8bpp_optimized.cpp

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00001 /* $Id: 8bpp_optimized.cpp 13602 2008-06-21 20:58:34Z smatz $ */
00002 
00005 #include "../stdafx.h"
00006 #include "../zoom_func.h"
00007 #include "../debug.h"
00008 #include "../core/alloc_func.hpp"
00009 #include "../core/math_func.hpp"
00010 #include "8bpp_optimized.hpp"
00011 
00012 static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
00013 
00014 void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
00015 {
00016   /* Find the offset of this zoom-level */
00017   const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
00018   uint offset = sprite_src->offset[zoom];
00019 
00020   /* Find where to start reading in the source sprite */
00021   const uint8 *src = sprite_src->data + offset;
00022   uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
00023 
00024   /* Skip over the top lines in the source image */
00025   for (int y = 0; y < bp->skip_top; y++) {
00026     for (;;) {
00027       uint trans = *src++;
00028       uint pixels = *src++;
00029       if (trans == 0 && pixels == 0) break;
00030       src += pixels;
00031     }
00032   }
00033 
00034   const uint8 *src_next = src;
00035 
00036   for (int y = 0; y < bp->height; y++) {
00037     uint8 *dst = dst_line;
00038     dst_line += bp->pitch;
00039 
00040     uint skip_left = bp->skip_left;
00041     int width = bp->width;
00042 
00043     for (;;) {
00044       src = src_next;
00045       uint trans = *src++;
00046       uint pixels = *src++;
00047       src_next = src + pixels;
00048       if (trans == 0 && pixels == 0) break;
00049       if (width <= 0) continue;
00050 
00051       if (skip_left != 0) {
00052         if (skip_left < trans) {
00053           trans -= skip_left;
00054           skip_left = 0;
00055         } else {
00056           skip_left -= trans;
00057           trans = 0;
00058         }
00059         if (skip_left < pixels) {
00060           src += skip_left;
00061           pixels -= skip_left;
00062           skip_left = 0;
00063         } else {
00064           src += pixels;
00065           skip_left -= pixels;
00066           pixels = 0;
00067         }
00068       }
00069       if (skip_left != 0) continue;
00070 
00071       /* Skip transparent pixels */
00072       dst += trans;
00073       width -= trans;
00074       if (width <= 0 || pixels == 0) continue;
00075       pixels = min<uint>(pixels, (uint)width);
00076       width -= pixels;
00077 
00078       switch (mode) {
00079         case BM_COLOUR_REMAP: {
00080           const uint8 *remap = bp->remap;
00081           do {
00082             uint m = remap[*src];
00083             if (m != 0) *dst = m;
00084             dst++; src++;
00085           } while (--pixels != 0);
00086         } break;
00087 
00088         case BM_TRANSPARENT: {
00089           const uint8 *remap = bp->remap;
00090           src += pixels;
00091           do {
00092             *dst = remap[*dst];
00093             dst++;
00094           } while (--pixels != 0);
00095         } break;
00096 
00097         default:
00098           memcpy(dst, src, pixels);
00099           dst += pixels; src += pixels;
00100           break;
00101       }
00102     }
00103   }
00104 }
00105 
00106 Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
00107 {
00108   /* Make memory for all zoom-levels */
00109   uint memory = sizeof(SpriteData);
00110 
00111   for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
00112     memory += UnScaleByZoom(sprite->height, i) * UnScaleByZoom(sprite->width, i);
00113   }
00114 
00115   /* We have no idea how much memory we really need, so just guess something */
00116   memory *= 5;
00117   SpriteData *temp_dst = (SpriteData *)MallocT<byte>(memory);
00118   byte *dst = temp_dst->data;
00119 
00120   /* Make the sprites per zoom-level */
00121   for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
00122     /* Store the index table */
00123     uint offset = dst - temp_dst->data;
00124     temp_dst->offset[i] = offset;
00125 
00126     /* cache values, because compiler can't cache it */
00127     int scaled_height = UnScaleByZoom(sprite->height, i);
00128     int scaled_width  = UnScaleByZoom(sprite->width,  i);
00129     int scaled_1      =   ScaleByZoom(1,              i);
00130 
00131     for (int y = 0; y < scaled_height; y++) {
00132       uint trans = 0;
00133       uint pixels = 0;
00134       uint last_colour = 0;
00135       byte *count_dst = NULL;
00136 
00137       /* Store the scaled image */
00138       const SpriteLoader::CommonPixel *src = &sprite->data[ScaleByZoom(y, i) * sprite->width];
00139       const SpriteLoader::CommonPixel *src_end = &src[sprite->width];
00140 
00141       for (int x = 0; x < scaled_width; x++) {
00142         uint colour = 0;
00143 
00144         /* Get the color keeping in mind the zoom-level */
00145         for (int j = 0; j < scaled_1; j++) {
00146           if (src->m != 0) colour = src->m;
00147           /* Because of the scaling it might happen we read outside the buffer. Avoid that. */
00148           if (++src == src_end) break;
00149         }
00150 
00151         if (last_colour == 0 || colour == 0 || pixels == 255) {
00152           if (count_dst != NULL) {
00153             /* Write how many non-transparent bytes we get */
00154             *count_dst = pixels;
00155             pixels = 0;
00156             count_dst = NULL;
00157           }
00158           /* As long as we find transparency bytes, keep counting */
00159           if (colour == 0) {
00160             last_colour = 0;
00161             trans++;
00162             continue;
00163           }
00164           /* No longer transparency, so write the amount of transparent bytes */
00165           *dst = trans;
00166           dst++;
00167           trans = 0;
00168           /* Reserve a byte for the pixel counter */
00169           count_dst = dst;
00170           dst++;
00171         }
00172         last_colour = colour;
00173         pixels++;
00174         *dst = colour;
00175         dst++;
00176       }
00177 
00178       if (count_dst != NULL) *count_dst = pixels;
00179 
00180       /* Write line-ending */
00181       *dst = 0; dst++;
00182       *dst = 0; dst++;
00183     }
00184   }
00185 
00186   uint size = dst - (byte *)temp_dst;
00187 
00188   /* Safety check, to make sure we guessed the size correctly */
00189   assert(size < memory);
00190 
00191   /* Allocate the exact amount of memory we need */
00192   Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);
00193 
00194   dest_sprite->height = sprite->height;
00195   dest_sprite->width  = sprite->width;
00196   dest_sprite->x_offs = sprite->x_offs;
00197   dest_sprite->y_offs = sprite->y_offs;
00198   memcpy(dest_sprite->data, temp_dst, size);
00199   free(temp_dst);
00200 
00201   return dest_sprite;
00202 }

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