32bpp_anim.cpp

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00001 /* $Id: 32bpp_anim.cpp 17693 2009-10-04 17:16:41Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "../stdafx.h"
00013 #include "../core/math_func.hpp"
00014 #include "../gfx_func.h"
00015 #include "../video/video_driver.hpp"
00016 #include "32bpp_anim.hpp"
00017 
00018 #include "../table/sprites.h"
00019 
00020 static FBlitter_32bppAnim iFBlitter_32bppAnim;
00021 
00022 template <BlitterMode mode>
00023 inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
00024 {
00025   const SpriteData *src = (const SpriteData *)bp->sprite;
00026 
00027   const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
00028   const uint8  *src_n  = (const uint8  *)(src->data + src->offset[zoom][1]);
00029 
00030   for (uint i = bp->skip_top; i != 0; i--) {
00031     src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
00032     src_n += *(const uint32 *)src_n;
00033   }
00034 
00035   uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
00036   uint8 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
00037 
00038   const byte *remap = bp->remap; // store so we don't have to access it via bp everytime
00039 
00040   for (int y = 0; y < bp->height; y++) {
00041     uint32 *dst_ln = dst + bp->pitch;
00042     uint8 *anim_ln = anim + this->anim_buf_width;
00043 
00044     const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
00045     src_px++;
00046 
00047     const uint8 *src_n_ln = src_n + *(uint32 *)src_n;
00048     src_n += 4;
00049 
00050     uint32 *dst_end = dst + bp->skip_left;
00051 
00052     uint n;
00053 
00054     while (dst < dst_end) {
00055       n = *src_n++;
00056 
00057       if (src_px->a == 0) {
00058         dst += n;
00059         src_px ++;
00060         src_n++;
00061 
00062         if (dst > dst_end) anim += dst - dst_end;
00063       } else {
00064         if (dst + n > dst_end) {
00065           uint d = dst_end - dst;
00066           src_px += d;
00067           src_n += d;
00068 
00069           dst = dst_end - bp->skip_left;
00070           dst_end = dst + bp->width;
00071 
00072           n = min<uint>(n - d, (uint)bp->width);
00073           goto draw;
00074         }
00075         dst += n;
00076         src_px += n;
00077         src_n += n;
00078       }
00079     }
00080 
00081     dst -= bp->skip_left;
00082     dst_end -= bp->skip_left;
00083 
00084     dst_end += bp->width;
00085 
00086     while (dst < dst_end) {
00087       n = min<uint>(*src_n++, (uint)(dst_end - dst));
00088 
00089       if (src_px->a == 0) {
00090         anim += n;
00091         dst += n;
00092         src_px++;
00093         src_n++;
00094         continue;
00095       }
00096 
00097       draw:;
00098 
00099       switch (mode) {
00100         case BM_COLOUR_REMAP:
00101           if (src_px->a == 255) {
00102             do {
00103               uint m = *src_n;
00104               /* In case the m-channel is zero, do not remap this pixel in any way */
00105               if (m == 0) {
00106                 *dst = src_px->data;
00107                 *anim = 0;
00108               } else {
00109                 uint r = remap[m];
00110                 *anim = r;
00111                 if (r != 0) *dst = this->LookupColourInPalette(r);
00112               }
00113               anim++;
00114               dst++;
00115               src_px++;
00116               src_n++;
00117             } while (--n != 0);
00118           } else {
00119             do {
00120               uint m = *src_n;
00121               if (m == 0) {
00122                 *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
00123                 *anim = 0;
00124               } else {
00125                 uint r = remap[m];
00126                 *anim = r;
00127                 if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
00128               }
00129               anim++;
00130               dst++;
00131               src_px++;
00132               src_n++;
00133             } while (--n != 0);
00134           }
00135           break;
00136 
00137         case BM_TRANSPARENT:
00138           /* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
00139            *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
00140            *  we produce a result the newgrf maker didn't expect ;) */
00141 
00142           /* Make the current colour a bit more black, so it looks like this image is transparent */
00143           src_n += n;
00144           if (src_px->a == 255) {
00145             src_px += n;
00146             do {
00147               *dst = MakeTransparent(*dst, 3, 4);
00148               *anim = remap[*anim];
00149               anim++;
00150               dst++;
00151             } while (--n != 0);
00152           } else {
00153             do {
00154               *dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
00155               *anim = remap[*anim];
00156               anim++;
00157               dst++;
00158               src_px++;
00159             } while (--n != 0);
00160           }
00161           break;
00162 
00163         default:
00164           if (src_px->a == 255) {
00165             do {
00166               /* Compiler assumes pointer aliasing, can't optimise this on its own */
00167               uint m = *src_n++;
00168               /* Above 217 (PALETTE_ANIM_SIZE_START) is palette animation */
00169               *anim++ = m;
00170               *dst++ = (m >= PALETTE_ANIM_SIZE_START) ? this->LookupColourInPalette(m) : src_px->data;
00171               src_px++;
00172             } while (--n != 0);
00173           } else {
00174             do {
00175               uint m = *src_n++;
00176               *anim++ = m;
00177               if (m >= PALETTE_ANIM_SIZE_START) {
00178                 *dst = ComposeColourPANoCheck(this->LookupColourInPalette(m), src_px->a, *dst);
00179               } else {
00180                 *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
00181               }
00182               dst++;
00183               src_px++;
00184             } while (--n != 0);
00185           }
00186           break;
00187       }
00188     }
00189 
00190     anim = anim_ln;
00191     dst = dst_ln;
00192     src_px = src_px_ln;
00193     src_n  = src_n_ln;
00194   }
00195 }
00196 
00197 void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
00198 {
00199   if (_screen_disable_anim) {
00200     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
00201     Blitter_32bppOptimized::Draw(bp, mode, zoom);
00202     return;
00203   }
00204 
00205   if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
00206     /* The size of the screen changed; we can assume we can wipe all data from our buffer */
00207     free(this->anim_buf);
00208     this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
00209     this->anim_buf_width = _screen.width;
00210     this->anim_buf_height = _screen.height;
00211   }
00212 
00213   switch (mode) {
00214     default: NOT_REACHED();
00215     case BM_NORMAL:       Draw<BM_NORMAL>      (bp, zoom); return;
00216     case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
00217     case BM_TRANSPARENT:  Draw<BM_TRANSPARENT> (bp, zoom); return;
00218   }
00219 }
00220 
00221 void Blitter_32bppAnim::DrawColourMappingRect(void *dst, int width, int height, int pal)
00222 {
00223   if (_screen_disable_anim) {
00224     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColourMappingRect() */
00225     Blitter_32bppOptimized::DrawColourMappingRect(dst, width, height, pal);
00226     return;
00227   }
00228 
00229   uint32 *udst = (uint32 *)dst;
00230   uint8 *anim;
00231 
00232   anim = this->anim_buf + ((uint32 *)dst - (uint32 *)_screen.dst_ptr);
00233 
00234   if (pal == PALETTE_TO_TRANSPARENT) {
00235     do {
00236       for (int i = 0; i != width; i++) {
00237         *udst = MakeTransparent(*udst, 154);
00238         *anim = 0;
00239         udst++;
00240         anim++;
00241       }
00242       udst = udst - width + _screen.pitch;
00243       anim = anim - width + this->anim_buf_width;
00244     } while (--height);
00245     return;
00246   }
00247   if (pal == PALETTE_TO_STRUCT_GREY) {
00248     do {
00249       for (int i = 0; i != width; i++) {
00250         *udst = MakeGrey(*udst);
00251         *anim = 0;
00252         udst++;
00253         anim++;
00254       }
00255       udst = udst - width + _screen.pitch;
00256       anim = anim - width + this->anim_buf_width;
00257     } while (--height);
00258     return;
00259   }
00260 
00261   DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
00262 }
00263 
00264 void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 colour)
00265 {
00266   *((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(colour);
00267 
00268   /* Set the colour in the anim-buffer too, if we are rendering to the screen */
00269   if (_screen_disable_anim) return;
00270   this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = colour;
00271 }
00272 
00273 void Blitter_32bppAnim::SetPixelIfEmpty(void *video, int x, int y, uint8 colour)
00274 {
00275   uint32 *dst = (uint32 *)video + x + y * _screen.pitch;
00276   if (*dst == 0) {
00277     *dst = LookupColourInPalette(colour);
00278     /* Set the colour in the anim-buffer too, if we are rendering to the screen */
00279     if (_screen_disable_anim) return;
00280     this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = colour;
00281   }
00282 }
00283 
00284 void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 colour)
00285 {
00286   if (_screen_disable_anim) {
00287     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
00288     Blitter_32bppOptimized::DrawRect(video, width, height, colour);
00289     return;
00290   }
00291 
00292   uint32 colour32 = LookupColourInPalette(colour);
00293   uint8 *anim_line;
00294 
00295   anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
00296 
00297   do {
00298     uint32 *dst = (uint32 *)video;
00299     uint8 *anim = anim_line;
00300 
00301     for (int i = width; i > 0; i--) {
00302       *dst = colour32;
00303       /* Set the colour in the anim-buffer too */
00304       *anim = colour;
00305       dst++;
00306       anim++;
00307     }
00308     video = (uint32 *)video + _screen.pitch;
00309     anim_line += this->anim_buf_width;
00310   } while (--height);
00311 }
00312 
00313 void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height)
00314 {
00315   assert(!_screen_disable_anim);
00316   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
00317   uint32 *dst = (uint32 *)video;
00318   uint32 *usrc = (uint32 *)src;
00319   uint8 *anim_line;
00320 
00321   anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
00322 
00323   for (; height > 0; height--) {
00324     memcpy(dst, usrc, width * sizeof(uint32));
00325     usrc += width;
00326     dst += _screen.pitch;
00327     /* Copy back the anim-buffer */
00328     memcpy(anim_line, usrc, width * sizeof(uint8));
00329     usrc = (uint32 *)((uint8 *)usrc + width);
00330     anim_line += this->anim_buf_width;
00331   }
00332 
00333   /* We update the palette (or the pixels that do animation) immediatly, to avoid graphical glitches */
00334   this->PaletteAnimate(PALETTE_ANIM_SIZE_START, (_use_palette == PAL_DOS) ? PALETTE_ANIM_SIZE_DOS : PALETTE_ANIM_SIZE_WIN);
00335 }
00336 
00337 void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height)
00338 {
00339   assert(!_screen_disable_anim);
00340   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
00341   uint32 *udst = (uint32 *)dst;
00342   uint32 *src = (uint32 *)video;
00343   uint8 *anim_line;
00344 
00345   if (this->anim_buf == NULL) return;
00346 
00347   anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
00348 
00349   for (; height > 0; height--) {
00350     memcpy(udst, src, width * sizeof(uint32));
00351     src += _screen.pitch;
00352     udst += width;
00353     /* Copy the anim-buffer */
00354     memcpy(udst, anim_line, width * sizeof(uint8));
00355     udst = (uint32 *)((uint8 *)udst + width);
00356     anim_line += this->anim_buf_width;
00357   }
00358 }
00359 
00360 void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
00361 {
00362   assert(!_screen_disable_anim);
00363   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
00364   uint8 *dst, *src;
00365 
00366   /* We need to scroll the anim-buffer too */
00367   if (scroll_y > 0) {
00368     dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width;
00369     src = dst - scroll_y * this->anim_buf_width;
00370 
00371     /* Adjust left & width */
00372     if (scroll_x >= 0) {
00373       dst += scroll_x;
00374     } else {
00375       src -= scroll_x;
00376     }
00377 
00378     uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
00379     uint th = height - scroll_y;
00380     for (; th > 0; th--) {
00381       memcpy(dst, src, tw * sizeof(uint8));
00382       src -= this->anim_buf_width;
00383       dst -= this->anim_buf_width;
00384     }
00385   } else {
00386     /* Calculate pointers */
00387     dst = this->anim_buf + left + top * this->anim_buf_width;
00388     src = dst - scroll_y * this->anim_buf_width;
00389 
00390     /* Adjust left & width */
00391     if (scroll_x >= 0) {
00392       dst += scroll_x;
00393     } else {
00394       src -= scroll_x;
00395     }
00396 
00397     /* the y-displacement may be 0 therefore we have to use memmove,
00398      * because source and destination may overlap */
00399     uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
00400     uint th = height + scroll_y;
00401     for (; th > 0; th--) {
00402       memmove(dst, src, tw * sizeof(uint8));
00403       src += this->anim_buf_width;
00404       dst += this->anim_buf_width;
00405     }
00406   }
00407 
00408   Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
00409 }
00410 
00411 int Blitter_32bppAnim::BufferSize(int width, int height)
00412 {
00413   return width * height * (sizeof(uint32) + sizeof(uint8));
00414 }
00415 
00416 void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
00417 {
00418   assert(!_screen_disable_anim);
00419 
00420   /* Never repaint the transparency pixel */
00421   if (start == 0) {
00422     start++;
00423     count--;
00424   }
00425 
00426   const uint8 *anim = this->anim_buf;
00427   uint32 *dst = (uint32 *)_screen.dst_ptr;
00428 
00429   /* Let's walk the anim buffer and try to find the pixels */
00430   for (int y = this->anim_buf_height; y != 0 ; y--) {
00431     for (int x = this->anim_buf_width; x != 0 ; x--) {
00432       uint colour = *anim;
00433       if (IsInsideBS(colour, start, count)) {
00434         /* Update this pixel */
00435         *dst = LookupColourInPalette(colour);
00436       }
00437       dst++;
00438       anim++;
00439     }
00440     dst += _screen.pitch - this->anim_buf_width;
00441   }
00442 
00443   /* Make sure the backend redraws the whole screen */
00444   _video_driver->MakeDirty(0, 0, _screen.width, _screen.height);
00445 }
00446 
00447 Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
00448 {
00449   return Blitter::PALETTE_ANIMATION_BLITTER;
00450 }

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