/* * 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 . */ /** @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 "../zoom_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 inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom) { const SpriteData *src = (const SpriteData *)bp->sprite; const BlitterSpriteFlags sprite_flags = src->flags; 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 const int width = bp->width; const int pitch = bp->pitch; const int anim_pitch = this->anim_buf_pitch; const int skip_left = bp->skip_left; const int height = bp->height; for (int y = 0; y < height; y++) { Colour *dst_ln = dst + pitch; uint16_t *anim_ln = anim + anim_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; uint n; if (!fast_path) { dst_end += skip_left; 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 - skip_left; dst_end = dst + width; n = std::min(n - d, (uint)width); goto draw; } dst += n; src_px += n; src_n += n; } } dst -= skip_left; dst_end -= skip_left; } dst_end += width; while (dst < dst_end) { if (fast_path) { n = *src_n++; } else { n = std::min(*src_n++, (uint)(dst_end - dst)); } if (src_px->a == 0) { anim += n; dst += n; src_px++; src_n++; continue; } draw:; switch (mode) { case BM_COLOUR_REMAP: case BM_COLOUR_REMAP_WITH_BRIGHTNESS: 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) { Colour c = *src_px; if (mode == BM_COLOUR_REMAP_WITH_BRIGHTNESS) c = AdjustBrightness(c, DEFAULT_BRIGHTNESS + bp->brightness_adjust); *dst = c; *anim = 0; } else { uint r = remap[GB(m, 0, 8)]; if (r != 0) { uint8_t brightness = GB(m, 8, 8); if (mode == BM_COLOUR_REMAP_WITH_BRIGHTNESS) { brightness = Clamp(brightness + bp->brightness_adjust, 0, 255); SB(m, 8, 8, brightness); } *dst = this->AdjustBrightness(this->LookupColourInPalette(r), brightness); } *anim = r | (m & 0xFF00); } anim++; dst++; src_px++; src_n++; } while (--n != 0); } else { do { uint m = *src_n; if (m == 0) { Colour c = *src_px; if (mode == BM_COLOUR_REMAP_WITH_BRIGHTNESS) c = AdjustBrightness(c, DEFAULT_BRIGHTNESS + bp->brightness_adjust); *dst = ComposeColourRGBANoCheck(c.r, c.g, c.b, c.a, *dst); *anim = 0; } else { uint r = remap[GB(m, 0, 8)]; *anim = 0; if (r != 0) { uint8_t brightness = GB(m, 8, 8); if (mode == BM_COLOUR_REMAP_WITH_BRIGHTNESS) brightness = Clamp(brightness + bp->brightness_adjust, 0, 255); *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), brightness), 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: memset_colour(dst, _black_colour, n); memset(anim, 0, n * sizeof(*anim)); dst += n; anim += n; src_px += n; src_n += n; 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 (fast_path || (src_px->a == 255 && (sprite_flags & BSF_NO_ANIM))) { do { *anim++ = 0; Colour c = *src_px; if (mode == BM_NORMAL_WITH_BRIGHTNESS) c = AdjustBrightness(c, DEFAULT_BRIGHTNESS + bp->brightness_adjust); *dst++ = c; src_px++; src_n++; } while (--n != 0); } else if (src_px->a == 255) { do { /* Compiler assumes pointer aliasing, can't optimise this on its own */ uint16_t mv = *src_n; uint m = GB(mv, 0, 8); /* Above PALETTE_ANIM_START is palette animation */ if (m >= PALETTE_ANIM_START) { if (mode == BM_NORMAL_WITH_BRIGHTNESS) SB(mv, 8, 8, Clamp(GB(mv, 8, 8) + bp->brightness_adjust, 0, 255)); *dst++ = this->AdjustBrightness(this->LookupColourInPalette(m), GB(mv, 8, 8)); } else if (mode == BM_NORMAL_WITH_BRIGHTNESS) { *dst++ = AdjustBrightness(src_px->data, DEFAULT_BRIGHTNESS + bp->brightness_adjust); } else { *dst++ = src_px->data; } *anim++ = mv; src_px++; src_n++; } while (--n != 0); } else { do { uint m = GB(*src_n, 0, 8); *anim++ = 0; if (m >= PALETTE_ANIM_START) { uint8_t brightness = GB(*src_n, 8, 8); if (mode == BM_NORMAL_WITH_BRIGHTNESS) brightness = Clamp(brightness + bp->brightness_adjust, 0, 255); *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(m), brightness), src_px->a, *dst); } else { Colour c = *src_px; if (mode == BM_NORMAL_WITH_BRIGHTNESS) c = AdjustBrightness(c, DEFAULT_BRIGHTNESS + bp->brightness_adjust); *dst = ComposeColourRGBANoCheck(c.r, c.g, c.b, c.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; } const BlitterSpriteFlags sprite_flags = ((const SpriteData *) bp->sprite)->flags; switch (mode) { default: NOT_REACHED(); case BM_COLOUR_REMAP_WITH_BRIGHTNESS: if (!(sprite_flags & BSF_NO_REMAP)) { Draw(bp, zoom); return; } /* FALL THROUGH */ case BM_NORMAL_WITH_BRIGHTNESS: Draw(bp, zoom); return; case BM_COLOUR_REMAP: if (!(sprite_flags & BSF_NO_REMAP)) { Draw(bp, zoom); return; } /* FALL THROUGH */ case BM_NORMAL: if ((sprite_flags & (BSF_NO_ANIM | BSF_TRANSLUCENT)) == BSF_NO_ANIM && bp->skip_left == 0 && bp->width == UnScaleByZoom(bp->sprite_width, zoom)) { Draw(bp, zoom); } else { Draw(bp, zoom); } return; case BM_TRANSPARENT: Draw (bp, zoom); return; case BM_TRANSPARENT_REMAP: Draw (bp, zoom); return; case BM_CRASH_REMAP: Draw (bp, zoom); return; case BM_BLACK_REMAP: Draw (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 ('%d')", 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::SetPixel32(void *video, int x, int y, uint8_t colour, uint32_t colour32) { *((Colour *)video + x + y * _screen.pitch) = colour32; /* 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] = 0; } 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; }); } } template void Blitter_32bppAnim::SetRectGeneric(void *video, int x, int y, const uint8_t *colours, uint lines, uint width, uint pitch, F filter) { Colour *dst = (Colour *)video + x + y * _screen.pitch; if (_screen_disable_anim) { do { uint w = width; do { if (filter(*colours)) { *dst = LookupColourInPalette(*colours); } dst++; colours++; } while (--w); dst += _screen.pitch - width; colours += pitch - width; } while (--lines); } else { uint16_t *dstanim = (uint16_t *)(&this->anim_buf[this->ScreenToAnimOffset((uint32_t *)video) + x + y * this->anim_buf_pitch]); do { uint w = width; do { if (filter(*colours)) { *dstanim = *colours | (DEFAULT_BRIGHTNESS << 8); *dst = LookupColourInPalette(*colours); } dst++; dstanim++; colours++; } while (--w); dst += _screen.pitch - width; dstanim += this->anim_buf_pitch - width; colours += pitch - width; } while (--lines); } } void Blitter_32bppAnim::SetRect(void *video, int x, int y, const uint8_t *colours, uint lines, uint width, uint pitch) { this->SetRectGeneric(video, x, y, colours, lines, width, pitch, [](uint8_t colour) -> bool { return true; }); } void Blitter_32bppAnim::SetRect32(void *video, int x, int y, const uint32_t *colours, uint lines, uint width, uint pitch) { uint32_t *dst = (uint32_t *)video + x + y * _screen.pitch; if (_screen_disable_anim) { do { memcpy(dst, colours, width * sizeof(uint32_t)); dst += _screen.pitch; colours += pitch; } while (--lines); } else { uint16_t *dstanim = (uint16_t *)(&this->anim_buf[this->ScreenToAnimOffset((uint32_t *)video) + x + y * this->anim_buf_pitch]); do { memcpy(dst, colours, width * sizeof(uint32_t)); memset(dstanim, 0, width * sizeof(uint16_t)); dst += _screen.pitch; dstanim += this->anim_buf_pitch; colours += pitch; } while (--lines); } } void Blitter_32bppAnim::SetRectNoD7(void *video, int x, int y, const uint8_t *colours, uint lines, uint width, uint pitch) { this->SetRectGeneric(video, x, y, colours, lines, width, pitch, [](uint8_t colour) -> bool { return colour != 0xD7; }); } 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::DrawRectAt(void *video, int x, int y, int width, int height, uint8_t colour) { this->Blitter_32bppAnim::DrawRect((Colour *)video + x + y * _screen.pitch, width, height, colour); } 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(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) { /* 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(this->anim_buf_pitch * this->anim_buf_height + 8); /* align buffer to next 16 byte boundary */ this->anim_buf = reinterpret_cast((reinterpret_cast(this->anim_alloc) + 0xF) & (~0xF)); } }