(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.
This commit is contained in:
smatz
2008-06-26 15:46:19 +00:00
parent 6f3b1745c2
commit faebe10d81
7 changed files with 544 additions and 159 deletions

View File

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