(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:
truelight
2007-06-11 11:50:49 +00:00
parent 68c369ea98
commit 6b101cc177
20 changed files with 909 additions and 292 deletions

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#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;
}

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/* $Id$ */
/** @file debug.hpp */
#ifndef BLITTER_8BPP_DEBUG_HPP
#define BLITTER_8BPP_DEBUG_HPP
#include "blitter.hpp"
typedef Pixel Pixel8;
class Blitter_8bppDebug : public Blitter {
public:
uint8 GetScreenDepth() { return 8; }
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
Sprite *Encode(SpriteLoader::Sprite *sprite);
};
class FBlitter_8bppDebug: public BlitterFactory<FBlitter_8bppDebug> {
public:
/* virtual */ const char *GetName() { return "8bpp-debug"; }
/* virtual */ const char *GetDescription() { return "8bpp Debug Blitter (testing only)"; }
/* virtual */ Blitter *CreateInstance() { return new Blitter_8bppDebug(); }
};
#endif /* BLITTER_8BPP_DEBUG_HPP */

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#include "../stdafx.h"
#include "../zoom.hpp"
#include "../gfx.h"
#include "../debug.h"
#include "8bpp_optimized.hpp"
static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
extern void* AllocSprite(size_t);
void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
const byte *src, *src_next;
Pixel8 *dst, *dst_line;
uint offset = 0;
/* Find the offset of this zoom-level */
offset = ((const byte *)bp->sprite)[(int)zoom * 2] | ((const byte *)bp->sprite)[(int)zoom * 2 + 1] << 8;
/* Find where to start reading in the source sprite */
src = (const byte *)bp->sprite + offset;
dst_line = (Pixel8 *)bp->dst + bp->top * bp->pitch + bp->left;
/* Skip over the top lines in the source image */
for (int y = 0; y < bp->skip_top; y++) {
uint trans, pixels;
for (;;) {
trans = *src++;
pixels = *src++;
if (trans == 0 && pixels == 0) break;
src += pixels;
}
}
src_next = src;
for (int y = 0; y < bp->height; y++) {
dst = dst_line;
dst_line += bp->pitch;
uint skip_left = bp->skip_left;
int width = bp->width;
for (;;) {
src = src_next;
uint8 trans = *src++;
uint8 pixels = *src++;
src_next = src + pixels;
if (trans == 0 && pixels == 0) break;
if (width <= 0) continue;
if (skip_left != 0) {
if (skip_left < trans) {
trans -= skip_left;
skip_left = 0;
} else {
skip_left -= trans;
trans = 0;
}
if (skip_left < pixels) {
src += skip_left;
pixels -= skip_left;
skip_left = 0;
} else {
src += pixels;
skip_left -= pixels;
pixels = 0;
}
}
if (skip_left != 0) continue;
/* Skip transparent pixels */
dst += trans;
width -= trans;
if (width <= 0) continue;
if (pixels > width) pixels = width;
width -= pixels;
switch (mode) {
case BM_COLOUR_REMAP:
for (uint x = 0; x < pixels; x++) {
if (bp->remap[*src] != 0) *dst = bp->remap[*src];
dst++; src++;
}
break;
case BM_TRANSPARENT:
for (uint x = 0; x < pixels; x++) {
*dst = bp->remap[*dst];
dst++; src++;
}
break;
default:
memcpy(dst, src, pixels);
dst += pixels; src += pixels;
break;
}
}
}
}
Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite)
{
Sprite *dest_sprite;
byte *temp_dst;
uint memory = 0;
uint index = 0;
/* Make memory for all zoom-levels */
memory += (int)ZOOM_LVL_END * sizeof(uint16);
for (int i = 0; i < (int)ZOOM_LVL_END; i++) {
memory += UnScaleByZoom(sprite->height, (ZoomLevel)i) * UnScaleByZoom(sprite->width, (ZoomLevel)i);
index += 2;
}
/* We have no idea how much memory we really need, so just guess something */
memory *= 5;
temp_dst = MallocT<byte>(memory);
/* Make the sprites per zoom-level */
for (int i = 0; i < (int)ZOOM_LVL_END; i++) {
/* Store the scaled image */
const SpriteLoader::CommonPixel *src;
/* Store the index table */
temp_dst[i * 2] = index & 0xFF;
temp_dst[i * 2 + 1] = (index >> 8) & 0xFF;
byte *dst = &temp_dst[index];
for (int y = 0; y < UnScaleByZoom(sprite->height, (ZoomLevel)i); y++) {
uint trans = 0;
uint pixels = 0;
uint last_color = 0;
uint count_index = 0;
src = &sprite->data[ScaleByZoom(y, (ZoomLevel)i) * sprite->width];
for (int x = 0; x < UnScaleByZoom(sprite->width, (ZoomLevel)i); x++) {
uint color = 0;
int count = 0;
/* Get the color keeping in mind the zoom-level */
for (int j = 0; j < ScaleByZoom(1, (ZoomLevel)i); j++) {
if (src->m != 0) { color = src->m; count++; }
src++;
}
/* If more than 12.5% of the pixels are non-transparent, make thisone non-transparent too */
if (count < ScaleByZoom(1, (ZoomLevel)i) / 8) color = 0;
if (last_color == 0 || color == 0) {
if (count_index != 0) {
/* Write how many non-transparent bytes we get */
temp_dst[count_index] = pixels;
pixels = 0;
count_index = 0;
}
/* As long as we find transparency bytes, keep counting */
if (color == 0) {
last_color = 0;
trans++;
continue;
}
/* No longer transparency, so write the amount of transparent bytes */
*dst = trans;
dst++; index++;
trans = 0;
/* Reserve a byte for the pixel counter */
count_index = index;
dst++; index++;
}
last_color = color;
pixels++;
*dst = color;
dst++; index++;
}
if (count_index != 0) temp_dst[count_index] = pixels;
/* Write line-ending */
*dst = 0; dst++; index++;
*dst = 0; dst++; index++;
}
}
/* Safety check, to make sure we guessed the size correctly */
assert(index < memory);
/* Allocate the exact amount of memory we need */
dest_sprite = (Sprite *)AllocSprite(sizeof(*dest_sprite) + index);
dest_sprite->height = sprite->height;
dest_sprite->width = sprite->width;
dest_sprite->x_offs = sprite->x_offs;
dest_sprite->y_offs = sprite->y_offs;
memcpy(dest_sprite->data, temp_dst, index);
return dest_sprite;
}

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/* $Id$ */
/** @file 8bpp_nice.hpp */
#ifndef BLITTER_8BPP_OPTIMIZED_HPP
#define BLITTER_8BPP_OPTIMIZED_HPP
#include "blitter.hpp"
typedef Pixel Pixel8;
class Blitter_8bppOptimized : public Blitter {
public:
uint8 GetScreenDepth() { return 8; }
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
Sprite *Encode(SpriteLoader::Sprite *sprite);
};
class FBlitter_8bppOptimized: public BlitterFactory<FBlitter_8bppOptimized> {
public:
/* virtual */ const char *GetName() { return "8bpp-optimzed"; }
/* virtual */ const char *GetDescription() { return "8bpp Optimized Blitter (compression + all-ZoomLevel cache)"; }
/* virtual */ Blitter *CreateInstance() { return new Blitter_8bppOptimized(); }
};
#endif /* BLITTER_8BPP_OPTIMIZED_HPP */

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src/blitter/8bpp_slow.cpp Normal file
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#include "../stdafx.h"
#include "../zoom.hpp"
#include "../gfx.h"
#include "8bpp_slow.hpp"
static FBlitter_8bppSimple iFBlitter_8bppSimple;
extern void* AllocSprite(size_t);
void Blitter_8bppSimple::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++) {
uint color = 0;
switch (mode) {
case BM_COLOUR_REMAP:
color = bp->remap[*src];
break;
case BM_TRANSPARENT:
if (*src != 0) color = bp->remap[*dst];
break;
default:
color = *src;
break;
}
if (color != 0) *dst = color;
dst++;
src += ScaleByZoom(1, zoom);
}
}
}
Sprite *Blitter_8bppSimple::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;
/* Copy over only the 'remap' channel, as that is what we care about in 8bpp */
for (int i = 0; i < sprite->height * sprite->width; i++) {
dest_sprite->data[i] = sprite->data[i].m;
}
return dest_sprite;
}

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src/blitter/8bpp_slow.hpp Normal file
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/* $Id$ */
/** @file 8bpp.hpp */
#ifndef BLITTER_8BPP_SIMPLE_HPP
#define BLITTER_8BPP_SIMPLE_HPP
#include "blitter.hpp"
typedef Pixel Pixel8;
class Blitter_8bppSimple : public Blitter {
public:
uint8 GetScreenDepth() { return 8; }
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
Sprite *Encode(SpriteLoader::Sprite *sprite);
};
class FBlitter_8bppSimple: public BlitterFactory<FBlitter_8bppSimple> {
public:
/* virtual */ const char *GetName() { return "8bpp-simple"; }
/* virtual */ const char *GetDescription() { return "8bpp Simple Blitter (relative slow, but never wrong)"; }
/* virtual */ Blitter *CreateInstance() { return new Blitter_8bppSimple(); }
};
#endif /* BLITTER_8BPP_SIMPLE_HPP */

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src/blitter/blitter.hpp Normal file
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/* $Id$ */
/** @file blitter.hpp */
#ifndef BLITTER_HPP
#define BLITTER_HPP
#include "../spriteloader/spriteloader.hpp"
#include "../spritecache.h"
#include <string>
#include <map>
enum BlitterMode {
BM_NORMAL,
BM_COLOUR_REMAP,
BM_TRANSPARENT,
};
/**
* How all blitters should look like. Extend this class to make your own.
*/
class Blitter {
public:
struct BlitterParams {
const void *sprite; ///< Pointer to the sprite how ever the encoder stored it
const byte *remap; ///< XXX -- Temporary storage for remap array
int skip_left, skip_top; ///< How much pixels of the source to skip on the left and top (based on zoom of dst)
int width, height; ///< The width and height in pixels that needs to be drawn to dst
int sprite_width; ///< Real width of the sprite
int sprite_height; ///< Real height of the sprite
int left, top; ///< The offset in the 'dst' in pixels to start drawing
void *dst; ///< Destination buffer
int pitch; ///< The pitch of the destination buffer
};
/**
* Get the screen depth this blitter works for.
* This is either: 8, 16, 24 or 32.
*/
virtual uint8 GetScreenDepth() = 0;
/**
* Draw an image to the screen, given an amount of params defined above.
*/
virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) = 0;
/**
* Convert a sprite from the loader to our own format.
*/
virtual Sprite *Encode(SpriteLoader::Sprite *sprite) = 0;
virtual ~Blitter() { }
};
/**
* The base factory, keeping track of all blitters.
*/
class BlitterFactoryBase {
private:
char *name;
typedef std::map<std::string, BlitterFactoryBase *> Blitters;
static Blitters &GetBlitters()
{
static Blitters &s_blitters = *new Blitters();
return s_blitters;
}
static Blitter **GetActiveBlitter()
{
static Blitter *s_blitter = NULL;
return &s_blitter;
}
protected:
/**
* Register a blitter internally, based on his name.
* @param name the name of the blitter.
* @note an assert() will be trigger if 2 blitters with the same name try to register.
*/
void RegisterBlitter(const char *name)
{
/* Don't register nameless Blitters */
if (name == NULL) return;
this->name = strdup(name);
std::pair<Blitters::iterator, bool> P = GetBlitters().insert(Blitters::value_type(name, this));
assert(P.second);
}
public:
BlitterFactoryBase() :
name(NULL)
{}
virtual ~BlitterFactoryBase() { if (this->name != NULL) GetBlitters().erase(this->name); free(this->name); }
/**
* Find the requested blitter and return his class.
* @param name the blitter to select.
* @post Sets the blitter so GetCurrentBlitter() returns it too.
*/
static Blitter *SelectBlitter(const char *name)
{
if (GetBlitters().size() == 0) return NULL;
Blitters::iterator it = GetBlitters().begin();
for (; it != GetBlitters().end(); it++) {
BlitterFactoryBase *b = (*it).second;
if (strcasecmp(name, b->name) == 0) {
Blitter *newb = b->CreateInstance();
*GetActiveBlitter() = newb;
return newb;
}
}
return NULL;
}
/**
* Get the current active blitter (always set by calling SelectBlitter).
*/
static Blitter *GetCurrentBlitter()
{
return *GetActiveBlitter();
}
static char *GetBlittersInfo(char *p, const char *last)
{
p += snprintf(p, last - p, "List of blitters:\n");
Blitters::iterator it = GetBlitters().begin();
for (; it != GetBlitters().end(); it++) {
BlitterFactoryBase *b = (*it).second;
p += snprintf(p, last - p, "%18s: %s\n", b->name, b->GetDescription());
}
p += snprintf(p, last - p, "\n");
return p;
}
/**
* Get a nice description of the blitter-class.
*/
virtual const char *GetDescription() = 0;
/**
* Create an instance of this Blitter-class.
*/
virtual Blitter *CreateInstance() = 0;
};
/**
* A template factory, so ->GetName() works correctly. This because else some compiler will complain.
*/
template <class T>
class BlitterFactory: public BlitterFactoryBase {
public:
BlitterFactory() { this->RegisterBlitter(((T *)this)->GetName()); }
/**
* Get the long, human readable, name for the Blitter-class.
*/
const char *GetName();
};
#endif /* BLITTER_HPP */