/* $Id$ */ /** @file 32bpp_anim.cpp Implementation of the optimized 32 bpp blitter with animation support. */ #include "../stdafx.h" #include "../core/alloc_func.hpp" #include "../core/math_func.hpp" #include "../gfx_func.h" #include "../zoom_func.h" #include "../debug.h" #include "../video/video_driver.hpp" #include "32bpp_anim.hpp" #include "../table/sprites.h" static FBlitter_32bppAnim iFBlitter_32bppAnim; template <BlitterMode mode> inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom) { const SpriteData *src = (const SpriteData *)bp->sprite; const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]); const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]); for (uint i = bp->skip_top; i != 0; i--) { src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px); src_n += *(const uint32 *)src_n; } uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left; uint8 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left; const byte *remap = bp->remap; // store so we don't have to access it via bp everytime for (int y = 0; y < bp->height; y++) { uint32 *dst_ln = dst + bp->pitch; uint8 *anim_ln = anim + this->anim_buf_width; const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px); src_px++; const uint8 *src_n_ln = src_n + *(uint32 *)src_n; src_n += 4; uint32 *dst_end = dst + bp->skip_left; uint n; while (dst < dst_end) { n = *src_n++; if (src_px->a == 0) { dst += n; src_px ++; src_n++; if (dst > dst_end) anim += dst - dst_end; } else { if (dst + n > dst_end) { uint d = dst_end - dst; src_px += d; src_n += d; dst = dst_end - bp->skip_left; dst_end = dst + bp->width; n = min<uint>(n - d, (uint)bp->width); goto draw; } dst += n; src_px += n; src_n += n; } } dst -= bp->skip_left; dst_end -= bp->skip_left; dst_end += bp->width; while (dst < dst_end) { n = min<uint>(*src_n++, (uint)(dst_end - dst)); if (src_px->a == 0) { anim += n; dst += n; src_px++; src_n++; continue; } draw:; switch (mode) { case BM_COLOUR_REMAP: if (src_px->a == 255) { do { uint m = *src_n; /* In case the m-channel is zero, do not remap this pixel in any way */ if (m == 0) { *dst = *src_px; *anim = 0; } else { uint r = remap[m]; *anim = r; if (r != 0) *dst = this->LookupColourInPalette(r); } anim++; dst++; src_px++; src_n++; } while (--n != 0); } else { do { uint m = *src_n; if (m == 0) { *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst); *anim = 0; } else { uint r = remap[m]; *anim = r; if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst); } anim++; dst++; src_px++; src_n++; } while (--n != 0); } 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 */ src_n += n; if (src_px->a == 255) { src_px += n; do { *dst = MakeTransparent(*dst, 3, 4); *anim = remap[*anim]; anim++; dst++; } while (--n != 0); } else { do { *dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4); *anim = remap[*anim]; anim++; dst++; src_px++; } while (--n != 0); } break; default: if (src_px->a == 255) { do { /* Compiler assumes pointer aliasing, can't optimise this on its own */ uint m = *src_n++; /* Above 217 (PALETTE_ANIM_SIZE_START) is palette animation */ *anim++ = m; *dst++ = (m >= PALETTE_ANIM_SIZE_START) ? this->LookupColourInPalette(m) : *src_px; src_px++; } while (--n != 0); } else { do { uint m = *src_n++; *anim++ = m; if (m >= PALETTE_ANIM_SIZE_START) { *dst = ComposeColourPANoCheck(this->LookupColourInPalette(m), src_px->a, *dst); } else { *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst); } dst++; src_px++; } while (--n != 0); } break; } } anim = anim_ln; dst = dst_ln; src_px = src_px_ln; src_n = src_n_ln; } } void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) { if (_screen_disable_anim) { /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */ Blitter_32bppOptimized::Draw(bp, mode, zoom); return; } 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; } switch (mode) { default: NOT_REACHED(); case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return; case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return; case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return; } } void Blitter_32bppAnim::DrawColorMappingRect(void *dst, int width, int height, int pal) { if (_screen_disable_anim) { /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColorMappingRect() */ Blitter_32bppOptimized::DrawColorMappingRect(dst, width, height, pal); return; } uint32 *udst = (uint32 *)dst; uint8 *anim; anim = this->anim_buf + ((uint32 *)dst - (uint32 *)_screen.dst_ptr); if (pal == PALETTE_TO_TRANSPARENT) { do { for (int i = 0; i != width; i++) { *udst = MakeTransparent(*udst, 154); *anim = 0; udst++; anim++; } udst = udst - width + _screen.pitch; anim = anim - width + this->anim_buf_width; } while (--height); return; } if (pal == PALETTE_TO_STRUCT_GREY) { do { for (int i = 0; i != width; i++) { *udst = MakeGrey(*udst); *anim = 0; udst++; anim++; } udst = udst - width + _screen.pitch; anim = anim - width + this->anim_buf_width; } while (--height); return; } DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal); } 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, if we are rendering to the screen */ if (_screen_disable_anim) return; 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, if we are rendering to the screen */ if (_screen_disable_anim) return; 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) { if (_screen_disable_anim) { /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */ Blitter_32bppOptimized::DrawRect(video, width, height, color); return; } 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::CopyFromBuffer(void *video, const void *src, int width, int height) { assert(!_screen_disable_anim); assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); uint32 *dst = (uint32 *)video; uint32 *usrc = (uint32 *)src; uint8 *anim_line; anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf; for (; height > 0; height--) { memcpy(dst, usrc, width * sizeof(uint32)); usrc += width; dst += _screen.pitch; /* Copy back the anim-buffer */ memcpy(anim_line, usrc, width * sizeof(uint8)); usrc = (uint32 *)((uint8 *)usrc + width); anim_line += this->anim_buf_width; } /* We update the palette (or the pixels that do animation) immediatly, to avoid graphical glitches */ this->PaletteAnimate(PALETTE_ANIM_SIZE_START, _use_dos_palette ? PALETTE_ANIM_SIZE_DOS : PALETTE_ANIM_SIZE_WIN); } void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height) { assert(!_screen_disable_anim); assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); uint32 *udst = (uint32 *)dst; uint32 *src = (uint32 *)video; uint8 *anim_line; if (this->anim_buf == NULL) return; anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf; for (; height > 0; height--) { memcpy(udst, src, width * sizeof(uint32)); src += _screen.pitch; udst += width; /* Copy the anim-buffer */ memcpy(udst, anim_line, width * sizeof(uint8)); udst = (uint32 *)((uint8 *)udst + width); anim_line += this->anim_buf_width; } } void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) { assert(!_screen_disable_anim); assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); 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); } int Blitter_32bppAnim::BufferSize(int width, int height) { return width * height * (sizeof(uint32) + sizeof(uint8)); } void Blitter_32bppAnim::PaletteAnimate(uint start, uint count) { assert(!_screen_disable_anim); /* Never repaint the transparency pixel */ if (start == 0) { start++; count--; } const uint8 *anim = this->anim_buf; uint32 *dst = (uint32 *)_screen.dst_ptr; /* Let's walk the anim buffer and try to find the pixels */ for (int y = this->anim_buf_height; y != 0 ; y--) { for (int x = this->anim_buf_width; x != 0 ; x--) { uint colour = *anim; if (IsInsideBS(colour, start, count)) { /* Update this pixel */ *dst = LookupColourInPalette(colour); } dst++; anim++; } dst += _screen.pitch - this->anim_buf_width; } /* Make sure the backend redraws the whole screen */ _video_driver->MakeDirty(0, 0, _screen.width, _screen.height); } Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation() { return Blitter::PALETTE_ANIMATION_BLITTER; }