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https://github.com/JGRennison/OpenTTD-patches.git
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faebe10d81
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.
34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
/* $Id$ */
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/** @file 32bpp_optimized.hpp Optimized 32 bpp blitter. */
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#ifndef BLITTER_32BPP_OPTIMIZED_HPP
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#define BLITTER_32BPP_OPTIMIZED_HPP
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#include "32bpp_simple.hpp"
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#include "factory.hpp"
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class Blitter_32bppOptimized : public Blitter_32bppSimple {
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public:
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struct SpriteData {
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uint32 offset[ZOOM_LVL_COUNT][2];
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byte data[VARARRAY_SIZE];
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};
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/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator);
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/* virtual */ const char *GetName() { return "32bpp-optimized"; }
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template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
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};
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class FBlitter_32bppOptimized: public BlitterFactory<FBlitter_32bppOptimized> {
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public:
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/* virtual */ const char *GetName() { return "32bpp-optimized"; }
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/* virtual */ const char *GetDescription() { return "32bpp Optimized Blitter (no palette animation)"; }
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/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppOptimized(); }
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};
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#endif /* BLITTER_32BPP_OPTIMIZED_HPP */
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