scummvm/sword2/driver/render.cpp

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/* Copyright (C) 1994-2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
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#include "sword2/sword2.h"
#include "sword2/driver/menu.h"
#include "sword2/driver/render.h"
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namespace Sword2 {
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#define MILLISECSPERCYCLE 83
#define BLOCKWBITS 6
#define BLOCKHBITS 6
void Graphics::updateRect(Common::Rect *r) {
_vm->_system->copy_rect(_buffer + r->top * _screenWide + r->left,
_screenWide, r->left, r->top, r->right - r->left,
r->bottom - r->top);
}
void Graphics::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, j;
if (s->transparent) {
for (i = 0; i < r->bottom - r->top; i++) {
for (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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// I've made the scaling two separate functions because there were cases from
// DrawSprite() where it wasn't obvious if the sprite should grow or shrink,
// which caused crashes.
//
// Keeping them separate might be a good idea anyway, for readability.
//
// The code is based on the original DrawSprite() code, so apart from not
// knowing if I got it right, I don't know how good the original really is.
//
// The backbuf parameter points to the buffer where the image will eventually
// be drawn. This is only used at the highest graphics detail setting (and not
// always even then) and is used to help anti-alias the image.
void Graphics::squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
int32 ince, incne, d;
int16 x, y;
// Work out the x-scale
ince = 2 * dstWidth;
incne = 2 * (dstWidth - srcWidth);
d = 2 * dstWidth - srcWidth;
x = y = 0;
_xScale[y] = x;
while (x < srcWidth) {
if (d <= 0) {
d += ince;
x++;
} else {
d += incne;
x++;
y++;
}
_xScale[y] = x;
}
// Work out the y-scale
ince = 2 * dstHeight;
incne = 2 * (dstHeight - srcHeight);
d = 2 * dstHeight - srcHeight;
x = y = 0;
_yScale[y] = x;
while (x < srcHeight) {
if (d <= 0) {
d += ince;
x++;
} else {
d += incne;
x++;
y++;
}
_yScale[y] = x;
}
// Copy the image (with or without anti-aliasing)
if (backbuf) {
for (y = 0; y < dstHeight; y++) {
for (x = 0; x < dstWidth; x++) {
uint8 p;
uint8 p1 = 0;
int count = 0;
int spriteCount = 0;
int red = 0;
int green = 0;
int blue = 0;
int i, j;
for (j = _yScale[y]; j < _yScale[y + 1]; j++) {
for (i = _xScale[x]; i < _xScale[x + 1]; i++) {
p = src[j * srcPitch + i];
if (p) {
red += _palCopy[p][0];
green += _palCopy[p][1];
blue += _palCopy[p][2];
p1 = p;
spriteCount++;
} else {
red += _palCopy[backbuf[x]][0];
green += _palCopy[backbuf[x]][1];
blue += _palCopy[backbuf[x]][2];
}
count++;
}
}
if (spriteCount == 0)
dst[x] = 0;
else if (spriteCount == 1)
dst[x] = p1;
else
dst[x] = quickMatch((uint8) (red / count), (uint8) (green / count), (uint8) (blue / count));
}
dst += dstPitch;
backbuf += _screenWide;
}
} else {
for (y = 0; y < dstHeight; y++) {
for (x = 0; x < dstWidth; x++) {
dst[x] = src[_yScale[y] * srcPitch + _xScale[x]];
}
dst += dstPitch;
}
}
}
void Graphics::stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
byte *origDst = dst;
int32 ince, incne, d;
int16 x, y, i, j, k;
// Work out the x-scale
ince = 2 * srcWidth;
incne = 2 * (srcWidth - dstWidth);
d = 2 * srcWidth - dstWidth;
x = y = 0;
_xScale[y] = x;
while (x < dstWidth) {
if (d <= 0) {
d += ince;
x++;
} else {
d += incne;
x++;
y++;
_xScale[y] = x;
}
}
// Work out the y-scale
ince = 2 * srcHeight;
incne = 2 * (srcHeight - dstHeight);
d = 2 * srcHeight - dstHeight;
x = y = 0;
_yScale[y] = x;
while (x < dstHeight) {
if (d <= 0) {
d += ince;
x++;
} else {
d += incne;
x++;
y++;
_yScale[y] = x;
}
}
// Copy the image
for (y = 0; y < srcHeight; y++) {
for (j = _yScale[y]; j < _yScale[y + 1]; j++) {
k = 0;
for (x = 0; x < srcWidth; x++) {
for (i = _xScale[x]; i < _xScale[x + 1]; i++) {
dst[k++] = src[y * srcPitch + x];
}
}
dst += dstPitch;
}
}
// Anti-aliasing
if (backbuf) {
byte *newDst = (byte *) malloc(dstWidth * dstHeight);
if (!newDst)
return;
memcpy(newDst, origDst, dstWidth);
for (y = 1; y < dstHeight - 1; y++) {
src = origDst + y * dstPitch;
dst = newDst + y * dstWidth;
*dst++ = *src++;
for (x = 1; x < dstWidth - 1; x++) {
byte pt[5];
byte *p = backbuf + y * 640 + x;
int count = 0;
if (*src) {
count++;
pt[0] = *src;
} else
pt[0] = *p;
pt[1] = *(src - dstPitch);
if (pt[1] == 0)
pt[1] = *(p - 640);
else
count++;
pt[2] = *(src - 1);
if (pt[2] == 0)
pt[2] = *(p - 1);
else
count++;
pt[3] = *(src + 1);
if (pt[3] == 0)
pt[3] = *(p + 1);
else
count++;
pt[4] = *(src + dstPitch);
if (pt[4] == 0)
pt[4] = *(p + 640);
else
count++;
if (count) {
int red = _palCopy[pt[0]][0] << 2;
int green = _palCopy[pt[0]][1] << 2;
int blue = _palCopy[pt[0]][2] << 2;
for (i = 1; i < 5; i++) {
red += _palCopy[pt[i]][0];
green += _palCopy[pt[i]][1];
blue += _palCopy[pt[i]][2];
}
*dst++ = quickMatch((uint8) (red >> 3), (uint8) (green >> 3), (uint8) (blue >> 3));
} else
*dst++ = 0;
src++;
}
*dst++ = *src++;
}
memcpy(dst, src, dstWidth);
src = newDst;
dst = origDst;
for (i = 0; i < dstHeight; i++) {
memcpy(dst, src, dstWidth);
dst += dstPitch;
src += dstWidth;
}
free(newDst);
}
}
/**
* 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
* @param colour colour of the point
*/
void Graphics::plotPoint(uint16 x, uint16 y, uint8 colour) {
uint8 *buf = _buffer + 40 * RENDERWIDE;
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int16 newx, newy;
newx = x - _scrollX;
newy = y - _scrollY;
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if (newx >= 0 && newx < RENDERWIDE && newy >= 0 && newy < RENDERDEEP)
buf[newy * RENDERWIDE + newx] = colour;
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}
/**
* 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
* @param colour colour of the line
*/
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// Uses Bressnham's incremental algorithm!
void Graphics::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
uint8 *buf = _buffer + 40 * RENDERWIDE;
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int dx, dy;
int dxmod, dymod;
int ince, incne;
int d;
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int x, y;
int addTo;
x1 -= _scrollX;
y1 -= _scrollY;
x0 -= _scrollX;
y0 -= _scrollY;
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// Lock the surface if we're rendering to the back buffer.
//Make sure we're going from left to right
if (x1 < x0) {
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x = x1;
x1 = x0;
x0 = x;
y = y1;
y1 = y0;
y0 = y;
}
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dx = x1 - x0;
dy = y1 - y0;
if (dx < 0)
dxmod = -dx;
else
dxmod = dx;
if (dy < 0)
dymod = -dy;
else
dymod = dy;
if (dxmod >= dymod) {
if (dy > 0) {
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d = 2 * dy - dx;
ince = 2 * dy;
incne = 2 * (dy - dx);
x = x0;
y = y0;
if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP)
buf[y * RENDERWIDE + x] = colour;
while (x < x1) {
if (d <= 0) {
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d += ince;
x++;
} else {
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d += incne;
x++;
y++;
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}
if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP)
buf[y * RENDERWIDE + x] = colour;
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}
} else {
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addTo = y0;
y0 = 0;
y1 -= addTo;
y1 = -y1;
dy = y1 - y0;
d = 2 * dy - dx;
ince = 2 * dy;
incne = 2 * (dy - dx);
x = x0;
y = y0;
if (x >= 0 && x < RENDERWIDE && addTo - y >= 0 && addTo - y < RENDERDEEP)
buf[(addTo - y) * RENDERWIDE + x] = colour;
while (x < x1) {
if (d <= 0) {
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d += ince;
x++;
} else {
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d += incne;
x++;
y++;
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}
if (x >= 0 && x < RENDERWIDE && addTo - y >= 0 && addTo - y < RENDERDEEP)
buf[(addTo - y) * RENDERWIDE + x] = colour;
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}
}
} else {
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//OK, y is now going to be the single increment.
// Ensure the line is going top to bottom
if (y1 < y0) {
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x = x1;
x1 = x0;
x0 = x;
y = y1;
y1 = y0;
y0 = y;
}
dx = x1 - x0;
dy = y1 - y0;
if (dx > 0) {
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d = 2 * dx - dy;
ince = 2 * dx;
incne = 2 * (dx - dy);
x = x0;
y = y0;
if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP)
buf[y * RENDERWIDE + x] = colour;
while (y < y1) {
if (d <= 0) {
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d += ince;
y++;
} else {
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d += incne;
x++;
y++;
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}
if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP)
buf[y * RENDERWIDE + x] = colour;
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}
} else {
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addTo = x0;
x0 = 0;
x1 -= addTo;
x1 = -x1;
dx = x1 - x0;
d = 2 * dx - dy;
ince = 2 * dx;
incne = 2 * (dx - dy);
x = x0;
y = y0;
if (addTo - x >= 0 && addTo - x < RENDERWIDE && y >= 0 && y < RENDERDEEP)
buf[y * RENDERWIDE + addTo - x] = colour;
while (y < y1) {
if (d <= 0) {
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d += ince;
y++;
} else {
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d += incne;
x++;
y++;
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}
if (addTo - x >= 0 && addTo - x < RENDERWIDE && y >= 0 && y < RENDERDEEP)
buf[y * RENDERWIDE + addTo - x] = colour;
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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 Graphics::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 Graphics::renderParallax(Parallax *p, int16 l) {
int16 x, y;
Common::Rect r;
if (_locationWide == _screenWide)
x = 0;
else
x = ((int32) ((p->w - _screenWide) * _scrollX) / (int32) (_locationWide - _screenWide));
if (_locationDeep == _screenDeep - MENUDEEP * 2)
y = 0;
else
y = ((int32) ((p->h - (_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 + 40;
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 Graphics::initialiseRenderCycle(void) {
_initialTime = _vm->_system->get_msecs();
_totalTime = _initialTime + MILLISECSPERCYCLE;
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}
/**
* This function should be called when the game engine is ready to start the
* render cycle.
*/
void Graphics::startRenderCycle(void) {
_scrollXOld = _scrollX;
_scrollYOld = _scrollY;
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_startTime = _vm->_system->get_msecs();
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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.
* @param end the function sets this to true if the render cycle is to be
* terminated, or false if it should continue
*/
bool Graphics::endRenderCycle(void) {
static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
static int32 renderCountIndex = 0;
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int32 time;
time = _vm->_system->get_msecs();
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 += MILLISECSPERCYCLE;
_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->get_msecs();
_totalTime += MILLISECSPERCYCLE;
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();
return false;
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}
/**
* Sets the scroll target position for the end of the game cycle. The driver
* will then automatically scroll as many times as it can to reach this
* position in the allotted time.
*/
void Graphics::setScrollTarget(int16 sx, int16 sy) {
_scrollXTarget = sx;
_scrollYTarget = sy;
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}
/**
* 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 Graphics::initialiseBackgroundLayer(Parallax *p) {
uint8 *memchunk;
uint8 zeros;
uint16 count;
uint16 i, j, k;
uint16 x;
uint8 *data;
uint8 *dst;
ParallaxLine line;
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uint8 *pLine;
debug(2, "initialiseBackgroundLayer");
// This function is called to re-initialise the layers if they have
// been lost. We know this if the layers have already been assigned.
if (_layer == MAXLAYERS)
closeBackgroundLayer();
if (!p) {
_layer++;
return RD_OK;
}
_xBlocks[_layer] = (p->w + BLOCKWIDTH - 1) >> BLOCKWBITS;
_yBlocks[_layer] = (p->h + BLOCKHEIGHT - 1) >> BLOCKHBITS;
_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
memchunk = (uint8 *) calloc(_xBlocks[_layer] * _yBlocks[_layer], BLOCKWIDTH * BLOCKHEIGHT);
if (!memchunk)
return RDERR_OUTOFMEMORY;
for (i = 0; i < p->h; i++) {
if (p->offset[i] == 0)
continue;
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pLine = (uint8 *) p + FROM_LE_32(p->offset[i]);
line.packets = READ_LE_UINT16(pLine);
line.offset = READ_LE_UINT16(pLine + 2);
data = pLine + sizeof(ParallaxLine);
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x = line.offset;
dst = memchunk + i * p->w + x;
zeros = 0;
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if (line.packets == 0) {
memcpy(dst, data, p->w);
continue;
}
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for (j = 0; j < line.packets; j++) {
if (zeros) {
dst += *data;
x += *data;
data++;
zeros = 0;
} else if (*data == 0) {
data++;
zeros = 1;
} else {
count = *data++;
memcpy(dst, data, count);
data += count;
dst += count;
x += count;
zeros = 1;
}
}
}
// Now create the surfaces!
for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
bool block_has_data = false;
bool block_is_transparent = false;
data = memchunk + (p->w * BLOCKHEIGHT * (i / _xBlocks[_layer])) + BLOCKWIDTH * (i % _xBlocks[_layer]);
// FIXME: The 'block_is_transparent' flag should only consider
// data that is inside the parallax layer. Still, it won't do
// any harm to leave it this way...
for (j = 0; j < BLOCKHEIGHT; j++) {
for (k = 0; k < BLOCKWIDTH; k++) {
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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}
/**
* Should be called once after leaving the room to free up memory.
*/
void Graphics::closeBackgroundLayer(void) {
debug(2, "CloseBackgroundLayer");
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for (int j = 0; j < MAXLAYERS; j++) {
if (_blockSurfaces[j]) {
for (int i = 0; i < _xBlocks[j] * _yBlocks[j]; i++)
if (_blockSurfaces[j][i])
free(_blockSurfaces[j][i]);
free(_blockSurfaces[j]);
_blockSurfaces[j] = NULL;
}
}
_layer = 0;
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}
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void Graphics::plotYUV(byte *lut, int width, int height, byte *const *dat) {
byte *buf = _buffer + (40 + (400 - height) / 2) * RENDERWIDE + (640 - width) / 2;
int x, y;
int ypos = 0;
int cpos = 0;
int linepos = 0;
for (y = 0; y < height; y += 2) {
for (x = 0; x < width; x += 2) {
int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * BITDEPTH) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * BITDEPTH;
cpos++;
buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[RENDERWIDE + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[RENDERWIDE + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
}
linepos += (2 * RENDERWIDE - width);
ypos += width;
}
}
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} // End of namespace Sword2