bppDebug(); }
+};
+
+#endif /* BLITTER_8BPP_DEBUG_HPP */
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;
+}
diff --git a/src/blitter/8bpp_optimized.hpp b/src/blitter/8bpp_optimized.hpp
new file mode 100644
index 000000000..8f251fb2c
--- /dev/null
+++ b/src/blitter/8bpp_optimized.hpp
@@ -0,0 +1,30 @@
+/* $Id$ */
+
+/** @file 8bpp_nice.hpp */
+
+#ifndef BLITTER_8BPP_OPTIMIZED_HPP
+#define BLITTER_8BPP_OPTIMIZED_HPP
+
+#include "blitter.hpp"
+
+typedef Pixel Pixel8;
+
+class Blitter_8bppOptimized : public Blitter {
+public:
+ uint8 GetScreenDepth() { return 8; }
+
+ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
+
+ Sprite *Encode(SpriteLoader::Sprite *sprite);
+};
+
+class FBlitter_8bppOptimized: public BlitterFactory<FBlitter_8bppOptimized> {
+public:
+ /* virtual */ const char *GetName() { return "8bpp-optimzed"; }
+
+ /* virtual */ const char *GetDescription() { return "8bpp Optimized Blitter (compression + all-ZoomLevel cache)"; }
+
+ /* virtual */ Blitter *CreateInstance() { return new Blitter_8bppOptimized(); }
+};
+
+#endif /* BLITTER_8BPP_OPTIMIZED_HPP */
diff --git a/src/blitter/8bpp_slow.cpp b/src/blitter/8bpp_slow.cpp
new file mode 100644
index 000000000..99c43a4f5
--- /dev/null
+++ b/src/blitter/8bpp_slow.cpp
@@ -0,0 +1,65 @@
+#include "../stdafx.h"
+#include "../zoom.hpp"
+#include "../gfx.h"
+#include "8bpp_slow.hpp"
+
+static FBlitter_8bppSimple iFBlitter_8bppSimple;
+
+extern void* AllocSprite(size_t);
+
+void Blitter_8bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
+{
+ const byte *src, *src_line;
+ Pixel8 *dst, *dst_line;
+
+ /* Find where to start reading in the source sprite */
+ src_line = (const byte *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
+ dst_line = (Pixel8 *)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++) {
+ uint color = 0;
+
+ switch (mode) {
+ case BM_COLOUR_REMAP:
+ color = bp->remap[*src];
+ break;
+
+ case BM_TRANSPARENT:
+ if (*src != 0) color = bp->remap[*dst];
+ break;
+
+ default:
+ color = *src;
+ break;
+ }
+ if (color != 0) *dst = color;
+ dst++;
+ src += ScaleByZoom(1, zoom);
+ }
+ }
+}
+
+Sprite *Blitter_8bppSimple::Encode(SpriteLoader::Sprite *sprite)
+{
+ Sprite *dest_sprite;
+ dest_sprite = (Sprite *)AllocSprite(sizeof(*dest_sprite) + sprite->height * sprite->width);
+
+ dest_sprite->height = sprite->height;
+ dest_sprite->width = sprite->width;
+ dest_sprite->x_offs = sprite->x_offs;
+ dest_sprite->y_offs = sprite->y_offs;
+
+ /* Copy over only the 'remap' channel, as that is what we care about in 8bpp */
+ for (int i = 0; i < sprite->height * sprite->width; i++) {
+ dest_sprite->data[i] = sprite->data[i].m;
+ }
+
+ return dest_sprite;
+}
diff --git a/src/blitter/8bpp_slow.hpp b/src/blitter/8bpp_slow.hpp
new file mode 100644
index 000000000..ac60e3262
--- /dev/null
+++ b/src/blitter/8bpp_slow.hpp
@@ -0,0 +1,30 @@
+/* $Id$ */
+
+/** @file 8bpp.hpp */
+
+#ifndef BLITTER_8BPP_SIMPLE_HPP
+#define BLITTER_8BPP_SIMPLE_HPP
+
+#include "blitter.hpp"
+
+typedef Pixel Pixel8;
+
+class Blitter_8bppSimple : public Blitter {
+public:
+ uint8 GetScreenDepth() { return 8; }
+
+ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
+
+ Sprite *Encode(SpriteLoader::Sprite *sprite);
+};
+
+class FBlitter_8bppSimple: public BlitterFactory<FBlitter_8bppSimple> {
+public:
+ /* virtual */ const char *GetName() { return "8bpp-simple"; }
+
+ /* virtual */ const char *GetDescription() { return "8bpp Simple Blitter (relative slow, but never wrong)"; }
+
+ /* virtual */ Blitter *CreateInstance() { return new Blitter_8bppSimple(); }
+};
+
+#endif /* BLITTER_8BPP_SIMPLE_HPP */
diff --git a/src/blitter/blitter.hpp b/src/blitter/blitter.hpp
new file mode 100644
index 000000000..4920da426
--- /dev/null
+++ b/src/blitter/blitter.hpp
@@ -0,0 +1,168 @@
+/* $Id$ */
+
+/** @file blitter.hpp */
+
+#ifndef BLITTER_HPP
+#define BLITTER_HPP
+
+#include "../spriteloader/spriteloader.hpp"
+#include "../spritecache.h"
+#include <string>
+#include <map>
+
+enum BlitterMode {
+ BM_NORMAL,
+ BM_COLOUR_REMAP,
+ BM_TRANSPARENT,
+};
+
+/**
+ * How all blitters should look like. Extend this class to make your own.
+ */
+class Blitter {
+public:
+ struct BlitterParams {
+ const void *sprite; ///< Pointer to the sprite how ever the encoder stored it
+ const byte *remap; ///< XXX -- Temporary storage for remap array
+
+ int skip_left, skip_top; ///< How much pixels of the source to skip on the left and top (based on zoom of dst)
+ int width, height; ///< The width and height in pixels that needs to be drawn to dst
+ int sprite_width; ///< Real width of the sprite
+ int sprite_height; ///< Real height of the sprite
+ int left, top; ///< The offset in the 'dst' in pixels to start drawing
+
+ void *dst; ///< Destination buffer
+ int pitch; ///< The pitch of the destination buffer
+ };
+
+ /**
+ * Get the screen depth this blitter works for.
+ * This is either: 8, 16, 24 or 32.
+ */
+ virtual uint8 GetScreenDepth() = 0;
+
+ /**
+ * Draw an image to the screen, given an amount of params defined above.
+ */
+ virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) = 0;
+
+ /**
+ * Convert a sprite from the loader to our own format.
+ */
+ virtual Sprite *Encode(SpriteLoader::Sprite *sprite) = 0;
+
+ virtual ~Blitter() { }
+};
+
+/**
+ * The base factory, keeping track of all blitters.
+ */
+class BlitterFactoryBase {
+private:
+ char *name;
+ typedef std::map<std::string, BlitterFactoryBase *> Blitters;
+
+ static Blitters &GetBlitters()
+ {
+ static Blitters &s_blitters = *new Blitters();
+ return s_blitters;
+ }
+
+ static Blitter **GetActiveBlitter()
+ {
+ static Blitter *s_blitter = NULL;
+ return &s_blitter;
+ }
+
+protected:
+ /**
+ * Register a blitter internally, based on his name.
+ * @param name the name of the blitter.
+ * @note an assert() will be trigger if 2 blitters with the same name try to register.
+ */
+ void RegisterBlitter(const char *name)
+ {
+ /* Don't register nameless Blitters */
+ if (name == NULL) return;
+
+ this->name = strdup(name);
+ std::pair<Blitters::iterator, bool> P = GetBlitters().insert(Blitters::value_type(name, this));
+ assert(P.second);
+ }
+
+public:
+ BlitterFactoryBase() :
+ name(NULL)
+ {}
+
+ virtual ~BlitterFactoryBase() { if (this->name != NULL) GetBlitters().erase(this->name); free(this->name); }
+
+ /**
+ * Find the requested blitter and return his class.
+ * @param name the blitter to select.
+ * @post Sets the blitter so GetCurrentBlitter() returns it too.
+ */
+ static Blitter *SelectBlitter(const char *name)
+ {
+ if (GetBlitters().size() == 0) return NULL;
+
+ Blitters::iterator it = GetBlitters().begin();
+ for (; it != GetBlitters().end(); it++) {
+ BlitterFactoryBase *b = (*it).second;
+ if (strcasecmp(name, b->name) == 0) {
+ Blitter *newb = b->CreateInstance();
+ *GetActiveBlitter() = newb;
+ return newb;
+ }
+ }
+ return NULL;
+ }
+
+ /**
+ * Get the current active blitter (always set by calling SelectBlitter).
+ */
+ static Blitter *GetCurrentBlitter()
+ {
+ return *GetActiveBlitter();
+ }
+
+
+ static char *GetBlittersInfo(char *p, const char *last)
+ {
+ p += snprintf(p, last - p, "List of blitters:\n");
+ Blitters::iterator it = GetBlitters().begin();
+ for (; it != GetBlitters().end(); it++) {
+ BlitterFactoryBase *b = (*it).second;
+ p += snprintf(p, last - p, "%18s: %s\n", b->name, b->GetDescription());
+ }
+ p += snprintf(p, last - p, "\n");
+
+ return p;
+ }
+
+ /**
+ * Get a nice description of the blitter-class.
+ */
+ virtual const char *GetDescription() = 0;
+
+ /**
+ * Create an instance of this Blitter-class.
+ */
+ virtual Blitter *CreateInstance() = 0;
+};
+
+/**
+ * A template factory, so ->GetName() works correctly. This because else some compiler will complain.
+ */
+template <class T>
+class BlitterFactory: public BlitterFactoryBase {
+public:
+ BlitterFactory() { this->RegisterBlitter(((T *)this)->GetName()); }
+
+ /**
+ * Get the long, human readable, name for the Blitter-class.
+ */
+ const char *GetName();
+};
+
+#endif /* BLITTER_HPP */