OpenTTD Source  20241108-master-g80f628063a
8bpp_optimized.cpp
Go to the documentation of this file.
1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
10 #include "../stdafx.h"
11 #include "../zoom_func.h"
12 #include "../settings_type.h"
13 #include "../core/math_func.hpp"
14 #include "../core/mem_func.hpp"
15 #include "8bpp_optimized.hpp"
16 
17 #include "../safeguards.h"
18 
21 
23 {
24  /* Find the offset of this zoom-level */
25  const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
26  uint offset = sprite_src->offset[zoom];
27 
28  /* Find where to start reading in the source sprite */
29  const uint8_t *src = sprite_src->data + offset;
30  uint8_t *dst_line = (uint8_t *)bp->dst + bp->top * bp->pitch + bp->left;
31 
32  /* Skip over the top lines in the source image */
33  for (int y = 0; y < bp->skip_top; y++) {
34  for (;;) {
35  uint trans = *src++;
36  uint pixels = *src++;
37  if (trans == 0 && pixels == 0) break;
38  src += pixels;
39  }
40  }
41 
42  const uint8_t *src_next = src;
43 
44  for (int y = 0; y < bp->height; y++) {
45  uint8_t *dst = dst_line;
46  dst_line += bp->pitch;
47 
48  uint skip_left = bp->skip_left;
49  int width = bp->width;
50 
51  for (;;) {
52  src = src_next;
53  uint trans = *src++;
54  uint pixels = *src++;
55  src_next = src + pixels;
56  if (trans == 0 && pixels == 0) break;
57  if (width <= 0) continue;
58 
59  if (skip_left != 0) {
60  if (skip_left < trans) {
61  trans -= skip_left;
62  skip_left = 0;
63  } else {
64  skip_left -= trans;
65  trans = 0;
66  }
67  if (skip_left < pixels) {
68  src += skip_left;
69  pixels -= skip_left;
70  skip_left = 0;
71  } else {
72  src += pixels;
73  skip_left -= pixels;
74  pixels = 0;
75  }
76  }
77  if (skip_left != 0) continue;
78 
79  /* Skip transparent pixels */
80  dst += trans;
81  width -= trans;
82  if (width <= 0 || pixels == 0) continue;
83  pixels = std::min<uint>(pixels, width);
84  width -= pixels;
85 
86  switch (mode) {
87  case BM_COLOUR_REMAP:
88  case BM_CRASH_REMAP: {
89  const uint8_t *remap = bp->remap;
90  do {
91  uint m = remap[*src];
92  if (m != 0) *dst = m;
93  dst++; src++;
94  } while (--pixels != 0);
95  break;
96  }
97 
98  case BM_BLACK_REMAP:
99  MemSetT(dst, 0, pixels);
100  dst += pixels;
101  break;
102 
103  case BM_TRANSPARENT:
104  case BM_TRANSPARENT_REMAP: {
105  const uint8_t *remap = bp->remap;
106  src += pixels;
107  do {
108  *dst = remap[*dst];
109  dst++;
110  } while (--pixels != 0);
111  break;
112  }
113 
114  default:
115  MemCpyT(dst, src, pixels);
116  dst += pixels; src += pixels;
117  break;
118  }
119  }
120  }
121 }
122 
124 {
125  /* Make memory for all zoom-levels */
126  uint memory = sizeof(SpriteData);
127 
128  ZoomLevel zoom_min;
129  ZoomLevel zoom_max;
130 
131  if (sprite[ZOOM_LVL_MIN].type == SpriteType::Font) {
132  zoom_min = ZOOM_LVL_MIN;
133  zoom_max = ZOOM_LVL_MIN;
134  } else {
135  zoom_min = _settings_client.gui.zoom_min;
136  zoom_max = _settings_client.gui.zoom_max;
137  if (zoom_max == zoom_min) zoom_max = ZOOM_LVL_MAX;
138  }
139 
140  for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
141  memory += sprite[i].width * sprite[i].height;
142  }
143 
144  /* We have no idea how much memory we really need, so just guess something */
145  memory *= 5;
146 
147  /* Don't allocate memory each time, but just keep some
148  * memory around as this function is called quite often
149  * and the memory usage is quite low. */
150  static ReusableBuffer<uint8_t> temp_buffer;
151  SpriteData *temp_dst = (SpriteData *)temp_buffer.Allocate(memory);
152  memset(temp_dst, 0, sizeof(*temp_dst));
153  uint8_t *dst = temp_dst->data;
154 
155  /* Make the sprites per zoom-level */
156  for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
157  /* Store the index table */
158  uint offset = dst - temp_dst->data;
159  temp_dst->offset[i] = offset;
160 
161  /* cache values, because compiler can't cache it */
162  int scaled_height = sprite[i].height;
163  int scaled_width = sprite[i].width;
164 
165  for (int y = 0; y < scaled_height; y++) {
166  uint trans = 0;
167  uint pixels = 0;
168  uint last_colour = 0;
169  uint8_t *count_dst = nullptr;
170 
171  /* Store the scaled image */
172  const SpriteLoader::CommonPixel *src = &sprite[i].data[y * sprite[i].width];
173 
174  for (int x = 0; x < scaled_width; x++) {
175  uint colour = src++->m;
176 
177  if (last_colour == 0 || colour == 0 || pixels == 255) {
178  if (count_dst != nullptr) {
179  /* Write how many non-transparent bytes we get */
180  *count_dst = pixels;
181  pixels = 0;
182  count_dst = nullptr;
183  }
184  /* As long as we find transparency bytes, keep counting */
185  if (colour == 0 && trans != 255) {
186  last_colour = 0;
187  trans++;
188  continue;
189  }
190  /* No longer transparency, so write the amount of transparent bytes */
191  *dst = trans;
192  dst++;
193  trans = 0;
194  /* Reserve a byte for the pixel counter */
195  count_dst = dst;
196  dst++;
197  }
198  last_colour = colour;
199  if (colour == 0) {
200  trans++;
201  } else {
202  pixels++;
203  *dst = colour;
204  dst++;
205  }
206  }
207 
208  if (count_dst != nullptr) *count_dst = pixels;
209 
210  /* Write line-ending */
211  *dst = 0; dst++;
212  *dst = 0; dst++;
213  }
214  }
215 
216  uint size = dst - (uint8_t *)temp_dst;
217 
218  /* Safety check, to make sure we guessed the size correctly */
219  assert(size < memory);
220 
221  /* Allocate the exact amount of memory we need */
222  Sprite *dest_sprite = allocator.Allocate<Sprite>(sizeof(*dest_sprite) + size);
223 
224  dest_sprite->height = sprite[ZOOM_LVL_MIN].height;
225  dest_sprite->width = sprite[ZOOM_LVL_MIN].width;
226  dest_sprite->x_offs = sprite[ZOOM_LVL_MIN].x_offs;
227  dest_sprite->y_offs = sprite[ZOOM_LVL_MIN].y_offs;
228  memcpy(dest_sprite->data, temp_dst, size);
229 
230  return dest_sprite;
231 }
static FBlitter_8bppOptimized iFBlitter_8bppOptimized
Instantiation of the 8bpp optimised blitter factory.
An optimized 8 bpp blitter.
BlitterMode
The modes of blitting we can do.
Definition: base.hpp:17
@ BM_BLACK_REMAP
Perform remapping to a completely blackened sprite.
Definition: base.hpp:23
@ BM_COLOUR_REMAP
Perform a colour remapping.
Definition: base.hpp:19
@ BM_TRANSPARENT_REMAP
Perform transparency colour remapping.
Definition: base.hpp:21
@ BM_TRANSPARENT
Perform transparency darkening remapping.
Definition: base.hpp:20
@ BM_CRASH_REMAP
Perform a crash remapping.
Definition: base.hpp:22
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override
Draw an image to the screen, given an amount of params defined above.
Sprite * Encode(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator) override
Convert a sprite from the loader to our own format.
Factory for the 8bpp blitter optimised for speed.
T * Allocate(size_t count)
Get buffer of at least count times T.
Definition: alloc_type.hpp:42
Interface for something that can allocate memory for a sprite.
T * Allocate(size_t size)
Allocate memory for a sprite.
std::array< Sprite, ZOOM_LVL_END > SpriteCollection
Type defining a collection of sprites, one for each zoom level.
@ Font
A sprite used for fonts.
void MemCpyT(T *destination, const T *source, size_t num=1)
Type-safe version of memcpy().
Definition: mem_func.hpp:23
void MemSetT(T *ptr, uint8_t value, size_t num=1)
Type-safe version of memset().
Definition: mem_func.hpp:49
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:56
Parameters related to blitting.
Definition: base.hpp:32
int skip_top
How much pixels of the source to skip on the top (based on zoom of dst)
Definition: base.hpp:37
void * dst
Destination buffer.
Definition: base.hpp:45
int left
The left offset in the 'dst' in pixels to start drawing.
Definition: base.hpp:42
int pitch
The pitch of the destination buffer.
Definition: base.hpp:46
int skip_left
How much pixels of the source to skip on the left (based on zoom of dst)
Definition: base.hpp:36
int height
The height in pixels that needs to be drawn to dst.
Definition: base.hpp:39
const uint8_t * remap
XXX – Temporary storage for remap array.
Definition: base.hpp:34
int width
The width in pixels that needs to be drawn to dst.
Definition: base.hpp:38
const void * sprite
Pointer to the sprite how ever the encoder stored it.
Definition: base.hpp:33
int top
The top offset in the 'dst' in pixels to start drawing.
Definition: base.hpp:43
Data stored about a (single) sprite.
uint32_t offset[ZOOM_LVL_END]
Offsets (from .data) to streams for different zoom levels.
uint8_t data[]
Data, all zoomlevels.
GUISettings gui
settings related to the GUI
ZoomLevel zoom_min
minimum zoom out level
ZoomLevel zoom_max
maximum zoom out level
Definition of a common pixel in OpenTTD's realm.
uint8_t m
Remap-channel.
Data structure describing a sprite.
Definition: spritecache.h:17
uint16_t width
Width of the sprite.
Definition: spritecache.h:19
uint16_t height
Height of the sprite.
Definition: spritecache.h:18
int16_t y_offs
Number of pixels to shift the sprite downwards.
Definition: spritecache.h:21
uint8_t data[]
Sprite data.
Definition: spritecache.h:22
int16_t x_offs
Number of pixels to shift the sprite to the right.
Definition: spritecache.h:20
ZoomLevel
All zoom levels we know.
Definition: zoom_type.h:16
@ ZOOM_LVL_MAX
Maximum zoom level.
Definition: zoom_type.h:42
@ ZOOM_LVL_MIN
Minimum zoom level.
Definition: zoom_type.h:41