1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
8 /** @file 8bpp_optimized.cpp Implementation of the optimized 8 bpp blitter. */
9 
10 #include "../stdafx.h"
11 #include "../zoom_func.h"
12 #include "../settings_type.h"
13 #include "../core/math_func.hpp"
14 #include "../core/mem_func.hpp"
15 #include "8bpp_optimized.hpp"
16 
17 #include "../safeguards.h"
18 
19 /** Instantiation of the 8bpp optimised blitter factory. */
20 static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
21 
Draw(Blitter::BlitterParams * bp,BlitterMode mode,ZoomLevel zoom)22 void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
23 {
24 	/* Find the offset of this zoom-level */
25 	const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
26 	uint offset = sprite_src->offset[zoom];
27 
28 	/* Find where to start reading in the source sprite */
29 	const uint8 *src = sprite_src->data + offset;
30 	uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
31 
32 	/* Skip over the top lines in the source image */
33 	for (int y = 0; y < bp->skip_top; y++) {
34 		for (;;) {
35 			uint trans = *src++;
36 			uint pixels = *src++;
37 			if (trans == 0 && pixels == 0) break;
38 			src += pixels;
39 		}
40 	}
41 
42 	const uint8 *src_next = src;
43 
44 	for (int y = 0; y < bp->height; y++) {
45 		uint8 *dst = dst_line;
46 		dst_line += bp->pitch;
47 
48 		uint skip_left = bp->skip_left;
49 		int width = bp->width;
50 
51 		for (;;) {
52 			src = src_next;
53 			uint trans = *src++;
54 			uint pixels = *src++;
55 			src_next = src + pixels;
56 			if (trans == 0 && pixels == 0) break;
57 			if (width <= 0) continue;
58 
59 			if (skip_left != 0) {
60 				if (skip_left < trans) {
61 					trans -= skip_left;
62 					skip_left = 0;
63 				} else {
64 					skip_left -= trans;
65 					trans = 0;
66 				}
67 				if (skip_left < pixels) {
68 					src += skip_left;
69 					pixels -= skip_left;
70 					skip_left = 0;
71 				} else {
72 					src += pixels;
73 					skip_left -= pixels;
74 					pixels = 0;
75 				}
76 			}
77 			if (skip_left != 0) continue;
78 
79 			/* Skip transparent pixels */
80 			dst += trans;
81 			width -= trans;
82 			if (width <= 0 || pixels == 0) continue;
83 			pixels = std::min<uint>(pixels, width);
84 			width -= pixels;
85 
86 			switch (mode) {
87 				case BM_COLOUR_REMAP:
88 				case BM_CRASH_REMAP: {
89 					const uint8 *remap = bp->remap;
90 					do {
91 						uint m = remap[*src];
92 						if (m != 0) *dst = m;
93 						dst++; src++;
94 					} while (--pixels != 0);
95 					break;
96 				}
97 
98 				case BM_BLACK_REMAP:
99 					MemSetT(dst, 0, pixels);
100 					dst += pixels;
101 					break;
102 
103 				case BM_TRANSPARENT: {
104 					const uint8 *remap = bp->remap;
105 					src += pixels;
106 					do {
107 						*dst = remap[*dst];
108 						dst++;
109 					} while (--pixels != 0);
110 					break;
111 				}
112 
113 				default:
114 					MemCpyT(dst, src, pixels);
115 					dst += pixels; src += pixels;
116 					break;
117 			}
118 		}
119 	}
120 }
121 
Encode(const SpriteLoader::Sprite * sprite,AllocatorProc * allocator)122 Sprite *Blitter_8bppOptimized::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
123 {
124 	/* Make memory for all zoom-levels */
125 	uint memory = sizeof(SpriteData);
126 
127 	ZoomLevel zoom_min;
128 	ZoomLevel zoom_max;
129 
130 	if (sprite->type == ST_FONT) {
131 		zoom_min = ZOOM_LVL_NORMAL;
132 		zoom_max = ZOOM_LVL_NORMAL;
133 	} else {
134 		zoom_min = _settings_client.gui.zoom_min;
135 		zoom_max = _settings_client.gui.zoom_max;
136 		if (zoom_max == zoom_min) zoom_max = ZOOM_LVL_MAX;
137 	}
138 
139 	for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
140 		memory += sprite[i].width * sprite[i].height;
141 	}
142 
143 	/* We have no idea how much memory we really need, so just guess something */
144 	memory *= 5;
145 
146 	/* Don't allocate memory each time, but just keep some
147 	 * memory around as this function is called quite often
148 	 * and the memory usage is quite low. */
149 	static ReusableBuffer<byte> temp_buffer;
150 	SpriteData *temp_dst = (SpriteData *)temp_buffer.Allocate(memory);
151 	memset(temp_dst, 0, sizeof(*temp_dst));
152 	byte *dst = temp_dst->data;
153 
154 	/* Make the sprites per zoom-level */
155 	for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
156 		/* Store the index table */
157 		uint offset = dst - temp_dst->data;
158 		temp_dst->offset[i] = offset;
159 
160 		/* cache values, because compiler can't cache it */
161 		int scaled_height = sprite[i].height;
162 		int scaled_width  = sprite[i].width;
163 
164 		for (int y = 0; y < scaled_height; y++) {
165 			uint trans = 0;
166 			uint pixels = 0;
167 			uint last_colour = 0;
168 			byte *count_dst = nullptr;
169 
170 			/* Store the scaled image */
171 			const SpriteLoader::CommonPixel *src = &sprite[i].data[y * sprite[i].width];
172 
173 			for (int x = 0; x < scaled_width; x++) {
174 				uint colour = src++->m;
175 
176 				if (last_colour == 0 || colour == 0 || pixels == 255) {
177 					if (count_dst != nullptr) {
178 						/* Write how many non-transparent bytes we get */
179 						*count_dst = pixels;
180 						pixels = 0;
181 						count_dst = nullptr;
182 					}
183 					/* As long as we find transparency bytes, keep counting */
184 					if (colour == 0 && trans != 255) {
185 						last_colour = 0;
186 						trans++;
187 						continue;
188 					}
189 					/* No longer transparency, so write the amount of transparent bytes */
190 					*dst = trans;
191 					dst++;
192 					trans = 0;
193 					/* Reserve a byte for the pixel counter */
194 					count_dst = dst;
195 					dst++;
196 				}
197 				last_colour = colour;
198 				if (colour == 0) {
199 					trans++;
200 				} else {
201 					pixels++;
202 					*dst = colour;
203 					dst++;
204 				}
205 			}
206 
207 			if (count_dst != nullptr) *count_dst = pixels;
208 
209 			/* Write line-ending */
210 			*dst = 0; dst++;
211 			*dst = 0; dst++;
212 		}
213 	}
214 
215 	uint size = dst - (byte *)temp_dst;
216 
217 	/* Safety check, to make sure we guessed the size correctly */
218 	assert(size < memory);
219 
220 	/* Allocate the exact amount of memory we need */
221 	Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);
222 
223 	dest_sprite->height = sprite->height;
224 	dest_sprite->width  = sprite->width;
225 	dest_sprite->x_offs = sprite->x_offs;
226 	dest_sprite->y_offs = sprite->y_offs;
227 	memcpy(dest_sprite->data, temp_dst, size);
228 
229 	return dest_sprite;
230 }
231