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/* $Id$ */
/** @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 "../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->data;
*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 colour.
* 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 colour 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->data;
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::DrawColourMappingRect(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 DrawColourMappingRect() */
Blitter_32bppOptimized::DrawColourMappingRect(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 colour table ('%d')", pal);
}
void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 colour)
{
*((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(colour);
/* Set the colour 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] = colour;
}
void Blitter_32bppAnim::SetPixelIfEmpty(void *video, int x, int y, uint8 colour)
{
uint32 *dst = (uint32 *)video + x + y * _screen.pitch;
if (*dst == 0) {
*dst = LookupColourInPalette(colour);
/* Set the colour 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] = colour;
}
}
void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 colour)
{
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, colour);
return;
}
uint32 colour32 = LookupColourInPalette(colour);
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 = colour32;
/* Set the colour in the anim-buffer too */
*anim = colour;
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_palette == PAL_DOS) ? 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;
}
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