(svn r13639) -Codechange: rewrite 32bpp-anim and 32bpp-optimized drawing and encoding so it uses similiar scheme as 8bpp-optimized
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.
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@@ -30,7 +30,7 @@ public:
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/**
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* Compose a colour based on RGB values.
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*/
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static inline uint ComposeColour(uint a, uint r, uint g, uint b)
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static inline uint32 ComposeColour(uint a, uint r, uint g, uint b)
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{
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return (((a) << 24) & 0xFF000000) | (((r) << 16) & 0x00FF0000) | (((g) << 8) & 0x0000FF00) | ((b) & 0x000000FF);
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}
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@@ -46,44 +46,60 @@ public:
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/**
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* Compose a colour based on RGBA values and the current pixel value.
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*/
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static inline uint ComposeColourRGBA(uint r, uint g, uint b, uint a, uint current)
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static inline uint32 ComposeColourRGBANoCheck(uint r, uint g, uint b, uint a, uint32 current)
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{
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uint cr = GB(current, 16, 8);
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uint cg = GB(current, 8, 8);
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uint cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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}
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/**
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* Compose a colour based on RGBA values and the current pixel value.
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* Handles fully transparent and solid pixels in a special (faster) way.
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*/
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static inline uint32 ComposeColourRGBA(uint r, uint g, uint b, uint a, uint32 current)
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{
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if (a == 0) return current;
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if (a >= 255) return ComposeColour(0xFF, r, g, b);
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uint cr, cg, cb;
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cr = GB(current, 16, 8);
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cg = GB(current, 8, 8);
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cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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return ComposeColourRGBANoCheck(r, g, b, a, current);
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}
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/**
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* Compose a colour based on Pixel value, alpha value, and the current pixel value.
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*/
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static inline uint ComposeColourPA(uint colour, uint a, uint current)
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* Compose a colour based on Pixel value, alpha value, and the current pixel value.
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*/
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static inline uint32 ComposeColourPANoCheck(uint32 colour, uint a, uint32 current)
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{
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uint r = GB(colour, 16, 8);
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uint g = GB(colour, 8, 8);
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uint b = GB(colour, 0, 8);
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uint cr = GB(current, 16, 8);
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uint cg = GB(current, 8, 8);
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uint cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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}
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/**
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* Compose a colour based on Pixel value, alpha value, and the current pixel value.
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* Handles fully transparent and solid pixels in a special (faster) way.
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*/
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static inline uint32 ComposeColourPA(uint32 colour, uint a, uint32 current)
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{
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if (a == 0) return current;
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if (a >= 255) return (colour | 0xFF000000);
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uint r, g, b, cr, cg, cb;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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cr = GB(current, 16, 8);
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cg = GB(current, 8, 8);
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cb = GB(current, 0, 8);
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/* The 256 is wrong, it should be 255, but 256 is much faster... */
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return ComposeColour(0xFF,
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(r * a + cr * (256 - a)) / 256,
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(g * a + cg * (256 - a)) / 256,
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(b * a + cb * (256 - a)) / 256);
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return ComposeColourPANoCheck(colour, a, current);
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}
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/**
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@@ -92,12 +108,11 @@ public:
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* @param amount the amount of transparency, times 256.
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* @return the new colour for the screen.
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*/
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static inline uint MakeTransparent(uint colour, uint amount)
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static inline uint32 MakeTransparent(uint32 colour, uint amount)
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{
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uint r, g, b;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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uint r = GB(colour, 16, 8);
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uint g = GB(colour, 8, 8);
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uint b = GB(colour, 0, 8);
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return ComposeColour(0xFF, r * amount / 256, g * amount / 256, b * amount / 256);
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}
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@@ -107,12 +122,11 @@ public:
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* @param colour the colour to make grey.
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* @return the new colour, now grey.
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*/
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static inline uint MakeGrey(uint colour)
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static inline uint32 MakeGrey(uint32 colour)
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{
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uint r, g, b;
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r = GB(colour, 16, 8);
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g = GB(colour, 8, 8);
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b = GB(colour, 0, 8);
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uint r = GB(colour, 16, 8);
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uint g = GB(colour, 8, 8);
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uint b = GB(colour, 0, 8);
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/* To avoid doubles and stuff, multiple it with a total of 65536 (16bits), then
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* divide by it to normalize the value to a byte again. See heightmap.cpp for
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