Mercurial > hg > openttd
changeset 6889:f74436edb34b draft
(svn r10132) -Codechange: split out the last direct video-buffer read access to the blitter-layer
-Add: added a new renderer and blitter to make room for some optimized bpp
-Fix: fill the alpha channel in the grf-spriteloader
author | truelight <truelight@openttd.org> |
---|---|
date | Wed, 13 Jun 2007 10:31:40 +0000 |
parents | 97bf922bdee2 |
children | 774ae92da647 |
files | projects/openttd.vcproj projects/openttd_vs80.vcproj source.list src/blitter/32bpp_simple.cpp src/blitter/32bpp_simple.hpp src/blitter/8bpp_debug.cpp src/blitter/8bpp_debug.hpp src/blitter/8bpp_optimized.cpp src/blitter/8bpp_optimized.hpp src/blitter/8bpp_simple.cpp src/blitter/8bpp_simple.hpp src/blitter/blitter.hpp src/blitter/null.cpp src/blitter/null.hpp src/gfx.cpp src/renderer/32bpp.cpp src/renderer/32bpp.hpp src/spriteloader/grf.cpp |
diffstat | 18 files changed, 389 insertions(+), 7 deletions(-) [+] |
line wrap: on
line diff
--- a/projects/openttd.vcproj +++ b/projects/openttd.vcproj @@ -965,6 +965,12 @@ Name="Blitters" Filter=""> <File + RelativePath=".\..\src\blitter\32bpp_simple.cpp"> + </File> + <File + RelativePath=".\..\src\blitter\32bpp_simple.hpp"> + </File> + <File RelativePath=".\..\src\blitter\8bpp_debug.cpp"> </File> <File @@ -1009,6 +1015,12 @@ Name="Renderer" Filter=""> <File + RelativePath=".\..\src\renderer\32bpp.cpp"> + </File> + <File + RelativePath=".\..\src\renderer\32bpp.hpp"> + </File> + <File RelativePath=".\..\src\renderer\8bpp.cpp"> </File> <File
--- a/projects/openttd_vs80.vcproj +++ b/projects/openttd_vs80.vcproj @@ -1508,6 +1508,14 @@ Name="Blitters" > <File + RelativePath=".\..\src\blitter\32bpp_simple.cpp" + > + </File> + <File + RelativePath=".\..\src\blitter\32bpp_simple.hpp" + > + </File> + <File RelativePath=".\..\src\blitter\8bpp_debug.cpp" > </File> @@ -1564,6 +1572,14 @@ Name="Renderer" > <File + RelativePath=".\..\src\renderer\32bpp.cpp" + > + </File> + <File + RelativePath=".\..\src\renderer\32bpp.hpp" + > + </File> + <File RelativePath=".\..\src\renderer\8bpp.cpp" > </File>
--- a/source.list +++ b/source.list @@ -292,6 +292,8 @@ ai/trolly/trolly.cpp # Blitters +blitter/32bpp_simple.cpp +blitter/32bpp_simple.hpp blitter/8bpp_debug.cpp blitter/8bpp_debug.hpp blitter/8bpp_optimized.cpp @@ -308,6 +310,8 @@ spriteloader/spriteloader.hpp # Renderer +renderer/32bpp.cpp +renderer/32bpp.hpp renderer/8bpp.cpp renderer/8bpp.hpp renderer/null.cpp
new file mode 100644 --- /dev/null +++ b/src/blitter/32bpp_simple.cpp @@ -0,0 +1,155 @@ +#include "../stdafx.h" +#include "../zoom.hpp" +#include "../gfx.h" +#include "../debug.h" +#include "../table/sprites.h" +#include "../renderer/32bpp.hpp" +#include "32bpp_simple.hpp" + +static FBlitter_32bppSimple iFBlitter_32bppSimple; + +/** + * Compose a color based on RGB values. + */ +static inline uint ComposeColor(uint r, uint g, uint b) +{ + return (r & 0xFF) << 16 | (g & 0xFF) << 8 | (b & 0xFF) << 0; +} + +/** + * Make a pixel looks like it is transparent. + * @param color the color already on the screen. + * @param amount the amount of transparency, times 100. + * @return the new color for the screen. + */ +static inline uint MakeTransparent(uint color, uint amount) +{ + uint r, g, b; + r = GB(color, 16, 8); + g = GB(color, 8, 8); + b = GB(color, 0, 8); + + return ComposeColor(r * amount / 100, g * amount / 100, b * amount / 100); +} + +/** + * Make a color grey-based. + * @param color the color to make grey. + * @return the new color, now grey. + */ +static inline uint MakeGrey(uint color) +{ + uint r, g, b; + r = GB(color, 16, 8); + g = GB(color, 8, 8); + b = GB(color, 0, 8); + + /* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then + * divide by it to normalize the value to a byte again. See heightmap.cpp for + * information about the formula. */ + color = ((r * 19595) + (g * 38470) + (b * 7471)) / 65536; + + return ComposeColor(color, color, color); +} + +void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) +{ + const SpriteLoader::CommonPixel *src, *src_line; + uint32 *dst, *dst_line; + + /* Find where to start reading in the source sprite */ + src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom); + dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left; + + for (int y = 0; y < bp->height; y++) { + dst = dst_line; + dst_line += bp->pitch; + + src = src_line; + src_line += bp->sprite_width * ScaleByZoom(1, zoom); + + for (int x = 0; x < bp->width; x++) { + + switch (mode) { + case BM_COLOUR_REMAP: + /* In case the m-channel is zero, do not remap this pixel in any way */ + if (src->m == 0) { + if (src->a != 0) *dst = ComposeColor(src->r, src->g, src->b); + } else { + if (bp->remap[src->m] != 0) *dst = Renderer_32bpp::LookupColourInPalette(bp->remap[src->m]); + } + break; + + case BM_TRANSPARENT: + /* TODO -- We make an assumption here that the remap in fact is transparency, not some color. + * This is never a problem with the code we produce, but newgrfs can make it fail... or at least: + * we produce a result the newgrf maker didn't expect ;) */ + + /* Make the current color a bit more black, so it looks like this image is transparent */ + if (src->a != 0) *dst = MakeTransparent(*dst, 75); + break; + + default: + if (src->a != 0) *dst = ComposeColor(src->r, src->g, src->b); + break; + } + dst++; + src += ScaleByZoom(1, zoom); + } + } +} + +void Blitter_32bppSimple::DrawColorMappingRect(void *dst, int width, int height, int pal) +{ + uint32 *udst = (uint32 *)dst; + + if (pal == PALETTE_TO_TRANSPARENT) { + do { + for (int i = 0; i != width; i++) { + *udst = MakeTransparent(*udst, 60); + udst++; + } + udst = udst - width + _screen.pitch; + } while (height--); + return; + } + if (pal == PALETTE_TO_STRUCT_GREY) { + do { + for (int i = 0; i != width; i++) { + *udst = MakeGrey(*udst); + udst++; + } + udst = udst - width + _screen.pitch; + } while (height--); + return; + } + + DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal); +} + +Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) +{ + Sprite *dest_sprite; + SpriteLoader::CommonPixel *dst; + dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel)); + + dest_sprite->height = sprite->height; + dest_sprite->width = sprite->width; + dest_sprite->x_offs = sprite->x_offs; + dest_sprite->y_offs = sprite->y_offs; + + dst = (SpriteLoader::CommonPixel *)dest_sprite->data; + + memcpy(dst, sprite->data, sprite->height * sprite->width * sizeof(SpriteLoader::CommonPixel)); + for (int i = 0; i < sprite->height * sprite->width; i++) { + if (dst[i].m != 0) { + /* Pre-convert the mapping channel to a RGB value */ + uint color = Renderer_32bpp::LookupColourInPalette(dst[i].m); + dst[i].r = GB(color, 16, 8); + dst[i].g = GB(color, 8, 8); + dst[i].b = GB(color, 0, 8); + } + } + + return dest_sprite; +}
new file mode 100644 --- /dev/null +++ b/src/blitter/32bpp_simple.hpp @@ -0,0 +1,32 @@ +/* $Id$ */ + +/** @file 32bpp_simple.hpp */ + +#ifndef BLITTER_32BPP_SIMPLE_HPP +#define BLITTER_32BPP_SIMPLE_HPP + +#include "blitter.hpp" + +class Blitter_32bppSimple : public Blitter { +public: + /* virtual */ uint8 GetScreenDepth() { return 32; } + + /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom); + + /* virtual */ void DrawColorMappingRect(void *dst, int width, int height, int pal); + + /* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator); + + /* virtual */ const char *GetRenderer() { return "32bpp"; } +}; + +class FBlitter_32bppSimple: public BlitterFactory<FBlitter_32bppSimple> { +public: + /* virtual */ const char *GetName() { return "32bpp-simple"; } + + /* virtual */ const char *GetDescription() { return "32bpp Simple Blitter (no palette animation)"; } + + /* virtual */ Blitter *CreateInstance() { return new Blitter_32bppSimple(); } +}; + +#endif /* BLITTER_32BPP_SIMPLE_HPP */
--- a/src/blitter/8bpp_debug.cpp +++ b/src/blitter/8bpp_debug.cpp @@ -35,6 +35,16 @@ } } +void Blitter_8bppDebug::DrawColorMappingRect(void *dst, int width, int height, int pal) +{ + const uint8 *ctab = GetNonSprite(pal) + 1; + + do { + for (int i = 0; i != width; i++) _screen.renderer->SetPixel(dst, i, 0, ctab[((uint8 *)dst)[i]]); + dst = _screen.renderer->MoveTo(dst, 0, 1); + } while (height--); +} + Sprite *Blitter_8bppDebug::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) { Sprite *dest_sprite;
--- a/src/blitter/8bpp_debug.hpp +++ b/src/blitter/8bpp_debug.hpp @@ -13,6 +13,8 @@ /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom); + /* virtual */ void DrawColorMappingRect(void *dst, int width, int height, int pal); + /* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator); /* virtual */ const char *GetRenderer() { return "8bpp"; }
--- a/src/blitter/8bpp_optimized.cpp +++ b/src/blitter/8bpp_optimized.cpp @@ -102,6 +102,16 @@ } } +void Blitter_8bppOptimized::DrawColorMappingRect(void *dst, int width, int height, int pal) +{ + const uint8 *ctab = GetNonSprite(pal) + 1; + + do { + for (int i = 0; i != width; i++) _screen.renderer->SetPixel(dst, i, 0, ctab[((uint8 *)dst)[i]]); + dst = _screen.renderer->MoveTo(dst, 0, 1); + } while (height--); +} + Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) { Sprite *dest_sprite;
--- a/src/blitter/8bpp_optimized.hpp +++ b/src/blitter/8bpp_optimized.hpp @@ -13,6 +13,8 @@ /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom); + /* virtual */ void DrawColorMappingRect(void *dst, int width, int height, int pal); + /* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator); /* virtual */ const char *GetRenderer() { return "8bpp"; }
--- a/src/blitter/8bpp_simple.cpp +++ b/src/blitter/8bpp_simple.cpp @@ -48,6 +48,16 @@ } } +void Blitter_8bppSimple::DrawColorMappingRect(void *dst, int width, int height, int pal) +{ + const uint8 *ctab = GetNonSprite(pal) + 1; + + do { + for (int i = 0; i != width; i++) _screen.renderer->SetPixel(dst, i, 0, ctab[((uint8 *)dst)[i]]); + dst = _screen.renderer->MoveTo(dst, 0, 1); + } while (height--); +} + Sprite *Blitter_8bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) { Sprite *dest_sprite;
--- a/src/blitter/8bpp_simple.hpp +++ b/src/blitter/8bpp_simple.hpp @@ -13,6 +13,8 @@ /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom); + /* virtual */ void DrawColorMappingRect(void *dst, int width, int height, int pal); + /* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator); /* virtual */ const char *GetRenderer() { return "8bpp"; }
--- a/src/blitter/blitter.hpp +++ b/src/blitter/blitter.hpp @@ -49,6 +49,17 @@ virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) = 0; /** + * Draw a colortable to the screen. This is: the color of the screen is read + * and is looked-up in the palette to match a new color, which then is put + * on the screen again. + * @param dst the destination pointer (video-buffer). + * @param width the width of the buffer. + * @param height the height of the buffer. + * @param pal the palette to use. + */ + virtual void DrawColorMappingRect(void *dst, int width, int height, int pal) = 0; + + /** * Convert a sprite from the loader to our own format. */ virtual Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) = 0;
--- a/src/blitter/null.cpp +++ b/src/blitter/null.cpp @@ -10,6 +10,10 @@ { } +void Blitter_Null::DrawColorMappingRect(void *dst, int width, int height, int pal) +{ +} + Sprite *Blitter_Null::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) { Sprite *dest_sprite;
--- a/src/blitter/null.hpp +++ b/src/blitter/null.hpp @@ -13,6 +13,8 @@ /* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom); + /* virtual */ void DrawColorMappingRect(void *dst, int width, int height, int pal); + /* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator); /* virtual */ const char *GetRenderer() { return "null"; }
--- a/src/gfx.cpp +++ b/src/gfx.cpp @@ -151,13 +151,7 @@ dst = _screen.renderer->MoveTo(dst, 0, 1); } while (--bottom); } else { - /* use colortable mode */ - const byte* ctab = GetNonSprite(GB(color, 0, PALETTE_WIDTH)) + 1; - - do { - for (int i = 0; i != right; i++) _screen.renderer->SetPixel(dst, i, 0, ctab[((uint8 *)dst)[i]]); - dst = _screen.renderer->MoveTo(dst, 0, 1); - } while (--bottom); + BlitterFactoryBase::GetCurrentBlitter()->DrawColorMappingRect(dst, right, bottom, GB(color, 0, PALETTE_WIDTH)); } } else { byte bo = (oleft - left + dpi->left + otop - top + dpi->top) & 1;
new file mode 100644 --- /dev/null +++ b/src/renderer/32bpp.cpp @@ -0,0 +1,77 @@ +#include "../stdafx.h" +#include "../gfx.h" +#include "32bpp.hpp" + +static FRenderer_32bpp iFRenderer_32bpp; + +void *Renderer_32bpp::MoveTo(const void *video, int x, int y) +{ + return (uint32 *)video + x + y * _screen.pitch; +} + +void Renderer_32bpp::SetPixel(void *video, int x, int y, uint8 color) +{ + *((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(color); +} + +void Renderer_32bpp::SetPixelIfEmpty(void *video, int x, int y, uint8 color) +{ + uint32 *dst = (uint32 *)video + x + y * _screen.pitch; + if (*dst == 0) *dst = LookupColourInPalette(color); +} + +void Renderer_32bpp::SetHorizontalLine(void *video, int width, uint8 color) +{ + uint32 *dst = (uint32 *)video; + uint32 color32 = LookupColourInPalette(color); + + for (; width > 0; width--) { + *dst = color32; + dst++; + } +} + +void Renderer_32bpp::CopyFromBuffer(void *video, const void *src, int width, int height, int src_pitch) +{ + int direction = (height < 0) ? -1 : 1; + uint32 *dst = (uint32 *)video; + uint32 *usrc = (uint32 *)src; + + height = abs(height); + for (; height > 0; height--) { + memcpy(dst, usrc, width * sizeof(uint32)); + usrc += src_pitch * direction; + dst += _screen.pitch * direction; + } +} + +void Renderer_32bpp::CopyToBuffer(const void *video, void *dst, int width, int height, int dst_pitch) +{ + int direction = (height < 0) ? -1 : 1; + uint32 *udst = (uint32 *)dst; + uint32 *src = (uint32 *)video; + + height = abs(height); + for (; height > 0; height--) { + memcpy(udst, src, width * sizeof(uint32)); + src += _screen.pitch * direction; + udst += dst_pitch * direction; + } +} + +void Renderer_32bpp::MoveBuffer(void *video_dst, const void *video_src, int width, int height) +{ + uint32 *dst = (uint32 *)video_dst; + uint32 *src = (uint32 *)video_src; + + for (; height > 0; height--) { + memmove(dst, src, width * sizeof(uint32)); + src += _screen.pitch; + dst += _screen.pitch; + } +} + +int Renderer_32bpp::BufferSize(int width, int height) +{ + return width * height * sizeof(uint32); +}
new file mode 100644 --- /dev/null +++ b/src/renderer/32bpp.hpp @@ -0,0 +1,35 @@ +/* $Id$ */ + +/** @file 32bpp.hpp */ + +#ifndef RENDERER_32BPP_HPP +#define RENDERER_32BPP_HPP + +#include "renderer.hpp" + +class Renderer_32bpp : public Renderer { +public: + /* virtual */ void *MoveTo(const void *video, int x, int y); + /* virtual */ void SetPixel(void *video, int x, int y, uint8 color); + /* virtual */ void SetPixelIfEmpty(void *video, int x, int y, uint8 color); + /* virtual */ void SetHorizontalLine(void *video, int width, uint8 color); + /* virtual */ void CopyFromBuffer(void *video, const void *src, int width, int height, int src_pitch); + /* virtual */ void CopyToBuffer(const void *video, void *dst, int width, int height, int dst_pitch); + /* virtual */ void MoveBuffer(void *video_dst, const void *video_src, int width, int height); + /* virtual */ int BufferSize(int width, int height); + + static inline uint32 LookupColourInPalette(uint8 index) { + #define ARGB(a, r, g, b) ((((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF)) + if (index == 0) return 0x00000000; + return ARGB(0xFF, _cur_palette[index].r, _cur_palette[index].g, _cur_palette[index].b); + } +}; + +class FRenderer_32bpp: public RendererFactory<FRenderer_32bpp> { +public: + /* virtual */ const char *GetName() { return "32bpp"; } + + /* virtual */ Renderer *CreateInstance() { return new Renderer_32bpp(); } +}; + +#endif /* RENDERER_32BPP_HPP */
--- a/src/spriteloader/grf.cpp +++ b/src/spriteloader/grf.cpp @@ -95,6 +95,10 @@ sprite->data[i].m = dest[i]; } + /* Make sure to mark all transparent pixels transparent on the alpha channel too */ + for (int i = 0; i < sprite->width * sprite->height; i++) + if (sprite->data[i].m != 0) sprite->data[i].a = 0xFF; + free(dest_orig); return true; }