32bpp_optimized.cpp
00001
00002
00003 #include "../stdafx.h"
00004 #include "../zoom_func.h"
00005 #include "../gfx_func.h"
00006 #include "../debug.h"
00007 #include "32bpp_optimized.hpp"
00008
00009 static FBlitter_32bppOptimized iFBlitter_32bppOptimized;
00010
00011 void Blitter_32bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
00012 {
00013 const SpriteLoader::CommonPixel *src, *src_line;
00014 uint32 *dst, *dst_line;
00015
00016
00017 src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
00018 dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
00019
00020 for (int y = 0; y < bp->height; y++) {
00021 dst = dst_line;
00022 dst_line += bp->pitch;
00023
00024 src = src_line;
00025 src_line += bp->sprite_width * ScaleByZoom(1, zoom);
00026
00027 for (int x = 0; x < bp->width; x++) {
00028 if (src->a == 0) {
00029
00030 int skip = UnScaleByZoom(src->r, zoom);
00031
00032 dst += skip;
00033 x += skip - 1;
00034 src += ScaleByZoom(1, zoom) * skip;
00035 continue;
00036 }
00037
00038 switch (mode) {
00039 case BM_COLOUR_REMAP:
00040
00041 if (src->m == 0) {
00042 *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
00043 } else {
00044 if (bp->remap[src->m] != 0) *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
00045 }
00046 break;
00047
00048 case BM_TRANSPARENT:
00049
00050
00051
00052
00053
00054 *dst = MakeTransparent(*dst, 192);
00055 break;
00056
00057 default:
00058 *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
00059 break;
00060 }
00061 dst++;
00062 src += ScaleByZoom(1, zoom);
00063 }
00064 }
00065 }
00066
00067 Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
00068 {
00069 Sprite *dest_sprite;
00070 SpriteLoader::CommonPixel *dst;
00071 dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
00072
00073 dest_sprite->height = sprite->height;
00074 dest_sprite->width = sprite->width;
00075 dest_sprite->x_offs = sprite->x_offs;
00076 dest_sprite->y_offs = sprite->y_offs;
00077
00078 dst = (SpriteLoader::CommonPixel *)dest_sprite->data;
00079
00080 memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel));
00081
00082 dst = dst + sprite->height * sprite->width - 1;
00083
00084 for (uint y = sprite->height; y > 0; y--) {
00085 int trans = 0;
00086
00087 for (uint x = sprite->width; x > 0; x--) {
00088 if (dst->a == 0) {
00089
00090 if (trans < 255) trans++;
00091 dst->r = trans;
00092 dst->g = 0;
00093 dst->b = 0;
00094 dst->m = 0;
00095 } else {
00096 trans = 0;
00097 if (dst->m != 0) {
00098
00099 uint color = this->LookupColourInPalette(dst->m);
00100 dst->r = GB(color, 16, 8);
00101 dst->g = GB(color, 8, 8);
00102 dst->b = GB(color, 0, 8);
00103 }
00104 }
00105 dst--;
00106 }
00107 }
00108 return dest_sprite;
00109 }