Files
DevilutionX/Source/utils/clx_decode.hpp
Gleb Mazovetskiy d8cd147ac7 Re-encode CL2 on load
Original Blizzard encoder is slightly less optimal than our encoder.

While size in RAM in less of a concern for the non-`UNPACKED_MPQS`
build, smaller files are faster to render.

Savings for unpacked and minified MPQs:
* diabdat.mpq: 918,311 bytes.
* hellfire.mpq: 313,882 bytes.

Example player graphics (note that only a few are loaded at any given time for single player):
* diabdat/plrgfx/warrior/: 366,564 bytes.

Example monster graphics savings:

* diabdat/monsters/skelbow: 5,391 bytes.

Based on the implementation from https://github.com/diasurgical/devilutionx-graphics-tools/pull/6
2023-07-13 01:44:16 +01:00

45 lines
1.2 KiB
C++

#pragma once
#include "engine/render/blit_impl.hpp"
namespace devilution {
[[nodiscard]] constexpr bool IsClxOpaque(uint8_t control)
{
constexpr uint8_t ClxOpaqueMin = 0x80;
return control >= ClxOpaqueMin;
}
[[nodiscard]] constexpr uint8_t GetClxOpaquePixelsWidth(uint8_t control)
{
return -static_cast<std::int8_t>(control);
}
[[nodiscard]] constexpr bool IsClxOpaqueFill(uint8_t control)
{
constexpr uint8_t ClxFillMax = 0xBE;
return control <= ClxFillMax;
}
[[nodiscard]] constexpr uint8_t GetClxOpaqueFillWidth(uint8_t control)
{
constexpr uint8_t ClxFillEnd = 0xBF;
return static_cast<int_fast16_t>(ClxFillEnd - control);
}
[[nodiscard]] constexpr BlitCommand ClxGetBlitCommand(const uint8_t *src)
{
const uint8_t control = *src++;
if (!IsClxOpaque(control))
return BlitCommand { BlitType::Transparent, src, control, 0 };
if (IsClxOpaqueFill(control)) {
const uint8_t width = GetClxOpaqueFillWidth(control);
const uint8_t color = *src++;
return BlitCommand { BlitType::Fill, src, width, color };
}
const uint8_t width = GetClxOpaquePixelsWidth(control);
return BlitCommand { BlitType::Pixels, src + width, width, 0 };
}
} // namespace devilution