OpenTTD/src/blitter/32bpp_anim.cpp

558 lines
17 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file 32bpp_anim.cpp Implementation of the optimized 32 bpp blitter with animation support. */
#include "../stdafx.h"
#include "../video/video_driver.hpp"
#include "../palette_func.h"
#include "32bpp_anim.hpp"
#include "common.hpp"
#include "../table/sprites.h"
#include "../safeguards.h"
/** Instantiation of the 32bpp with animation blitter factory. */
static FBlitter_32bppAnim iFBlitter_32bppAnim;
Blitter_32bppAnim::~Blitter_32bppAnim()
{
free(this->anim_alloc);
}
template <BlitterMode mode>
inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
{
const SpriteData *src = (const SpriteData *)bp->sprite;
const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
const uint16_t *src_n = (const uint16_t *)(src->data + src->offset[zoom][1]);
for (uint i = bp->skip_top; i != 0; i--) {
src_px = (const Colour *)((const uint8_t *)src_px + *(const uint32_t *)src_px);
src_n = (const uint16_t *)((const uint8_t *)src_n + *(const uint32_t *)src_n);
}
Colour *dst = (Colour *)bp->dst + bp->top * bp->pitch + bp->left;
uint16_t *anim = this->anim_buf + this->ScreenToAnimOffset((uint32_t *)bp->dst) + bp->top * this->anim_buf_pitch + bp->left;
const uint8_t *remap = bp->remap; // store so we don't have to access it via bp every time
for (int y = 0; y < bp->height; y++) {
Colour *dst_ln = dst + bp->pitch;
uint16_t *anim_ln = anim + this->anim_buf_pitch;
const Colour *src_px_ln = (const Colour *)((const uint8_t *)src_px + *(const uint32_t *)src_px);
src_px++;
const uint16_t *src_n_ln = (const uint16_t *)((const uint8_t *)src_n + *(const uint32_t *)src_n);
src_n += 2;
Colour *dst_end = dst + bp->skip_left;
uint n;
while (dst < dst_end) {
n = *src_n++;
if (src_px->a == 0) {
dst += n;
src_px ++;
src_n++;
if (dst > dst_end) anim += dst - dst_end;
} else {
if (dst + n > dst_end) {
uint d = dst_end - dst;
src_px += d;
src_n += d;
dst = dst_end - bp->skip_left;
dst_end = dst + bp->width;
n = std::min(n - d, (uint)bp->width);
goto draw;
}
dst += n;
src_px += n;
src_n += n;
}
}
dst -= bp->skip_left;
dst_end -= bp->skip_left;
dst_end += bp->width;
while (dst < dst_end) {
n = std::min<uint>(*src_n++, dst_end - dst);
if (src_px->a == 0) {
anim += n;
dst += n;
src_px++;
src_n++;
continue;
}
draw:;
switch (mode) {
case BM_COLOUR_REMAP:
if (src_px->a == 255) {
do {
uint m = *src_n;
/* In case the m-channel is zero, do not remap this pixel in any way */
if (m == 0) {
*dst = src_px->data;
*anim = 0;
} else {
uint r = remap[GB(m, 0, 8)];
*anim = r | (m & 0xFF00);
if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
} else {
do {
uint m = *src_n;
if (m == 0) {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
*anim = 0;
} else {
uint r = remap[GB(m, 0, 8)];
*anim = 0;
if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
case BM_CRASH_REMAP:
if (src_px->a == 255) {
do {
uint m = *src_n;
if (m == 0) {
uint8_t g = MakeDark(src_px->r, src_px->g, src_px->b);
*dst = ComposeColourRGBA(g, g, g, src_px->a, *dst);
*anim = 0;
} else {
uint r = remap[GB(m, 0, 8)];
*anim = r | (m & 0xFF00);
if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
} else {
do {
uint m = *src_n;
if (m == 0) {
if (src_px->a != 0) {
uint8_t g = MakeDark(src_px->r, src_px->g, src_px->b);
*dst = ComposeColourRGBA(g, g, g, src_px->a, *dst);
*anim = 0;
}
} else {
uint r = remap[GB(m, 0, 8)];
*anim = 0;
if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
case BM_BLACK_REMAP:
do {
*dst++ = Colour(0, 0, 0);
*anim++ = 0;
src_px++;
src_n++;
} while (--n != 0);
break;
case BM_TRANSPARENT:
/* Make the current colour a bit more black, so it looks like this image is transparent */
src_n += n;
if (src_px->a == 255) {
src_px += n;
do {
*dst = MakeTransparent(*dst, 3, 4);
*anim = 0;
anim++;
dst++;
} while (--n != 0);
} else {
do {
*dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
*anim = 0;
anim++;
dst++;
src_px++;
} while (--n != 0);
}
break;
case BM_TRANSPARENT_REMAP:
/* Apply custom transparency remap. */
src_n += n;
if (src_px->a != 0) {
src_px += n;
do {
*dst = this->LookupColourInPalette(remap[GetNearestColourIndex(*dst)]);
*anim = 0;
anim++;
dst++;
} while (--n != 0);
} else {
dst += n;
anim += n;
src_px += n;
}
break;
default:
if (src_px->a == 255) {
do {
/* Compiler assumes pointer aliasing, can't optimise this on its own */
uint m = GB(*src_n, 0, 8);
/* Above PALETTE_ANIM_START is palette animation */
*anim++ = *src_n;
*dst++ = (m >= PALETTE_ANIM_START) ? this->AdjustBrightness(this->LookupColourInPalette(m), GB(*src_n, 8, 8)) : src_px->data;
src_px++;
src_n++;
} while (--n != 0);
} else {
do {
uint m = GB(*src_n, 0, 8);
*anim++ = 0;
if (m >= PALETTE_ANIM_START) {
*dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(m), GB(*src_n, 8, 8)), src_px->a, *dst);
} else {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
}
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
}
}
anim = anim_ln;
dst = dst_ln;
src_px = src_px_ln;
src_n = src_n_ln;
}
}
void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
Blitter_32bppOptimized::Draw(bp, mode, zoom);
return;
}
switch (mode) {
default: NOT_REACHED();
case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
case BM_TRANSPARENT_REMAP: Draw<BM_TRANSPARENT_REMAP>(bp, zoom); return;
case BM_CRASH_REMAP: Draw<BM_CRASH_REMAP> (bp, zoom); return;
case BM_BLACK_REMAP: Draw<BM_BLACK_REMAP> (bp, zoom); return;
}
}
void Blitter_32bppAnim::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColourMappingRect() */
Blitter_32bppOptimized::DrawColourMappingRect(dst, width, height, pal);
return;
}
Colour *udst = (Colour *)dst;
uint16_t *anim = this->anim_buf + this->ScreenToAnimOffset((uint32_t *)dst);
if (pal == PALETTE_TO_TRANSPARENT) {
do {
for (int i = 0; i != width; i++) {
*udst = MakeTransparent(*udst, 154);
*anim = 0;
udst++;
anim++;
}
udst = udst - width + _screen.pitch;
anim = anim - width + this->anim_buf_pitch;
} while (--height);
return;
}
if (pal == PALETTE_NEWSPAPER) {
do {
for (int i = 0; i != width; i++) {
*udst = MakeGrey(*udst);
*anim = 0;
udst++;
anim++;
}
udst = udst - width + _screen.pitch;
anim = anim - width + this->anim_buf_pitch;
} while (--height);
return;
}
Debug(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('{}')", pal);
}
void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8_t colour)
{
*((Colour *)video + x + y * _screen.pitch) = LookupColourInPalette(colour);
/* Set the colour in the anim-buffer too, if we are rendering to the screen */
if (_screen_disable_anim) return;
this->anim_buf[this->ScreenToAnimOffset((uint32_t *)video) + x + y * this->anim_buf_pitch] = colour | (DEFAULT_BRIGHTNESS << 8);
}
void Blitter_32bppAnim::DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8_t colour, int width, int dash)
{
const Colour c = LookupColourInPalette(colour);
if (_screen_disable_anim) {
this->DrawLineGeneric(x, y, x2, y2, screen_width, screen_height, width, dash, [&](int x, int y) {
*((Colour *)video + x + y * _screen.pitch) = c;
});
} else {
uint16_t * const offset_anim_buf = this->anim_buf + this->ScreenToAnimOffset((uint32_t *)video);
const uint16_t anim_colour = colour | (DEFAULT_BRIGHTNESS << 8);
this->DrawLineGeneric(x, y, x2, y2, screen_width, screen_height, width, dash, [&](int x, int y) {
*((Colour *)video + x + y * _screen.pitch) = c;
offset_anim_buf[x + y * this->anim_buf_pitch] = anim_colour;
});
}
}
void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8_t colour)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
Blitter_32bppOptimized::DrawRect(video, width, height, colour);
return;
}
Colour colour32 = LookupColourInPalette(colour);
uint16_t *anim_line = this->ScreenToAnimOffset((uint32_t *)video) + this->anim_buf;
do {
Colour *dst = (Colour *)video;
uint16_t *anim = anim_line;
for (int i = width; i > 0; i--) {
*dst = colour32;
/* Set the colour in the anim-buffer too */
*anim = colour | (DEFAULT_BRIGHTNESS << 8);
dst++;
anim++;
}
video = (uint32_t *)video + _screen.pitch;
anim_line += this->anim_buf_pitch;
} while (--height);
}
void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32_t *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
Colour *dst = (Colour *)video;
const uint32_t *usrc = (const uint32_t *)src;
uint16_t *anim_line = this->ScreenToAnimOffset((uint32_t *)video) + this->anim_buf;
for (; height > 0; height--) {
/* We need to keep those for palette animation. */
Colour *dst_pal = dst;
uint16_t *anim_pal = anim_line;
memcpy(static_cast<void *>(dst), usrc, width * sizeof(uint32_t));
usrc += width;
dst += _screen.pitch;
/* Copy back the anim-buffer */
memcpy(anim_line, usrc, width * sizeof(uint16_t));
usrc = (const uint32_t *)&((const uint16_t *)usrc)[width];
anim_line += this->anim_buf_pitch;
/* Okay, it is *very* likely that the image we stored is using
* the wrong palette animated colours. There are two things we
* can do to fix this. The first is simply reviewing the whole
* screen after we copied the buffer, i.e. run PaletteAnimate,
* however that forces a full screen redraw which is expensive
* for just the cursor. This just copies the implementation of
* palette animation, much cheaper though slightly nastier. */
for (int i = 0; i < width; i++) {
uint colour = GB(*anim_pal, 0, 8);
if (colour >= PALETTE_ANIM_START) {
/* Update this pixel */
*dst_pal = this->AdjustBrightness(LookupColourInPalette(colour), GB(*anim_pal, 8, 8));
}
dst_pal++;
anim_pal++;
}
}
}
void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32_t *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
uint32_t *udst = (uint32_t *)dst;
const uint32_t *src = (const uint32_t *)video;
if (this->anim_buf == nullptr) return;
const uint16_t *anim_line = this->ScreenToAnimOffset((const uint32_t *)video) + this->anim_buf;
for (; height > 0; height--) {
memcpy(udst, src, width * sizeof(uint32_t));
src += _screen.pitch;
udst += width;
/* Copy the anim-buffer */
memcpy(udst, anim_line, width * sizeof(uint16_t));
udst = (uint32_t *)&((uint16_t *)udst)[width];
anim_line += this->anim_buf_pitch;
}
}
void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32_t *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
uint16_t *dst, *src;
/* We need to scroll the anim-buffer too */
if (scroll_y > 0) {
dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_pitch;
src = dst - scroll_y * this->anim_buf_pitch;
/* Adjust left & width */
if (scroll_x >= 0) {
dst += scroll_x;
} else {
src -= scroll_x;
}
uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
uint th = height - scroll_y;
for (; th > 0; th--) {
memcpy(dst, src, tw * sizeof(uint16_t));
src -= this->anim_buf_pitch;
dst -= this->anim_buf_pitch;
}
} else {
/* Calculate pointers */
dst = this->anim_buf + left + top * this->anim_buf_pitch;
src = dst - scroll_y * this->anim_buf_pitch;
/* Adjust left & width */
if (scroll_x >= 0) {
dst += scroll_x;
} else {
src -= scroll_x;
}
/* the y-displacement may be 0 therefore we have to use memmove,
* because source and destination may overlap */
uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
uint th = height + scroll_y;
for (; th > 0; th--) {
memmove(dst, src, tw * sizeof(uint16_t));
src += this->anim_buf_pitch;
dst += this->anim_buf_pitch;
}
}
Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
}
size_t Blitter_32bppAnim::BufferSize(uint width, uint height)
{
return (sizeof(uint32_t) + sizeof(uint16_t)) * width * height;
}
void Blitter_32bppAnim::PaletteAnimate(const Palette &palette)
{
assert(!_screen_disable_anim);
this->palette = palette;
/* If first_dirty is 0, it is for 8bpp indication to send the new
* palette. However, only the animation colours might possibly change.
* Especially when going between toyland and non-toyland. */
assert(this->palette.first_dirty == PALETTE_ANIM_START || this->palette.first_dirty == 0);
const uint16_t *anim = this->anim_buf;
Colour *dst = (Colour *)_screen.dst_ptr;
/* Let's walk the anim buffer and try to find the pixels */
const int width = this->anim_buf_width;
const int pitch_offset = _screen.pitch - width;
const int anim_pitch_offset = this->anim_buf_pitch - width;
for (int y = this->anim_buf_height; y != 0 ; y--) {
for (int x = width; x != 0 ; x--) {
uint16_t value = *anim;
uint8_t colour = GB(value, 0, 8);
if (colour >= PALETTE_ANIM_START) {
/* Update this pixel */
*dst = this->AdjustBrightness(LookupColourInPalette(colour), GB(value, 8, 8));
}
dst++;
anim++;
}
dst += pitch_offset;
anim += anim_pitch_offset;
}
/* Make sure the backend redraws the whole screen */
VideoDriver::GetInstance()->MakeDirty(0, 0, _screen.width, _screen.height);
}
Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
{
return Blitter::PALETTE_ANIMATION_BLITTER;
}
void Blitter_32bppAnim::PostResize()
{
if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height ||
_screen.pitch != this->anim_buf_pitch) {
/* The size of the screen changed; we can assume we can wipe all data from our buffer */
free(this->anim_alloc);
this->anim_buf_width = _screen.width;
this->anim_buf_height = _screen.height;
this->anim_buf_pitch = (_screen.width + 7) & ~7;
this->anim_alloc = CallocT<uint16_t>(this->anim_buf_pitch * this->anim_buf_height + 8);
/* align buffer to next 16 byte boundary */
this->anim_buf = reinterpret_cast<uint16_t *>((reinterpret_cast<uintptr_t>(this->anim_alloc) + 0xF) & (~0xF));
}
}