OpenTTD Source  20241111-master-gce64d5f5d9
32bpp_optimized.cpp
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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 "../palette_func.h"
14 #include "32bpp_optimized.hpp"
15 
16 #include "../safeguards.h"
17 
20 
28 template <BlitterMode mode, bool Tpal_to_rgb>
30 {
31  const SpriteData *src = (const SpriteData *)bp->sprite;
32 
33  /* src_px : each line begins with uint32_t n = 'number of bytes in this line',
34  * then n times is the Colour struct for this line */
35  const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
36  /* src_n : each line begins with uint32_t n = 'number of bytes in this line',
37  * then interleaved stream of 'm' and 'n' channels. 'm' is remap,
38  * 'n' is number of bytes with the same alpha channel class */
39  const uint16_t *src_n = (const uint16_t *)(src->data + src->offset[zoom][1]);
40 
41  /* skip upper lines in src_px and src_n */
42  for (uint i = bp->skip_top; i != 0; i--) {
43  src_px = (const Colour *)((const uint8_t *)src_px + *(const uint32_t *)src_px);
44  src_n = (const uint16_t *)((const uint8_t *)src_n + *(const uint32_t *)src_n);
45  }
46 
47  /* skip lines in dst */
48  Colour *dst = (Colour *)bp->dst + bp->top * bp->pitch + bp->left;
49 
50  /* store so we don't have to access it via bp every time (compiler assumes pointer aliasing) */
51  const uint8_t *remap = bp->remap;
52 
53  for (int y = 0; y < bp->height; y++) {
54  /* next dst line begins here */
55  Colour *dst_ln = dst + bp->pitch;
56 
57  /* next src line begins here */
58  const Colour *src_px_ln = (const Colour *)((const uint8_t *)src_px + *(const uint32_t *)src_px);
59  src_px++;
60 
61  /* next src_n line begins here */
62  const uint16_t *src_n_ln = (const uint16_t *)((const uint8_t *)src_n + *(const uint32_t *)src_n);
63  src_n += 2;
64 
65  /* we will end this line when we reach this point */
66  Colour *dst_end = dst + bp->skip_left;
67 
68  /* number of pixels with the same alpha channel class */
69  uint n;
70 
71  while (dst < dst_end) {
72  n = *src_n++;
73 
74  if (src_px->a == 0) {
75  dst += n;
76  src_px ++;
77  src_n++;
78  } else {
79  if (dst + n > dst_end) {
80  uint d = dst_end - dst;
81  src_px += d;
82  src_n += d;
83 
84  dst = dst_end - bp->skip_left;
85  dst_end = dst + bp->width;
86 
87  n = std::min(n - d, (uint)bp->width);
88  goto draw;
89  }
90  dst += n;
91  src_px += n;
92  src_n += n;
93  }
94  }
95 
96  dst -= bp->skip_left;
97  dst_end -= bp->skip_left;
98 
99  dst_end += bp->width;
100 
101  while (dst < dst_end) {
102  n = std::min<uint>(*src_n++, dst_end - dst);
103 
104  if (src_px->a == 0) {
105  dst += n;
106  src_px++;
107  src_n++;
108  continue;
109  }
110 
111  draw:;
112 
113  switch (mode) {
114  case BM_COLOUR_REMAP:
115  if (src_px->a == 255) {
116  do {
117  uint m = *src_n;
118  /* In case the m-channel is zero, do not remap this pixel in any way */
119  if (m == 0) {
120  *dst = src_px->data;
121  } else {
122  uint r = remap[GB(m, 0, 8)];
123  if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
124  }
125  dst++;
126  src_px++;
127  src_n++;
128  } while (--n != 0);
129  } else {
130  do {
131  uint m = *src_n;
132  if (m == 0) {
133  *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
134  } else {
135  uint r = remap[GB(m, 0, 8)];
136  if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
137  }
138  dst++;
139  src_px++;
140  src_n++;
141  } while (--n != 0);
142  }
143  break;
144 
145  case BM_CRASH_REMAP:
146  if (src_px->a == 255) {
147  do {
148  uint m = *src_n;
149  if (m == 0) {
150  uint8_t g = MakeDark(src_px->r, src_px->g, src_px->b);
151  *dst = ComposeColourRGBA(g, g, g, src_px->a, *dst);
152  } else {
153  uint r = remap[GB(m, 0, 8)];
154  if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
155  }
156  dst++;
157  src_px++;
158  src_n++;
159  } while (--n != 0);
160  } else {
161  do {
162  uint m = *src_n;
163  if (m == 0) {
164  if (src_px->a != 0) {
165  uint8_t g = MakeDark(src_px->r, src_px->g, src_px->b);
166  *dst = ComposeColourRGBA(g, g, g, src_px->a, *dst);
167  }
168  } else {
169  uint r = remap[GB(m, 0, 8)];
170  if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
171  }
172  dst++;
173  src_px++;
174  src_n++;
175  } while (--n != 0);
176  }
177  break;
178 
179  case BM_BLACK_REMAP:
180  do {
181  *dst = Colour(0, 0, 0);
182  dst++;
183  src_px++;
184  src_n++;
185  } while (--n != 0);
186  break;
187 
188  case BM_TRANSPARENT:
189  /* Make the current colour a bit more black, so it looks like this image is transparent */
190  src_n += n;
191  if (src_px->a == 255) {
192  src_px += n;
193  do {
194  *dst = MakeTransparent(*dst, 3, 4);
195  dst++;
196  } while (--n != 0);
197  } else {
198  do {
199  *dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
200  dst++;
201  src_px++;
202  } while (--n != 0);
203  }
204  break;
205 
207  /* Apply custom transparency remap. */
208  src_n += n;
209  if (src_px->a != 0) {
210  src_px += n;
211  do {
212  *dst = this->LookupColourInPalette(remap[GetNearestColourIndex(*dst)]);
213  dst++;
214  } while (--n != 0);
215  } else {
216  dst += n;
217  src_px += n;
218  }
219  break;
220 
221  default:
222  if (src_px->a == 255) {
223  /* faster than memcpy(), n is usually low */
224  do {
225  if (Tpal_to_rgb && *src_n != 0) {
226  /* Convert the mapping channel to a RGB value */
227  *dst = this->AdjustBrightness(this->LookupColourInPalette(GB(*src_n, 0, 8)), GB(*src_n, 8, 8)).data;
228  } else {
229  *dst = src_px->data;
230  }
231  dst++;
232  src_px++;
233  src_n++;
234  } while (--n != 0);
235  } else {
236  do {
237  if (Tpal_to_rgb && *src_n != 0) {
238  /* Convert the mapping channel to a RGB value */
239  Colour colour = this->AdjustBrightness(this->LookupColourInPalette(GB(*src_n, 0, 8)), GB(*src_n, 8, 8));
240  *dst = ComposeColourRGBANoCheck(colour.r, colour.g, colour.b, src_px->a, *dst);
241  } else {
242  *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
243  }
244  dst++;
245  src_px++;
246  src_n++;
247  } while (--n != 0);
248  }
249  break;
250  }
251  }
252 
253  dst = dst_ln;
254  src_px = src_px_ln;
255  src_n = src_n_ln;
256  }
257 }
258 
259 template <bool Tpal_to_rgb>
261 {
262  switch (mode) {
263  default: NOT_REACHED();
264  case BM_NORMAL: Draw<BM_NORMAL, Tpal_to_rgb>(bp, zoom); return;
265  case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP, Tpal_to_rgb>(bp, zoom); return;
266  case BM_TRANSPARENT: Draw<BM_TRANSPARENT, Tpal_to_rgb>(bp, zoom); return;
267  case BM_TRANSPARENT_REMAP: Draw<BM_TRANSPARENT_REMAP, Tpal_to_rgb>(bp, zoom); return;
268  case BM_CRASH_REMAP: Draw<BM_CRASH_REMAP, Tpal_to_rgb>(bp, zoom); return;
269  case BM_BLACK_REMAP: Draw<BM_BLACK_REMAP, Tpal_to_rgb>(bp, zoom); return;
270  }
271 }
272 
273 template void Blitter_32bppOptimized::Draw<true>(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
274 template void Blitter_32bppOptimized::Draw<false>(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
275 
284 {
285  this->Draw<false>(bp, mode, zoom);
286 }
287 
288 template <bool Tpal_to_rgb> Sprite *Blitter_32bppOptimized::EncodeInternal(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator)
289 {
290  /* streams of pixels (a, r, g, b channels)
291  *
292  * stored in separated stream so data are always aligned on 4B boundary */
293  Colour *dst_px_orig[ZOOM_LVL_END];
294 
295  /* interleaved stream of 'm' channel and 'n' channel
296  * 'n' is number of following pixels with the same alpha channel class
297  * there are 3 classes: 0, 255, others
298  *
299  * it has to be stored in one stream so fewer registers are used -
300  * x86 has problems with register allocation even with this solution */
301  uint16_t *dst_n_orig[ZOOM_LVL_END];
302 
303  /* lengths of streams */
304  uint32_t lengths[ZOOM_LVL_END][2];
305 
306  ZoomLevel zoom_min;
307  ZoomLevel zoom_max;
308 
309  if (sprite[ZOOM_LVL_MIN].type == SpriteType::Font) {
310  zoom_min = ZOOM_LVL_MIN;
311  zoom_max = ZOOM_LVL_MIN;
312  } else {
313  zoom_min = _settings_client.gui.zoom_min;
314  zoom_max = _settings_client.gui.zoom_max;
315  if (zoom_max == zoom_min) zoom_max = ZOOM_LVL_MAX;
316  }
317 
318  for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
319  const SpriteLoader::Sprite *src_orig = &sprite[z];
320 
321  uint size = src_orig->height * src_orig->width;
322 
323  dst_px_orig[z] = CallocT<Colour>(size + src_orig->height * 2);
324  dst_n_orig[z] = CallocT<uint16_t>(size * 2 + src_orig->height * 4 * 2);
325 
326  uint32_t *dst_px_ln = (uint32_t *)dst_px_orig[z];
327  uint32_t *dst_n_ln = (uint32_t *)dst_n_orig[z];
328 
329  const SpriteLoader::CommonPixel *src = (const SpriteLoader::CommonPixel *)src_orig->data;
330 
331  for (uint y = src_orig->height; y > 0; y--) {
332  /* Index 0 of dst_px and dst_n is left as space to save the length of the row to be filled later. */
333  Colour *dst_px = (Colour *)&dst_px_ln[1];
334  uint16_t *dst_n = (uint16_t *)&dst_n_ln[1];
335 
336  uint16_t *dst_len = dst_n++;
337 
338  uint last = 3;
339  int len = 0;
340 
341  for (uint x = src_orig->width; x > 0; x--) {
342  uint8_t a = src->a;
343  uint t = a > 0 && a < 255 ? 1 : a;
344 
345  if (last != t || len == 65535) {
346  if (last != 3) {
347  *dst_len = len;
348  dst_len = dst_n++;
349  }
350  len = 0;
351  }
352 
353  last = t;
354  len++;
355 
356  if (a != 0) {
357  dst_px->a = a;
358  *dst_n = src->m;
359  if (src->m != 0) {
360  /* Get brightest value */
361  uint8_t rgb_max = std::max({ src->r, src->g, src->b });
362 
363  /* Black pixel (8bpp or old 32bpp image), so use default value */
364  if (rgb_max == 0) rgb_max = DEFAULT_BRIGHTNESS;
365  *dst_n |= rgb_max << 8;
366 
367  if (Tpal_to_rgb) {
368  /* Pre-convert the mapping channel to a RGB value */
369  Colour colour = this->AdjustBrightness(this->LookupColourInPalette(src->m), rgb_max);
370  dst_px->r = colour.r;
371  dst_px->g = colour.g;
372  dst_px->b = colour.b;
373  } else {
374  dst_px->r = src->r;
375  dst_px->g = src->g;
376  dst_px->b = src->b;
377  }
378  } else {
379  dst_px->r = src->r;
380  dst_px->g = src->g;
381  dst_px->b = src->b;
382  }
383  dst_px++;
384  dst_n++;
385  } else if (len == 1) {
386  dst_px++;
387  *dst_n = src->m;
388  dst_n++;
389  }
390 
391  src++;
392  }
393 
394  if (last != 3) {
395  *dst_len = len;
396  }
397 
398  dst_px = (Colour *)AlignPtr(dst_px, 4);
399  dst_n = (uint16_t *)AlignPtr(dst_n, 4);
400 
401  *dst_px_ln = (uint8_t *)dst_px - (uint8_t *)dst_px_ln;
402  *dst_n_ln = (uint8_t *)dst_n - (uint8_t *)dst_n_ln;
403 
404  dst_px_ln = (uint32_t *)dst_px;
405  dst_n_ln = (uint32_t *)dst_n;
406  }
407 
408  lengths[z][0] = (uint8_t *)dst_px_ln - (uint8_t *)dst_px_orig[z]; // all are aligned to 4B boundary
409  lengths[z][1] = (uint8_t *)dst_n_ln - (uint8_t *)dst_n_orig[z];
410  }
411 
412  uint len = 0; // total length of data
413  for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
414  len += lengths[z][0] + lengths[z][1];
415  }
416 
417  Sprite *dest_sprite = allocator.Allocate<Sprite>(sizeof(*dest_sprite) + sizeof(SpriteData) + len);
418 
419  dest_sprite->height = sprite[ZOOM_LVL_MIN].height;
420  dest_sprite->width = sprite[ZOOM_LVL_MIN].width;
421  dest_sprite->x_offs = sprite[ZOOM_LVL_MIN].x_offs;
422  dest_sprite->y_offs = sprite[ZOOM_LVL_MIN].y_offs;
423 
424  SpriteData *dst = (SpriteData *)dest_sprite->data;
425  memset(dst, 0, sizeof(*dst));
426 
427  for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
428  dst->offset[z][0] = z == zoom_min ? 0 : lengths[z - 1][1] + dst->offset[z - 1][1];
429  dst->offset[z][1] = lengths[z][0] + dst->offset[z][0];
430 
431  memcpy(dst->data + dst->offset[z][0], dst_px_orig[z], lengths[z][0]);
432  memcpy(dst->data + dst->offset[z][1], dst_n_orig[z], lengths[z][1]);
433 
434  free(dst_px_orig[z]);
435  free(dst_n_orig[z]);
436  }
437 
438  return dest_sprite;
439 }
440 
441 template Sprite *Blitter_32bppOptimized::EncodeInternal<true>(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator);
442 template Sprite *Blitter_32bppOptimized::EncodeInternal<false>(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator);
443 
445 {
446  return this->EncodeInternal<true>(sprite, allocator);
447 }
static FBlitter_32bppOptimized iFBlitter_32bppOptimized
Instantiation of the optimized 32bpp blitter factory.
Optimized 32 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_NORMAL
Perform the simple blitting.
Definition: base.hpp:18
@ BM_CRASH_REMAP
Perform a crash remapping.
Definition: base.hpp:22
constexpr static debug_inline uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
static Colour ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, Colour current)
Compose a colour based on RGBA values and the current pixel value.
Definition: 32bpp_base.hpp:45
static Colour ComposeColourPANoCheck(Colour colour, uint a, Colour current)
Compose a colour based on Pixel value, alpha value, and the current pixel value.
Definition: 32bpp_base.hpp:73
static Colour LookupColourInPalette(uint index)
Look up the colour in the current palette.
Definition: 32bpp_base.hpp:37
static Colour MakeTransparent(Colour colour, uint nom, uint denom=256)
Make a pixel looks like it is transparent.
Definition: 32bpp_base.hpp:104
static uint8_t MakeDark(uint8_t r, uint8_t g, uint8_t b)
Make a colour dark grey, for specialized 32bpp remapping.
Definition: 32bpp_base.hpp:120
static Colour ComposeColourRGBA(uint r, uint g, uint b, uint a, Colour current)
Compose a colour based on RGBA values and the current pixel value.
Definition: 32bpp_base.hpp:62
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override
Draws a sprite to a (screen) buffer.
Sprite * Encode(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator) override
Convert a sprite from the loader to our own format.
Factory for the optimised 32 bpp blitter (without palette animation).
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.
constexpr T * AlignPtr(T *x, uint n)
Return the smallest multiple of n equal or greater than x Applies to pointers only.
Definition: math_func.hpp:55
uint8_t GetNearestColourIndex(uint8_t r, uint8_t g, uint8_t b)
Get nearest colour palette index from an RGB colour.
Definition: palette.cpp:127
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:56
void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: stdafx.h:334
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.
uint8_t data[]
Data, all zoomlevels.
uint32_t offset[ZOOM_LVL_END][2]
Offsets (from .data) to streams for different zoom levels, and the normal and remap image information...
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.
uint8_t b
Blue-channel.
uint8_t r
Red-channel.
uint8_t g
Green-channel.
uint8_t a
Alpha-channel.
Structure for passing information from the sprite loader to the blitter.
uint16_t width
Width of the sprite.
SpriteLoader::CommonPixel * data
The sprite itself.
uint16_t height
Height of the sprite.
Data structure describing a sprite.
Definition: spritecache.h:17
Structure to access the alpha, red, green, and blue channels from a 32 bit number.
Definition: gfx_type.h:165
uint32_t data
Conversion of the channel information to a 32 bit number.
Definition: gfx_type.h:166
uint8_t a
colour channels in LE order
Definition: gfx_type.h:173
ZoomLevel
All zoom levels we know.
Definition: zoom_type.h:16
@ ZOOM_LVL_MAX
Maximum zoom level.
Definition: zoom_type.h:42
@ ZOOM_LVL_END
End for iteration.
Definition: zoom_type.h:25
@ ZOOM_LVL_MIN
Minimum zoom level.
Definition: zoom_type.h:41