scummvm/engines/scumm/gfx_towns.cpp

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SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
/* 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.
*
* 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.
*
*/
#include "common/endian.h"
#include "scumm/scumm.h"
#include "scumm/charset.h"
#include "scumm/util.h"
#include "scumm/resource.h"
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
namespace Scumm {
void ScummEngine::towns_drawStripToScreen(VirtScreen *vs, int dstX, int dstY, int srcX, int srcY, int width, int height) {
if (width <= 0 || height <= 0)
return;
assert(_textSurface.pixels);
int m = _textSurfaceMultiplier;
uint8 *src1 = vs->getPixels(srcX, srcY);
uint8 *src2 = (uint8*)_textSurface.getBasePtr(srcX * m, (srcY + vs->topline - _screenTop) * m);
uint8 *dst1 = _townsScreen->getLayerPixels(0, dstX, dstY);
uint8 *dst2 = _townsScreen->getLayerPixels(1, dstX * m, dstY * m);
int dp1 = _townsScreen->getLayerPitch(0) - width * _townsScreen->getLayerBpp(0);
int dp2 = _townsScreen->getLayerPitch(1) - width * m * _townsScreen->getLayerBpp(1);
int sp1 = vs->pitch - (width * vs->format.bytesPerPixel);
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
int sp2 = _textSurface.pitch - width * m;
if (vs->number == kMainVirtScreen || _game.id == GID_INDY3 || _game.id == GID_ZAK) {
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
for (int h = 0; h < height; ++h) {
if (_bytesPerPixelOutput == 2) {
for (int w = 0; w < width; ++w) {
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*(uint16*)dst1 = _16BitPalette[*src1++];
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
dst1 += _bytesPerPixelOutput;
}
src1 += sp1;
dst1 += dp1;
} else {
memcpy(dst1, src1, width);
src1 += vs->pitch;
dst1 += _townsScreen->getLayerPitch(0);
}
for (int sH = 0; sH < m; ++sH) {
memcpy(dst2, src2, width * m);
src2 += _textSurface.pitch;
dst2 += _townsScreen->getLayerPitch(1);
}
}
} else {
dst1 = dst2;
for (int h = 0; h < height; ++h) {
for (int w = 0; w < width; ++w) {
uint8 t = (*src1++) & 0x0f;
memset(dst1, (t << 4) | t, m);
dst1 += m;
}
dst1 = dst2;
uint8 *src3 = src2;
if (m == 2) {
dst2 += _townsScreen->getLayerPitch(1);
src3 += _townsScreen->getLayerPitch(1);
}
for (int w = 0; w < width * m; ++w) {
*dst2++ = (*src3 | (*dst1 & _townsLayer2Mask[*src3]));
*dst1 = (*src2 | (*dst1 & _townsLayer2Mask[*src2]));
src2++;
src3++;
dst1++;
}
src1 += sp1;
src2 = src3 + sp2;
dst1 = dst2 + dp2;
dst2 += dp2;
}
}
_townsScreen->addDirtyRect(dstX * m, dstY * m, width * m, height * m);
}
bool ScummEngine::towns_isRectInStringBox(int x1, int y1, int x2, int y2) {
if (_game.platform == Common::kPlatformFMTowns && _charset->_hasMask && y1 <= _curStringRect.bottom && x1 <= _curStringRect.right && y2 >= _curStringRect.top && x2 >= _curStringRect.left)
return true;
return false;
}
void ScummEngine::towns_restoreCharsetBg() {
if (_curStringRect.left != -1) {
restoreBackground(_curStringRect, 0);
_curStringRect.left = -1;
_charset->_hasMask = false;
_nextLeft = _string[0].xpos;
}
_nextLeft = _string[0].xpos;
_nextTop = _string[0].ypos;
}
#ifdef USE_RGB_COLOR
void ScummEngine::towns_setPaletteFromPtr(const byte *ptr, int numcolor) {
setPaletteFromPtr(ptr, numcolor);
if (_game.version == 5)
towns_setTextPaletteFromPtr(_currentPalette);
_townsOverrideShadowColor = 1;
int m = 48;
for (int i = 1; i < 16; ++i) {
int val = _currentPalette[i * 3] + _currentPalette[i * 3 + 1] + _currentPalette[i * 3 + 2];
if (m > val) {
_townsOverrideShadowColor = i;
m = val;
}
}
}
void ScummEngine::towns_setTextPaletteFromPtr(const byte *ptr) {
memcpy(_textPalette, ptr, 48);
}
#endif
void ScummEngine::towns_setupPalCycleField(int x1, int y1, int x2, int y2) {
if (_numCyclRects >= 10)
return;
_cyclRects[_numCyclRects].left = x1;
_cyclRects[_numCyclRects].top = y1;
_cyclRects[_numCyclRects].right = x2;
_cyclRects[_numCyclRects].bottom = y2;
_numCyclRects++;
_townsPaletteFlags |= 1;
}
void ScummEngine::towns_processPalCycleField() {
for (int i = 0; i < _numCyclRects; i++) {
int x1 = _cyclRects[i].left - _virtscr[kMainVirtScreen].xstart;
int x2 = _cyclRects[i].right - _virtscr[kMainVirtScreen].xstart;
if (x1 < 0)
x1 = 0;
if (x2 > 320)
x2 = 320;
if (x2 > 0)
markRectAsDirty(kMainVirtScreen, x1, x2, _cyclRects[i].top, _cyclRects[i].bottom);
}
}
void ScummEngine::towns_resetPalCycleFields() {
_numCyclRects = 0;
_townsPaletteFlags &= ~1;
}
const uint8 ScummEngine::_townsLayer2Mask[] = {
0xFF, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
#define DIRTY_RECTS_MAX 20
#define FULL_REDRAW (DIRTY_RECTS_MAX + 1)
TownsScreen::TownsScreen(OSystem *system, int width, int height, int bpp) :
_system(system), _width(width), _height(height), _bpp(bpp), _pitch(width * bpp) {
memset(&_layers[0], 0, sizeof(TownsScreenLayer));
memset(&_layers[1], 0, sizeof(TownsScreenLayer));
_outBuffer = new byte[_pitch * _height];
memset(_outBuffer, 0, _pitch * _height);
setupLayer(0, width, height, 256);
}
TownsScreen::~TownsScreen() {
delete[] _layers[0].pixels;
delete[] _layers[1].pixels;
delete[] _layers[0].bltInternX;
delete[] _layers[1].bltInternX;
delete[] _layers[0].bltInternY;
delete[] _layers[1].bltInternY;
delete[] _layers[0].bltTmpPal;
delete[] _layers[1].bltTmpPal;
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
delete[] _outBuffer;
_dirtyRects.clear();
}
void TownsScreen::setupLayer(int layer, int width, int height, int numCol, void *pal) {
if (layer < 0 || layer > 1)
return;
TownsScreenLayer *l = &_layers[layer];
if (numCol >> 15)
error("TownsScreen::setupLayer(): No more than 32767 colors supported.");
if (width > _width || height > _height)
error("TownsScreen::setupLayer(): Layer width/height must be equal or less than screen width/height");
l->scaleW = _width / width;
l->scaleH = _height / height;
if ((float)l->scaleW != ((float)_width / (float)width) || (float)l->scaleH != ((float)_height / (float)height))
error("TownsScreen::setupLayer(): Layer width/height must be equal or an EXACT half, third, etc. of screen width/height.\n More complex aspect ratio scaling is not supported.");
if (width <= 0 || height <= 0 || numCol < 16)
error("TownsScreen::setupLayer(): Invalid width/height/number of colors setting.");
l->height = height;
l->numCol = numCol;
l->bpp = ((numCol - 1) & 0xff00) ? 2 : 1;
l->pitch = width * l->bpp;
l->palette = (uint8*)pal;
if (l->palette && _bpp == 1)
warning("TownsScreen::setupLayer(): Layer palette usage requires 15 bit graphics setting.\nLayer palette will be ignored.");
delete[] l->pixels;
l->pixels = new uint8[l->pitch * l->height];
assert(l->pixels);
memset(l->pixels, 0, l->pitch * l->height);
// build offset tables to speed up merging/scaling layers
delete[] l->bltInternX;
l->bltInternX = new uint16[_width];
for (int i = 0; i < _width; ++i)
l->bltInternX[i] = (i / l->scaleW) * l->bpp;
delete[] l->bltInternY;
l->bltInternY = new uint8*[_height];
for (int i = 0; i < _height; ++i)
l->bltInternY[i] = l->pixels + (i / l->scaleH) * l->pitch;
delete[] l->bltTmpPal;
l->bltTmpPal = (l->bpp == 1 && _bpp == 2) ? new uint16[l->numCol] : 0;
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
l->enabled = true;
l->onBottom = (!layer || !_layers[0].enabled);
l->ready = true;
}
void TownsScreen::clearLayer(int layer) {
if (layer < 0 || layer > 1)
return;
TownsScreenLayer *l = &_layers[layer];
if (!l->ready)
return;
memset(l->pixels, 0, l->pitch * l->height);
_dirtyRects.push_back(Common::Rect(_width - 1, _height - 1));
_numDirtyRects = FULL_REDRAW;
}
void TownsScreen::fillLayerRect(int layer, int x, int y, int w, int h, int col) {
if (layer < 0 || layer > 1 || w <= 0 || h <= 0)
return;
TownsScreenLayer *l = &_layers[layer];
if (!l->ready)
return;
assert(x >= 0 && y >= 0 && ((x + w) * l->bpp) <= (l->pitch) && (y + h) <= (l->height));
uint8 *pos = l->pixels + y * l->pitch + x * l->bpp;
for (int i = 0; i < h; ++i) {
if (l->bpp == 2) {
for (int ii = 0; ii < w; ++ii) {
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*(uint16*)pos = col;
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
pos += 2;
}
pos += (l->pitch - w * 2);
} else {
memset(pos, col, w);
pos += l->pitch;
}
}
addDirtyRect(x * l->scaleW, y * l->scaleH, w * l->scaleW, h * l->scaleH);
}
uint8 *TownsScreen::getLayerPixels(int layer, int x, int y) {
if (layer < 0 || layer > 1)
return 0;
TownsScreenLayer *l = &_layers[layer];
if (!l->ready)
return 0;
return l->pixels + y * l->pitch + x * l->bpp;
}
int TownsScreen::getLayerPitch(int layer) {
if (layer >= 0 && layer < 2)
return _layers[layer].pitch;
return 0;
}
int TownsScreen::getLayerHeight(int layer) {
if (layer >= 0 && layer < 2)
return _layers[layer].height;
return 0;
}
int TownsScreen::getLayerBpp(int layer) {
if (layer >= 0 && layer < 2)
return _layers[layer].bpp;
return 0;
}
int TownsScreen::getLayerScaleW(int layer) {
if (layer >= 0 && layer < 2)
return _layers[layer].scaleW;
return 0;
}
int TownsScreen::getLayerScaleH(int layer) {
if (layer >= 0 && layer < 2)
return _layers[layer].scaleH;
return 0;
}
void TownsScreen::addDirtyRect(int x, int y, int w, int h) {
if (w <= 0 || h <= 0 || _numDirtyRects > DIRTY_RECTS_MAX)
return;
if (_numDirtyRects == DIRTY_RECTS_MAX) {
// full redraw
_dirtyRects.clear();
_dirtyRects.push_back(Common::Rect(_width - 1, _height - 1));
_numDirtyRects++;
return;
}
int x2 = x + w - 1;
int y2 = y + h - 1;
assert(x >= 0 && y >= 0 && x2 <= _width && y2 <= _height);
bool skip = false;
for (Common::List<Common::Rect>::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r) {
// Try to merge new rect with an existing rect (only once, since trying to merge
// more than one overlapping rect would be causing more overhead than doing any good).
if (x > r->left && x < r->right && y > r->top && y < r->bottom) {
x = r->left;
y = r->top;
skip = true;
}
if (x2 > r->left && x2 < r->right && y > r->top && y < r->bottom) {
x2 = r->right;
y = r->top;
skip = true;
}
if (x2 > r->left && x2 < r->right && y2 > r->top && y2 < r->bottom) {
x2 = r->right;
y2 = r->bottom;
skip = true;
}
if (x > r->left && x < r->right && y2 > r->top && y2 < r->bottom) {
x = r->left;
y2 = r->bottom;
skip = true;
}
if (skip) {
r->left = x;
r->top = y;
r->right = x2;
r->bottom = y2;
break;
}
}
if (!skip) {
_dirtyRects.push_back(Common::Rect(x, y, x2, y2));
_numDirtyRects++;
}
}
void TownsScreen::toggleLayers(int flag) {
if (flag < 0 || flag > 3)
return;
for (int i = 0; i < 2; ++i) {
_layers[i].enabled = (flag & (i + 1)) ? true : false;
_layers[i].onBottom = (!i || !_layers[0].enabled);
}
_dirtyRects.clear();
_dirtyRects.push_back(Common::Rect(_width - 1, _height - 1));
_numDirtyRects = FULL_REDRAW;
memset(_outBuffer, 0, _pitch * _height);
update();
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
_system->updateScreen();
}
void TownsScreen::update() {
updateOutputBuffer();
outputToScreen();
}
void TownsScreen::updateOutputBuffer() {
for (Common::List<Common::Rect>::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r) {
for (int i = 0; i < 2; i++) {
TownsScreenLayer *l = &_layers[i];
if (!l->enabled || !l->ready)
continue;
uint8 *dst = _outBuffer + r->top * _pitch + r->left * _bpp;
int ptch = _pitch - (r->right - r->left + 1) * _bpp;
if (_bpp == 2 && l->bpp == 1) {
for (int ic = 0; ic < l->numCol; ic++)
l->bltTmpPal[ic] = calc16BitColor(&l->palette[ic * 3]);
}
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
for (int y = r->top; y <= r->bottom; ++y) {
if (l->bpp == _bpp && l->scaleW == 1 && l->onBottom) {
memcpy(dst, l->bltInternY[y] + l->bltInternX[r->left], (r->right + 1 - r->left) * _bpp);
dst += _pitch;
} else if (_bpp == 2) {
for (int x = r->left; x <= r->right; ++x) {
uint8 *src = l->bltInternY[y] + l->bltInternX[x];
if (l->bpp == 1) {
uint8 col = *src;
if (col || l->onBottom) {
if (l->numCol == 16)
col = (col >> 4) & (col & 0x0f);
2010-10-04 17:03:38 +00:00
*(uint16*)dst = l->bltTmpPal[col];
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
}
} else {
2010-10-04 17:03:38 +00:00
*(uint16*)dst = *(uint16*)src;
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
}
dst += 2;
}
dst += ptch;
} else {
for (int x = r->left; x <= r->right; ++x) {
uint8 col = *(l->bltInternY[y] + l->bltInternX[x]);
if (col || l->onBottom) {
if (l->numCol == 16)
col = (col >> 4) & (col & 0x0f);
*dst = col;
}
dst++;
}
dst += ptch;
}
}
}
}
}
void TownsScreen::outputToScreen() {
for (Common::List<Common::Rect>::iterator i = _dirtyRects.begin(); i != _dirtyRects.end(); ++i)
_system->copyRectToScreen(_outBuffer + i->top * _pitch + i->left * _bpp, _pitch, i->left, i->top, i->right - i->left + 1, i->bottom - i->top + 1);
_dirtyRects.clear();
_numDirtyRects = 0;
}
uint16 TownsScreen::calc16BitColor(const uint8 *palEntry) {
uint16 ar = (palEntry[0] & 0xf8) << 7;
uint16 ag = (palEntry[1] & 0xf8) << 2;
uint16 ab = (palEntry[2] >> 3);
uint16 col = ar | ag | ab;
return col;
}
#undef DIRTY_RECTS_MAX
#undef FULL_REDRAW
} // End of namespace Scumm
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE