OpenTTD-patches/src/blitter/32bpp_optimized.hpp
smatz faebe10d81 (svn r13639) -Codechange: rewrite 32bpp-anim and 32bpp-optimized drawing and encoding so it uses similiar scheme as 8bpp-optimized
All zoom levels are stored and a kind of RLE is used. Together with further changes and reducing number of variables, drawing is ~50% faster in average.
2008-06-26 15:46:19 +00:00

34 lines
1.1 KiB
C++

/* $Id$ */
/** @file 32bpp_optimized.hpp Optimized 32 bpp blitter. */
#ifndef BLITTER_32BPP_OPTIMIZED_HPP
#define BLITTER_32BPP_OPTIMIZED_HPP
#include "32bpp_simple.hpp"
#include "factory.hpp"
class Blitter_32bppOptimized : public Blitter_32bppSimple {
public:
struct SpriteData {
uint32 offset[ZOOM_LVL_COUNT][2];
byte data[VARARRAY_SIZE];
};
/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator);
/* virtual */ const char *GetName() { return "32bpp-optimized"; }
template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
};
class FBlitter_32bppOptimized: public BlitterFactory<FBlitter_32bppOptimized> {
public:
/* virtual */ const char *GetName() { return "32bpp-optimized"; }
/* virtual */ const char *GetDescription() { return "32bpp Optimized Blitter (no palette animation)"; }
/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppOptimized(); }
};
#endif /* BLITTER_32BPP_OPTIMIZED_HPP */