mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Extend DrawSpriteToRgbaBuffer to work with 8bpp blitters.
parent
69c8ed9965
commit
57b992717b
20
src/gfx.cpp
20
src/gfx.cpp
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@ -1200,7 +1200,7 @@ std::unique_ptr<uint32[]> DrawSpriteToRgbaBuffer(SpriteID spriteId, ZoomLevel zo
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if (zoom < _settings_client.gui.zoom_min || zoom > _settings_client.gui.zoom_max) return nullptr;
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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if (!blitter->Is32BppSupported()) return nullptr;
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if (blitter->GetScreenDepth() != 8 && blitter->GetScreenDepth() != 32) return nullptr;
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/* Gather information about the sprite to write, reserve memory */
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const SpriteID real_sprite = GB(spriteId, 0, SPRITE_WIDTH);
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@ -1221,11 +1221,29 @@ std::unique_ptr<uint32[]> DrawSpriteToRgbaBuffer(SpriteID spriteId, ZoomLevel zo
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dpi.height = dim.height;
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dpi.zoom = zoom;
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/* If the current blitter is a paletted blitter, we have to render to an extra buffer and resolve the palette later. */
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std::unique_ptr<byte[]> pal_buffer{};
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if (blitter->GetScreenDepth() == 8) {
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pal_buffer.reset(new byte[dim.width * dim.height]);
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MemSetT(pal_buffer.get(), 0, dim.width * dim.height);
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dpi.dst_ptr = pal_buffer.get();
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}
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/* Temporarily disable screen animations while blitting - This prevents 40bpp_anim from writing to the animation buffer. */
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Backup<bool> disable_anim(_screen_disable_anim, true, FILE_LINE);
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GfxBlitter<1, true>(sprite, 0, 0, BM_NORMAL, nullptr, real_sprite, zoom, &dpi);
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disable_anim.Restore();
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if (blitter->GetScreenDepth() == 8) {
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/* Resolve palette. */
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uint32 *dst = result.get();
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const byte *src = pal_buffer.get();
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for (size_t i = 0; i < dim.height * dim.width; ++i) {
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*dst++ = _cur_palette.palette[*src++].data;
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}
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}
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return result;
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}
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@ -179,7 +179,7 @@ static NSImage *NSImageFromSprite(SpriteID sprite_id, ZoomLevel zoom)
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/* Fetch the sprite and create a new bitmap */
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Dimension dim = GetSpriteSize(sprite_id, nullptr, zoom);
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std::unique_ptr<uint32[]> buffer = DrawSpriteToRgbaBuffer(sprite_id, zoom);
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if (!buffer) return nullptr; // failed to blit sprite or we're using an 8bpp blitter.
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if (!buffer) return nullptr; // Failed to blit sprite for some reason.
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CFAutoRelease<CGDataProvider> data(CGDataProviderCreateWithData(nullptr, buffer.release(), dim.width * dim.height * 4, &CGDataFreeCallback));
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if (!data) return nullptr;
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