@@ -22,13 +22,13 @@ static FBlitter_32bppSSE2 iFBlitter_32bppSSE2;
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Sprite *Blitter_32bppSSE_Base::Encode(const SpriteLoader::SpriteCollection &sprite, AllocatorProc *allocator)
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{
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/* First uint32 of a line = the number of transparent pixels from the left.
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* Second uint32 of a line = the number of transparent pixels from the right.
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/* First uint32_t of a line = the number of transparent pixels from the left.
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* Second uint32_t of a line = the number of transparent pixels from the right.
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* Then all RGBA then all MV.
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*/
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ZoomLevel zoom_min = ZOOM_LVL_NORMAL;
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ZoomLevel zoom_max = ZOOM_LVL_NORMAL;
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uint8 missing_zoom_levels = 0;
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uint8_t missing_zoom_levels = 0;
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if (sprite[ZOOM_LVL_NORMAL].type != SpriteType::Font) {
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zoom_min = _settings_client.gui.zoom_min;
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zoom_max = (ZoomLevel) std::min(_settings_client.gui.zoom_max, ZOOM_LVL_DRAW_SPR);
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@@ -52,7 +52,7 @@ Sprite *Blitter_32bppSSE_Base::Encode(const SpriteLoader::SpriteCollection &spri
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sd.infos[z].sprite_width = src_sprite->width;
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sd.infos[z].sprite_offset = all_sprites_size;
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sd.infos[z].sprite_line_size = sizeof(Colour) * src_sprite->width + sizeof(uint32) * META_LENGTH;
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sd.infos[z].sprite_line_size = sizeof(Colour) * src_sprite->width + sizeof(uint32_t) * META_LENGTH;
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const uint rgba_size = sd.infos[z].sprite_line_size * src_sprite->height;
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sd.infos[z].mv_offset = all_sprites_size + rgba_size;
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@@ -91,7 +91,7 @@ Sprite *Blitter_32bppSSE_Base::Encode(const SpriteLoader::SpriteCollection &spri
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dst_mv->m = src->m;
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if (z >= _settings_client.gui.disable_water_animation && src->m >= 245 && src->m <= 254) {
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/* Get brightest value */
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uint8 rgb_max = std::max({ src->r, src->g, src->b });
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uint8_t rgb_max = std::max({ src->r, src->g, src->b });
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/* Black pixel (8bpp or old 32bpp image), so use default value */
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if (rgb_max == 0) rgb_max = Blitter_32bppBase::DEFAULT_BRIGHTNESS;
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@@ -108,7 +108,7 @@ Sprite *Blitter_32bppSSE_Base::Encode(const SpriteLoader::SpriteCollection &spri
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if (src->m >= PALETTE_ANIM_START) has_anim = true;
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/* Get brightest value (or default brightness if it's a black pixel). */
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const uint8 rgb_max = std::max({src->r, src->g, src->b});
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const uint8_t rgb_max = std::max({src->r, src->g, src->b});
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dst_mv->v = (rgb_max == 0) ? Blitter_32bppBase::DEFAULT_BRIGHTNESS : rgb_max;
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/* Pre-convert the mapping channel to a RGB value. */
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@@ -124,7 +124,7 @@ Sprite *Blitter_32bppSSE_Base::Encode(const SpriteLoader::SpriteCollection &spri
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}
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} else {
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dst_rgba->data = 0;
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*(uint16*) dst_mv = 0;
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*(uint16_t*) dst_mv = 0;
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}
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dst_rgba++;
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dst_mv++;
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@@ -133,7 +133,7 @@ Sprite *Blitter_32bppSSE_Base::Encode(const SpriteLoader::SpriteCollection &spri
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/* Count the number of transparent pixels from the left. */
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dst_rgba = dst_rgba_line + META_LENGTH;
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uint32 nb_pix_transp = 0;
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uint32_t nb_pix_transp = 0;
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for (uint x = src_sprite->width; x != 0; x--) {
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if (dst_rgba->a == 0) nb_pix_transp++;
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else break;
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