(svn r10092) -Codechange: code-seperated the spriteloader and blitter from the rest of the code
-Add: make it possible to pick your own blitter (-b <blitter>, -h for overview) -Add: added a new optimized 8bpp blitter (default, caches sprites of all zoom-levels) -Add: added a debug 8bpp blitter and a very slow normal 8bpp blitter
This commit is contained in:
53
src/blitter/8bpp_debug.cpp
Normal file
53
src/blitter/8bpp_debug.cpp
Normal file
@@ -0,0 +1,53 @@
|
||||
#include "../stdafx.h"
|
||||
#include "../zoom.hpp"
|
||||
#include "../gfx.h"
|
||||
#include "../functions.h"
|
||||
#include "8bpp_debug.hpp"
|
||||
|
||||
static FBlitter_8bppDebug iFBlitter_8bppDebug;
|
||||
|
||||
extern void* AllocSprite(size_t);
|
||||
|
||||
void Blitter_8bppDebug::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
|
||||
{
|
||||
const byte *src, *src_line;
|
||||
Pixel8 *dst, *dst_line;
|
||||
|
||||
/* Find where to start reading in the source sprite */
|
||||
src_line = (const byte *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
|
||||
dst_line = (Pixel8 *)bp->dst + bp->top * bp->pitch + bp->left;
|
||||
|
||||
for (int y = 0; y < bp->height; y++) {
|
||||
dst = dst_line;
|
||||
dst_line += bp->pitch;
|
||||
|
||||
src = src_line;
|
||||
src_line += bp->sprite_width * ScaleByZoom(1, zoom);
|
||||
|
||||
for (int x = 0; x < bp->width; x++) {
|
||||
if (*src != 0) *dst = *src;
|
||||
dst++;
|
||||
src += ScaleByZoom(1, zoom);
|
||||
}
|
||||
assert(src <= src_line);
|
||||
}
|
||||
}
|
||||
|
||||
Sprite *Blitter_8bppDebug::Encode(SpriteLoader::Sprite *sprite)
|
||||
{
|
||||
Sprite *dest_sprite;
|
||||
dest_sprite = (Sprite *)AllocSprite(sizeof(*dest_sprite) + sprite->height * sprite->width);
|
||||
|
||||
dest_sprite->height = sprite->height;
|
||||
dest_sprite->width = sprite->width;
|
||||
dest_sprite->x_offs = sprite->x_offs;
|
||||
dest_sprite->y_offs = sprite->y_offs;
|
||||
|
||||
/* Write a random color as sprite; this makes debugging really easy */
|
||||
uint color = InteractiveRandom() % 150 + 2;
|
||||
for (int i = 0; i < sprite->height * sprite->width; i++) {
|
||||
dest_sprite->data[i] = (sprite->data[i].m == 0) ? 0 : color;
|
||||
}
|
||||
|
||||
return dest_sprite;
|
||||
}
|
Reference in New Issue
Block a user