scummvm/engines/sword2/render.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
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*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
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* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
#include "common/endian.h"
#include "common/system.h"
#include "graphics/primitives.h"
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#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/screen.h"
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namespace Sword2 {
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#define RENDERAVERAGETOTAL 4
void Screen::updateRect(Common::Rect *r) {
_vm->_system->copyRectToScreen(_buffer + r->top * _screenWide + r->left,
_screenWide, r->left, r->top, r->right - r->left,
r->bottom - r->top);
}
void Screen::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect) {
if (!r->intersects(*clipRect))
return;
byte *src = s->data;
if (r->top < clipRect->top) {
src -= BLOCKWIDTH * (r->top - clipRect->top);
r->top = clipRect->top;
}
if (r->left < clipRect->left) {
src -= (r->left - clipRect->left);
r->left = clipRect->left;
}
if (r->bottom > clipRect->bottom)
r->bottom = clipRect->bottom;
if (r->right > clipRect->right)
r->right = clipRect->right;
byte *dst = _buffer + r->top * _screenWide + r->left;
int i;
if (s->transparent) {
for (i = 0; i < r->bottom - r->top; i++) {
for (int j = 0; j < r->right - r->left; j++) {
if (src[j])
dst[j] = src[j];
}
src += BLOCKWIDTH;
dst += _screenWide;
}
} else {
for (i = 0; i < r->bottom - r->top; i++) {
memcpy(dst, src, r->right - r->left);
src += BLOCKWIDTH;
dst += _screenWide;
}
}
}
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// There are two different separate functions for scaling the image - one fast
// and one good. Or at least that's the theory. I'm sure there are better ways
// to scale an image than this. The latter is used at the highest graphics
// quality setting. Note that the "good" scaler takes extra parameters so that
// it can use the background image when calculating the average pixel value.
//
// This code isn't quite like the original DrawSprite(), but the result should
// be close enough, I hope.
void Screen::scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight) {
int x, y;
for (x = 0; x < dstWidth; x++)
_xScale[x] = (x * srcWidth) / dstWidth;
for (y = 0; y < dstHeight; y++)
_yScale[y] = (y * srcHeight) / dstHeight;
for (y = 0; y < dstHeight; y++) {
for (x = 0; x < dstWidth; x++) {
dst[x] = src[_yScale[y] * srcPitch + _xScale[x]];
}
dst += dstPitch;
}
}
void Screen::scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backBuf, int16 bbXPos, int16 bbYPos) {
for (int y = 0; y < dstHeight; y++) {
for (int x = 0; x < dstWidth; x++) {
uint8 c1, c2, c3, c4;
uint32 xPos = (x * srcWidth) / dstWidth;
uint32 yPos = (y * srcHeight) / dstHeight;
uint32 xFrac = dstWidth - (x * srcWidth) % dstWidth;
uint32 yFrac = dstHeight - (y * srcHeight) % dstHeight;
byte *srcPtr = src + yPos * srcPitch + xPos;
bool transparent = true;
if (*srcPtr) {
c1 = *srcPtr;
transparent = false;
} else {
if (bbXPos + x >= 0 &&
bbXPos + x < RENDERWIDE &&
bbYPos + y >= MENUDEEP &&
bbYPos + y < MENUDEEP + RENDERDEEP) {
c1 = *(backBuf + _screenWide * (bbYPos + y) + bbXPos + x);
} else {
c1 = 0;
}
}
if (x < dstWidth - 1) {
if (*(srcPtr + 1)) {
c2 = *(srcPtr + 1);
transparent = false;
} else {
if (bbXPos + x + 1 >= 0 &&
bbXPos + x + 1 < RENDERWIDE &&
bbYPos + y >= MENUDEEP &&
bbYPos + y + 1 < MENUDEEP + RENDERDEEP) {
c2 = *(backBuf + _screenWide * (bbYPos + y) + bbXPos + x + 1);
} else {
c2 = c1;
}
}
} else {
c2 = c1;
}
if (y < dstHeight - 1) {
if (*(srcPtr + srcPitch)) {
c3 = *(srcPtr + srcPitch);
transparent = false;
} else {
if (bbXPos + x >= 0 &&
bbXPos + x < RENDERWIDE &&
bbYPos + y + 1 >= MENUDEEP &&
bbYPos + y + 1 < MENUDEEP + RENDERDEEP) {
c3 = *(backBuf + _screenWide * (bbYPos + y + 1) + bbXPos);
} else {
c3 = c1;
}
}
} else {
c3 = c1;
}
if (x < dstWidth - 1 && y < dstHeight - 1) {
if (*(srcPtr + srcPitch + 1)) {
c4 = *(srcPtr + srcPitch + 1);
transparent = false;
} else {
if (bbXPos + x + 1 >= 0 &&
bbXPos + x + 1 < RENDERWIDE &&
bbYPos + y + 1 >= MENUDEEP &&
bbYPos + y + 1 < MENUDEEP + RENDERDEEP) {
c4 = *(backBuf + _screenWide * (bbYPos + y + 1) + bbXPos + x + 1);
} else {
c4 = c3;
}
}
} else {
c4 = c3;
}
if (!transparent) {
uint32 r1 = _palette[c1 * 3 + 0];
uint32 g1 = _palette[c1 * 3 + 1];
uint32 b1 = _palette[c1 * 3 + 2];
uint32 r2 = _palette[c2 * 3 + 0];
uint32 g2 = _palette[c2 * 3 + 1];
uint32 b2 = _palette[c2 * 3 + 2];
uint32 r3 = _palette[c3 * 3 + 0];
uint32 g3 = _palette[c3 * 3 + 1];
uint32 b3 = _palette[c3 * 3 + 2];
uint32 r4 = _palette[c4 * 3 + 0];
uint32 g4 = _palette[c4 * 3 + 1];
uint32 b4 = _palette[c4 * 3 + 2];
uint32 r5 = (r1 * xFrac + r2 * (dstWidth - xFrac)) / dstWidth;
uint32 g5 = (g1 * xFrac + g2 * (dstWidth - xFrac)) / dstWidth;
uint32 b5 = (b1 * xFrac + b2 * (dstWidth - xFrac)) / dstWidth;
uint32 r6 = (r3 * xFrac + r4 * (dstWidth - xFrac)) / dstWidth;
uint32 g6 = (g3 * xFrac + g4 * (dstWidth - xFrac)) / dstWidth;
uint32 b6 = (b3 * xFrac + b4 * (dstWidth - xFrac)) / dstWidth;
uint32 r = (r5 * yFrac + r6 * (dstHeight - yFrac)) / dstHeight;
uint32 g = (g5 * yFrac + g6 * (dstHeight - yFrac)) / dstHeight;
uint32 b = (b5 * yFrac + b6 * (dstHeight - yFrac)) / dstHeight;
dst[y * dstWidth + x] = quickMatch(r, g, b);
} else
dst[y * dstWidth + x] = 0;
}
}
}
/**
* Plots a point relative to the top left corner of the screen. This is only
* used for debugging.
* @param x x-coordinate of the point
* @param y y-coordinate of the point
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* @param color color of the point
*/
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void Screen::plotPoint(int x, int y, uint8 color) {
byte *buf = _buffer + MENUDEEP * RENDERWIDE;
x -= _scrollX;
y -= _scrollY;
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if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP) {
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buf[y * RENDERWIDE + x] = color;
markAsDirty(x, y + MENUDEEP, x, y + MENUDEEP);
}
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}
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static void plot(int x, int y, int color, void *data) {
Screen *screen = (Screen *)data;
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screen->plotPoint(x, y, (uint8) color);
}
/**
* Draws a line from one point to another. This is only used for debugging.
* @param x0 x-coordinate of the start point
* @param y0 y-coordinate of the start point
* @param x1 x-coordinate of the end point
* @param y1 y-coordinate of the end point
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* @param color color of the line
*/
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void Screen::drawLine(int x0, int y0, int x1, int y1, uint8 color) {
Graphics::drawLine(x0, y0, x1, y1, color, &plot, this);
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}
/**
* This function tells the driver the size of the background screen for the
* current location.
* @param w width of the current location
* @param h height of the current location
*/
void Screen::setLocationMetrics(uint16 w, uint16 h) {
_locationWide = w;
_locationDeep = h;
setNeedFullRedraw();
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}
/**
* Draws a parallax layer at the current position determined by the scroll. A
* parallax can be either foreground, background or the main screen.
*/
void Screen::renderParallax(byte *ptr, int16 l) {
int16 x, y;
uint16 xRes, yRes;
Common::Rect r;
if (!ptr)
return;
// Fetch resolution data from parallax
if (Sword2Engine::isPsx()) {
xRes = READ_LE_UINT16(ptr);
yRes = READ_LE_UINT16(ptr + 2) * 2;
} else {
Parallax p;
p.read(ptr);
xRes = p.w;
yRes = p.h;
}
if (_locationWide == _screenWide)
x = 0;
else
x = ((int32)((xRes - _screenWide) * _scrollX) / (int32)(_locationWide - _screenWide));
if (_locationDeep == _screenDeep - MENUDEEP * 2)
y = 0;
else
y = ((int32)((yRes - (_screenDeep - MENUDEEP * 2)) * _scrollY) / (int32)(_locationDeep - (_screenDeep - MENUDEEP * 2)));
Common::Rect clipRect;
// Leave enough space for the top and bottom menues
clipRect.left = 0;
clipRect.right = _screenWide;
clipRect.top = MENUDEEP;
clipRect.bottom = _screenDeep - MENUDEEP;
for (int j = 0; j < _yBlocks[l]; j++) {
for (int i = 0; i < _xBlocks[l]; i++) {
if (_blockSurfaces[l][i + j * _xBlocks[l]]) {
r.left = i * BLOCKWIDTH - x;
r.right = r.left + BLOCKWIDTH;
r.top = j * BLOCKHEIGHT - y + MENUDEEP;
r.bottom = r.top + BLOCKHEIGHT;
blitBlockSurface(_blockSurfaces[l][i + j * _xBlocks[l]], &r, &clipRect);
}
}
}
_parallaxScrollX = _scrollX - x;
_parallaxScrollY = _scrollY - y;
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}
// Uncomment this when benchmarking the drawing routines.
#define LIMIT_FRAME_RATE
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/**
* Initialises the timers before the render loop is entered.
*/
void Screen::initialiseRenderCycle() {
_initialTime = _vm->_system->getMillis();
_totalTime = _initialTime + (1000 / _vm->getFramesPerSecond());
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}
/**
* This function should be called when the game engine is ready to start the
* render cycle.
*/
void Screen::startRenderCycle() {
_scrollXOld = _scrollX;
_scrollYOld = _scrollY;
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_startTime = _vm->_system->getMillis();
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if (_startTime + _renderAverageTime >= _totalTime) {
_scrollX = _scrollXTarget;
_scrollY = _scrollYTarget;
_renderTooSlow = true;
} else {
_scrollX = (int16)(_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
_scrollY = (int16)(_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
_renderTooSlow = false;
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}
if (_scrollXOld != _scrollX || _scrollYOld != _scrollY)
setNeedFullRedraw();
_framesPerGameCycle = 0;
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}
/**
* This function should be called at the end of the render cycle.
* @return true if the render cycle is to be terminated,
* or false if it should continue
*/
bool Screen::endRenderCycle() {
static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
static int32 renderCountIndex = 0;
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int32 time;
time = _vm->_system->getMillis();
renderTimeLog[renderCountIndex] = time - _startTime;
_startTime = time;
_renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
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_framesPerGameCycle++;
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if (++renderCountIndex == RENDERAVERAGETOTAL)
renderCountIndex = 0;
if (_renderTooSlow) {
initialiseRenderCycle();
return true;
}
if (_startTime + _renderAverageTime >= _totalTime) {
_totalTime += (1000 / _vm->getFramesPerSecond());
_initialTime = time;
return true;
}
#ifdef LIMIT_FRAME_RATE
if (_scrollXTarget == _scrollX && _scrollYTarget == _scrollY) {
// If we have already reached the scroll target sleep for the
// rest of the render cycle.
_vm->sleepUntil(_totalTime);
_initialTime = _vm->_system->getMillis();
_totalTime += (1000 / _vm->getFramesPerSecond());
return true;
}
#endif
// This is an attempt to ensure that we always reach the scroll target.
// Otherwise the game frequently tries to pump out new interpolation
// frames without ever getting anywhere.
if (ABS(_scrollX - _scrollXTarget) <= 1 && ABS(_scrollY - _scrollYTarget) <= 1) {
_scrollX = _scrollXTarget;
_scrollY = _scrollYTarget;
} else {
_scrollX = (int16)(_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
_scrollY = (int16)(_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
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}
if (_scrollX != _scrollXOld || _scrollY != _scrollYOld)
setNeedFullRedraw();
#ifdef LIMIT_FRAME_RATE
// Give the other threads some breathing space. This apparently helps
// against bug #875683, though I was never able to reproduce it for
// myself.
_vm->_system->delayMillis(10);
#endif
return false;
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}
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/**
* Reset scrolling stuff. This function is called from initBackground()
*/
void Screen::resetRenderEngine() {
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_parallaxScrollX = 0;
_parallaxScrollY = 0;
_scrollX = 0;
_scrollY = 0;
}
/**
* This function should be called five times with either the parallax layer
* or a NULL pointer in order of background parallax to foreground parallax.
*/
int32 Screen::initialiseBackgroundLayer(byte *parallax) {
Parallax p;
uint16 i, j, k;
byte *data;
byte *dst;
debug(2, "initialiseBackgroundLayer");
assert(_layer < MAXLAYERS);
if (!parallax) {
_layer++;
return RD_OK;
}
p.read(parallax);
_xBlocks[_layer] = (p.w + BLOCKWIDTH - 1) / BLOCKWIDTH;
_yBlocks[_layer] = (p.h + BLOCKHEIGHT - 1) / BLOCKHEIGHT;
_blockSurfaces[_layer] = (BlockSurface **)calloc(_xBlocks[_layer] * _yBlocks[_layer], sizeof(BlockSurface *));
if (!_blockSurfaces[_layer])
return RDERR_OUTOFMEMORY;
// Decode the parallax layer into a large chunk of memory
byte *memchunk = (byte *)calloc(_xBlocks[_layer] * _yBlocks[_layer], BLOCKWIDTH * BLOCKHEIGHT);
if (!memchunk)
return RDERR_OUTOFMEMORY;
for (i = 0; i < p.h; i++) {
uint32 p_offset = READ_LE_UINT32(parallax + Parallax::size() + 4 * i);
if (!p_offset)
continue;
byte *pLine = parallax + p_offset;
uint16 packets = READ_LE_UINT16(pLine);
uint16 offset = READ_LE_UINT16(pLine + 2);
data = pLine + 4;
dst = memchunk + i * p.w + offset;
if (!packets) {
memcpy(dst, data, p.w);
continue;
}
bool zeros = false;
for (j = 0; j < packets; j++) {
if (zeros) {
dst += *data;
offset += *data;
data++;
zeros = false;
} else if (!*data) {
data++;
zeros = true;
} else {
uint16 count = *data++;
memcpy(dst, data, count);
data += count;
dst += count;
offset += count;
zeros = true;
}
}
}
// The large memory chunk is now divided into a number of smaller
// surfaces. For most parallax layers, we'll end up using less memory
// this way, and it will be faster to draw since completely transparent
// surfaces are discarded.
for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
bool block_has_data = false;
bool block_is_transparent = false;
int x = BLOCKWIDTH * (i % _xBlocks[_layer]);
int y = BLOCKHEIGHT * (i / _xBlocks[_layer]);
data = memchunk + p.w * y + x;
for (j = 0; j < BLOCKHEIGHT; j++) {
for (k = 0; k < BLOCKWIDTH; k++) {
if (x + k < p.w && y + j < p.h) {
if (data[j * p.w + k])
block_has_data = true;
else
block_is_transparent = true;
}
}
}
// Only assign a surface to the block if it contains data.
if (block_has_data) {
_blockSurfaces[_layer][i] = (BlockSurface *)malloc(sizeof(BlockSurface));
// Copy the data into the surfaces.
dst = _blockSurfaces[_layer][i]->data;
for (j = 0; j < BLOCKHEIGHT; j++) {
memcpy(dst, data, BLOCKWIDTH);
data += p.w;
dst += BLOCKWIDTH;
}
_blockSurfaces[_layer][i]->transparent = block_is_transparent;
} else
_blockSurfaces[_layer][i] = NULL;
}
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free(memchunk);
_layer++;
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return RD_OK;
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}
/**
* This converts PSX format background data into a format that
* can be understood by renderParallax functions.
* PSX Backgrounds are divided into tiles of 64x32 (with aspect
* ratio correction), while PC backgrounds are in tiles of 64x64.
*/
int32 Screen::initialisePsxBackgroundLayer(byte *parallax) {
uint16 bgXres, bgYres;
uint16 trueXres, stripeNumber, totStripes;
uint32 baseAddress, stripePos;
uint16 i, j;
byte *dst;
debug(2, "initialisePsxBackgroundLayer");
assert(_layer < MAXLAYERS);
if (!parallax) {
_layer++;
return RD_OK;
}
// Fetch data from buffer
bgXres = READ_LE_UINT16(parallax);
bgYres = READ_LE_UINT16(parallax + 2) * 2;
baseAddress = READ_LE_UINT32(parallax + 4);
parallax += 8;
// Calculate TRUE resolution of background, must be
// a multiple of 64
trueXres = (bgXres % 64) ? ((bgXres/64) + 1) * 64 : bgXres;
totStripes = trueXres / 64;
_xBlocks[_layer] = (bgXres + BLOCKWIDTH - 1) / BLOCKWIDTH;
_yBlocks[_layer] = (bgYres + BLOCKHEIGHT - 1) / BLOCKHEIGHT;
uint16 remLines = bgYres % 64;
byte *tileChunk = (byte *)malloc(BLOCKHEIGHT * BLOCKWIDTH);
if (!tileChunk)
return RDERR_OUTOFMEMORY;
_blockSurfaces[_layer] = (BlockSurface **)calloc(_xBlocks[_layer] * _yBlocks[_layer], sizeof(BlockSurface *));
if (!_blockSurfaces[_layer]) {
free(tileChunk);
return RDERR_OUTOFMEMORY;
}
// Group PSX background (64x32, when stretched vertically) tiles together,
// to make them compatible with pc version (composed by 64x64 tiles)
stripeNumber = 0;
stripePos = 0;
for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
bool block_has_data = false;
bool block_is_transparent = false;
int posX = i / _yBlocks[_layer];
int posY = i % _yBlocks[_layer];
uint32 stripeOffset = READ_LE_UINT32(parallax + stripeNumber * 8 + 4) + stripePos - baseAddress;
memset(tileChunk, 1, BLOCKHEIGHT * BLOCKWIDTH);
if (!(remLines && posY == _yBlocks[_layer] - 1))
remLines = 32;
for (j = 0; j < remLines; j++) {
memcpy(tileChunk + j * BLOCKWIDTH * 2, parallax + stripeOffset + j * BLOCKWIDTH, BLOCKWIDTH);
memcpy(tileChunk + j * BLOCKWIDTH * 2 + BLOCKWIDTH, parallax + stripeOffset + j * BLOCKWIDTH, BLOCKWIDTH);
}
for (j = 0; j < BLOCKHEIGHT * BLOCKWIDTH; j++) {
if (tileChunk[j])
block_has_data = true;
else
block_is_transparent = true;
}
int tileIndex = totStripes * posY + posX;
// Only assign a surface to the block if it contains data.
if (block_has_data) {
_blockSurfaces[_layer][tileIndex] = (BlockSurface *)malloc(sizeof(BlockSurface));
// Copy the data into the surfaces.
dst = _blockSurfaces[_layer][tileIndex]->data;
memcpy(dst, tileChunk, BLOCKWIDTH * BLOCKHEIGHT);
_blockSurfaces[_layer][tileIndex]->transparent = block_is_transparent;
} else
_blockSurfaces[_layer][tileIndex] = NULL;
if (posY == _yBlocks[_layer] - 1) {
stripeNumber++;
stripePos = 0;
} else {
stripePos += 0x800;
}
}
free(tileChunk);
_layer++;
return RD_OK;
}
/**
* This converts PSX format parallax data into a format that
* can be understood by renderParallax functions.
*/
int32 Screen::initialisePsxParallaxLayer(byte *parallax) {
uint16 plxXres, plxYres;
uint16 xTiles, yTiles;
uint16 i, j, k;
byte *data;
byte *dst;
debug(2, "initialisePsxParallaxLayer");
assert(_layer < MAXLAYERS);
if (!parallax) {
_layer++;
return RD_OK;
}
plxXres = READ_LE_UINT16(parallax);
plxYres = READ_LE_UINT16(parallax + 2);
xTiles = READ_LE_UINT16(parallax + 4);
yTiles = READ_LE_UINT16(parallax + 6);
// Beginning of parallax table composed by uint32,
// if word is 0, corresponding tile contains no data and must be skipped,
// if word is 0x400 tile contains data.
parallax += 8;
// Beginning if tiles data.
data = parallax + xTiles * yTiles * 4;
_xBlocks[_layer] = xTiles;
_yBlocks[_layer] = (yTiles / 2) + ((yTiles % 2) ? 1 : 0);
bool oddTiles = ((yTiles % 2) ? true : false);
_blockSurfaces[_layer] = (BlockSurface **)calloc(_xBlocks[_layer] * _yBlocks[_layer], sizeof(BlockSurface *));
if (!_blockSurfaces[_layer])
return RDERR_OUTOFMEMORY;
// We have to check two tiles for every block in PSX version, if one of those
// has data in it, the whole block has data. Also, tiles must be doublelined to
// get correct aspect ratio.
for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
bool block_has_data = false;
bool block_is_transparent = false;
bool firstTilePresent, secondTilePresent;
int posX = i / _yBlocks[_layer];
int posY = i % _yBlocks[_layer];
if (oddTiles && posY == _yBlocks[_layer] - 1) {
firstTilePresent = READ_LE_UINT32(parallax) == 0x400;
secondTilePresent = false;
parallax += 4;
} else {
firstTilePresent = READ_LE_UINT32(parallax) == 0x400;
secondTilePresent = READ_LE_UINT32(parallax + 4) == 0x400;
parallax += 8;
}
// If one of the two grouped tiles has data, then the whole block has data
if (firstTilePresent || secondTilePresent) {
block_has_data = true;
// If one of the two grouped blocks is without data, then we also have transparency
if (!firstTilePresent || !secondTilePresent)
block_is_transparent = true;
}
// Now do a second check to see if we have a partially transparent block
if (block_has_data && !block_is_transparent) {
byte *block = data;
if (firstTilePresent) {
for (k = 0; k < 0x400; k++) {
if (*(block + k) == 0) {
block_is_transparent = true;
break;
}
}
block += 0x400; // On to next block...
}
// If we didn't find transparency in first block and we have
// a second tile, check it
if (secondTilePresent && !block_is_transparent) {
for (k = 0; k < 0x400; k++) {
if (*(block + k) == 0) {
block_is_transparent = true;
break;
}
}
}
}
int tileIndex = xTiles * posY + posX;
// Only assign a surface to the block if it contains data.
if (block_has_data) {
_blockSurfaces[_layer][tileIndex] = (BlockSurface *)malloc(sizeof(BlockSurface));
memset(_blockSurfaces[_layer][tileIndex], 0, BLOCKHEIGHT * BLOCKWIDTH);
// Copy the data into the surfaces.
dst = _blockSurfaces[_layer][tileIndex]->data;
if (firstTilePresent) { //There is data in the first tile
for (j = 0; j < 16; j++) {
memcpy(dst, data, BLOCKWIDTH);
dst += BLOCKWIDTH;
memcpy(dst, data, BLOCKWIDTH);
dst += BLOCKWIDTH;
data += BLOCKWIDTH;
}
} else {
dst += 0x800;
}
if (secondTilePresent) {
for (j = 0; j < 16; j++) {
memcpy(dst, data, BLOCKWIDTH);
dst += BLOCKWIDTH;
memcpy(dst, data, BLOCKWIDTH);
dst += BLOCKWIDTH;
data += BLOCKWIDTH;
}
}
_blockSurfaces[_layer][tileIndex]->transparent = block_is_transparent;
} else
_blockSurfaces[_layer][tileIndex] = NULL;
}
_layer++;
return RD_OK;
}
/**
* Should be called once after leaving the room to free up memory.
*/
void Screen::closeBackgroundLayer() {
debug(2, "CloseBackgroundLayer");
if (Sword2Engine::isPsx())
flushPsxScrCache();
for (int i = 0; i < MAXLAYERS; i++) {
if (_blockSurfaces[i]) {
for (int j = 0; j < _xBlocks[i] * _yBlocks[i]; j++)
if (_blockSurfaces[i][j])
free(_blockSurfaces[i][j]);
free(_blockSurfaces[i]);
_blockSurfaces[i] = NULL;
}
}
_layer = 0;
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}
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} // End of namespace Sword2