scummvm/graphics/surface.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.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/algorithm.h"
#include "common/endian.h"
#include "common/memory.h"
#include "common/util.h"
#include "common/rect.h"
#include "common/textconsole.h"
#include "graphics/blit.h"
#include "graphics/palette.h"
#include "graphics/primitives.h"
#include "graphics/surface.h"
#include "graphics/transform_tools.h"
namespace Graphics {
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template<typename T>
static void plotPoint(int x, int y, int color, void *data) {
Surface *s = (Surface *)data;
if (x >= 0 && x < s->w && y >= 0 && y < s->h) {
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T *ptr = (T *)s->getBasePtr(x, y);
*ptr = (T)color;
}
}
void Surface::drawLine(int x0, int y0, int x1, int y1, uint32 color) {
if (format.bytesPerPixel == 1)
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Graphics::drawLine(x0, y0, x1, y1, color, plotPoint<byte>, this);
else if (format.bytesPerPixel == 2)
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Graphics::drawLine(x0, y0, x1, y1, color, plotPoint<uint16>, this);
else if (format.bytesPerPixel == 4)
Graphics::drawLine(x0, y0, x1, y1, color, plotPoint<uint32>, this);
else
error("Surface::drawLine: bytesPerPixel must be 1, 2, or 4, got %d", format.bytesPerPixel);
}
void Surface::drawThickLine(int x0, int y0, int x1, int y1, int penX, int penY, uint32 color) {
if (format.bytesPerPixel == 1)
Graphics::drawThickLine(x0, y0, x1, y1, penX, penY, color, plotPoint<byte>, this);
else if (format.bytesPerPixel == 2)
Graphics::drawThickLine(x0, y0, x1, y1, penX, penY, color, plotPoint<uint16>, this);
else if (format.bytesPerPixel == 4)
Graphics::drawThickLine(x0, y0, x1, y1, penX, penY, color, plotPoint<uint32>, this);
else
error("Surface::drawThickLine: bytesPerPixel must be 1, 2, or 4, got %d", format.bytesPerPixel);
}
// see graphics/blit/blit-atari.cpp
#ifndef ATARI
void Surface::create(int16 width, int16 height, const PixelFormat &f) {
assert(width >= 0 && height >= 0);
free();
w = width;
h = height;
format = f;
pitch = w * format.bytesPerPixel;
if (width && height) {
pixels = calloc(width * height, format.bytesPerPixel);
assert(pixels);
}
}
void Surface::free() {
::free(pixels);
pixels = 0;
w = h = pitch = 0;
format = PixelFormat();
}
#endif
void Surface::init(int16 width, int16 height, int16 newPitch, void *newPixels, const PixelFormat &f) {
w = width;
h = height;
pitch = newPitch;
pixels = newPixels;
format = f;
}
void Surface::copyFrom(const Surface &surf) {
create(surf.w, surf.h, surf.format);
copyBlit((byte *)pixels, (const byte *)surf.pixels, pitch, surf.pitch, w, h, format.bytesPerPixel);
}
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void Surface::convertFrom(const Surface &surf, const PixelFormat &f) {
create(surf.w, surf.h, f);
crossBlit((byte *)pixels, (const byte *)surf.pixels, pitch, surf.pitch, w, h, format, surf.format);
}
Surface Surface::getSubArea(const Common::Rect &area) {
Common::Rect effectiveArea(area);
effectiveArea.clip(w, h);
Surface subSurface;
subSurface.w = effectiveArea.width();
subSurface.h = effectiveArea.height();
subSurface.pitch = pitch;
subSurface.pixels = getBasePtr(area.left, area.top);
subSurface.format = format;
return subSurface;
}
const Surface Surface::getSubArea(const Common::Rect &area) const {
Common::Rect effectiveArea(area);
effectiveArea.clip(w, h);
Surface subSurface;
subSurface.w = effectiveArea.width();
subSurface.h = effectiveArea.height();
subSurface.pitch = pitch;
// We need to cast the const away here because a Surface always has a
// pointer to modifiable pixel data.
subSurface.pixels = const_cast<void *>(getBasePtr(area.left, area.top));
subSurface.format = format;
return subSurface;
}
bool Surface::clip(Common::Rect &srcBounds, Common::Rect &destBounds) const {
if (destBounds.left >= this->w || destBounds.top >= this->h ||
destBounds.right <= 0 || destBounds.bottom <= 0)
return false;
// Clip the bounds if necessary to fit on-screen
if (destBounds.right > this->w) {
srcBounds.right -= destBounds.right - this->w;
destBounds.right = this->w;
}
if (destBounds.bottom > this->h) {
srcBounds.bottom -= destBounds.bottom - this->h;
destBounds.bottom = this->h;
}
if (destBounds.top < 0) {
srcBounds.top += -destBounds.top;
destBounds.top = 0;
}
if (destBounds.left < 0) {
srcBounds.left += -destBounds.left;
destBounds.left = 0;
}
return true;
}
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void Surface::copyRectToSurface(const void *buffer, int srcPitch, int destX, int destY, int width, int height) {
assert(buffer);
assert(destX >= 0 && destX < w);
assert(destY >= 0 && destY < h);
assert(height > 0 && destY + height <= h);
assert(width > 0 && destX + width <= w);
// Copy buffer data to internal buffer
const byte *src = (const byte *)buffer;
byte *dst = (byte *)getBasePtr(destX, destY);
copyBlit(dst, src, pitch, srcPitch, width, height, format.bytesPerPixel);
}
void Surface::copyRectToSurface(const Graphics::Surface &srcSurface, int destX, int destY, const Common::Rect subRect) {
assert(srcSurface.format == format);
copyRectToSurface(srcSurface.getBasePtr(subRect.left, subRect.top), srcSurface.pitch, destX, destY, subRect.width(), subRect.height());
}
void Surface::copyRectToSurfaceWithKey(const void *buffer, int srcPitch, int destX, int destY, int width, int height, uint32 key) {
assert(buffer);
assert(destX >= 0 && destX < w);
assert(destY >= 0 && destY < h);
assert(height > 0 && destY + height <= h);
assert(width > 0 && destX + width <= w);
// Copy buffer data to internal buffer
const byte *src = (const byte *)buffer;
byte *dst = (byte *)getBasePtr(destX, destY);
Graphics::keyBlit(dst, src, pitch, srcPitch, width, height, format.bytesPerPixel, key);
}
void Surface::copyRectToSurfaceWithKey(const Graphics::Surface &srcSurface, int destX, int destY, const Common::Rect subRect, uint32 key) {
assert(srcSurface.format == format);
copyRectToSurfaceWithKey(srcSurface.getBasePtr(subRect.left, subRect.top), srcSurface.pitch, destX, destY, subRect.width(), subRect.height(), key);
}
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void Surface::hLine(int x, int y, int x2, uint32 color) {
// Clipping
if (y < 0 || y >= h)
return;
if (x2 < x)
SWAP(x2, x);
if (x < 0)
x = 0;
if (x2 >= w)
x2 = w - 1;
if (x2 < x)
return;
if (format.bytesPerPixel == 1) {
byte *ptr = (byte *)getBasePtr(x, y);
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memset(ptr, (byte)color, x2 - x + 1);
} else if (format.bytesPerPixel == 2) {
uint16 *ptr = (uint16 *)getBasePtr(x, y);
Common::memset16(ptr, (uint16)color, x2 - x + 1);
} else if (format.bytesPerPixel == 4) {
uint32 *ptr = (uint32 *)getBasePtr(x, y);
Common::memset32(ptr, (uint32)color, x2 - x + 1);
} else {
error("Surface::hLine: bytesPerPixel must be 1, 2, or 4, got %d", format.bytesPerPixel);
}
}
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void Surface::vLine(int x, int y, int y2, uint32 color) {
// Clipping
if (x < 0 || x >= w)
return;
if (y2 < y)
SWAP(y2, y);
if (y < 0)
y = 0;
if (y2 >= h)
y2 = h - 1;
if (format.bytesPerPixel == 1) {
byte *ptr = (byte *)getBasePtr(x, y);
while (y++ <= y2) {
*ptr = (byte)color;
ptr += pitch;
}
} else if (format.bytesPerPixel == 2) {
uint16 *ptr = (uint16 *)getBasePtr(x, y);
while (y++ <= y2) {
*ptr = (uint16)color;
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ptr += pitch / 2;
}
} else if (format.bytesPerPixel == 4) {
uint32 *ptr = (uint32 *)getBasePtr(x, y);
while (y++ <= y2) {
*ptr = color;
ptr += pitch / 4;
}
} else {
error("Surface::vLine: bytesPerPixel must be 1, 2, or 4, got %d", format.bytesPerPixel);
}
}
void Surface::fillRect(Common::Rect r, uint32 color) {
r.clip(w, h);
if (!r.isValidRect())
return;
int width = r.width();
int lineLen = width;
int height = r.height();
bool useMemset = true;
if (format.bytesPerPixel == 2) {
lineLen *= 2;
if ((uint16)color != ((color & 0xff) | (color & 0xff) << 8))
useMemset = false;
} else if (format.bytesPerPixel == 4) {
lineLen *= 4;
if ((uint32)color != ((color & 0xff) | (color & 0xff) << 8 | (color & 0xff) << 16 | (color & 0xff) << 24))
useMemset = false;
} else if (format.bytesPerPixel != 1) {
error("Surface::fillRect: bytesPerPixel must be 1, 2, or 4, got %d", format.bytesPerPixel);
}
byte *ptr = (byte *)getBasePtr(r.left, r.top);
if (useMemset) {
while (height--) {
memset(ptr, (byte)color, lineLen);
ptr += pitch;
}
} else {
if (format.bytesPerPixel == 2) {
while (height--) {
Common::memset16((uint16 *)ptr, (uint16)color, width);
ptr += pitch;
}
} else {
while (height--) {
Common::memset32((uint32 *)ptr, (uint32)color, width);
ptr += pitch;
}
}
}
}
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void Surface::frameRect(const Common::Rect &r, uint32 color) {
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hLine(r.left, r.top, r.right - 1, color);
hLine(r.left, r.bottom - 1, r.right - 1, color);
vLine(r.left, r.top, r.bottom - 1, color);
vLine(r.right - 1, r.top, r.bottom - 1, color);
}
void Surface::move(int dx, int dy, int height) {
// Short circuit check - do we have to do anything anyway?
if ((dx == 0 && dy == 0) || height <= 0)
return;
if (format.bytesPerPixel != 1 && format.bytesPerPixel != 2 && format.bytesPerPixel != 4)
error("Surface::move: bytesPerPixel must be 1, 2, or 4, got %d", format.bytesPerPixel);
byte *src, *dst;
int x, y;
// vertical movement
if (dy > 0) {
// move down - copy from bottom to top
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 = (byte *)pixels + (height - 1) * pitch;
src = dst - dy * pitch;
for (y = dy; y < height; y++) {
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
memcpy(dst, src, pitch);
src -= pitch;
dst -= pitch;
}
} else if (dy < 0) {
// move up - copy from top to bottom
dst = (byte *)pixels;
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
src = dst - dy * pitch;
for (y = -dy; y < height; y++) {
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
memcpy(dst, src, pitch);
src += pitch;
dst += pitch;
}
}
// horizontal movement
if (dx > 0) {
// move right - copy from right to left
dst = (byte *)pixels + (pitch - format.bytesPerPixel);
src = dst - (dx * format.bytesPerPixel);
for (y = 0; y < height; y++) {
for (x = dx; x < w; x++) {
if (format.bytesPerPixel == 1) {
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-- = *src--;
} else if (format.bytesPerPixel == 2) {
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*(uint16 *)dst = *(const 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
src -= 2;
dst -= 2;
} else if (format.bytesPerPixel == 4) {
*(uint32 *)dst = *(const uint32 *)src;
src -= 4;
dst -= 4;
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
}
}
src += pitch + (pitch - dx * format.bytesPerPixel);
dst += pitch + (pitch - dx * format.bytesPerPixel);
}
} else if (dx < 0) {
// move left - copy from left to right
dst = (byte *)pixels;
src = dst - (dx * format.bytesPerPixel);
for (y = 0; y < height; y++) {
for (x = -dx; x < w; x++) {
if (format.bytesPerPixel == 1) {
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++ = *src++;
} else if (format.bytesPerPixel == 2) {
2010-10-01 20:44:41 +00:00
*(uint16 *)dst = *(const 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
src += 2;
dst += 2;
} else if (format.bytesPerPixel == 4) {
*(uint32 *)dst = *(const uint32 *)src;
src += 4;
dst += 4;
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
}
}
src += pitch - (pitch + dx * format.bytesPerPixel);
dst += pitch - (pitch + dx * format.bytesPerPixel);
}
}
}
void Surface::flipVertical(const Common::Rect &r) {
const int width = r.width() * format.bytesPerPixel;
byte *temp = new byte[width];
for (int y = r.top; y < r.bottom / 2; y++) {
byte *row1 = (byte *)getBasePtr(r.left, y);
byte *row2 = (byte *)getBasePtr(r.left, r.bottom - y - 1);
memcpy(temp, row1, width);
memcpy(row1, row2, width);
memcpy(row2, temp, width);
}
delete[] temp;
}
void Surface::flipHorizontal(const Common::Rect &r) {
uint32 tmp = 0;
const int width = r.width() * format.bytesPerPixel;
for (int y = r.top; y < r.bottom; ++y) {
byte *row = (byte *)getBasePtr(r.left, y);
for (int x = 0; x < width / 2; x += format.bytesPerPixel) {
memcpy(&tmp, row + x, format.bytesPerPixel);
memcpy(row + x, row + width - format.bytesPerPixel - x, format.bytesPerPixel);
memcpy(row + width - format.bytesPerPixel - x, &tmp, format.bytesPerPixel);
}
}
}
bool Surface::applyColorKey(uint8 rKey, uint8 gKey, uint8 bKey, bool overwriteAlpha) {
return Graphics::applyColorKey((byte *)pixels, (const byte *)pixels, pitch, pitch, w, h, format,
overwriteAlpha, rKey, gKey, bKey, rKey, gKey, bKey);
}
bool Surface::applyColorKey(uint8 rKey, uint8 gKey, uint8 bKey, bool overwriteAlpha,
uint8 rNew, uint8 gNew, uint8 bNew) {
return Graphics::applyColorKey((byte *)pixels, (const byte *)pixels, pitch, pitch, w, h, format,
overwriteAlpha, rKey, gKey, bKey, rNew, gNew, bNew);
}
bool Surface::setAlpha(uint8 alpha, bool skipTransparent) {
return Graphics::setAlpha((byte *)pixels, (const byte *)pixels, pitch, pitch, w, h, format,
skipTransparent, alpha);
}
AlphaType Surface::detectAlpha() const {
if (format.isCLUT8() || format.aBits() == 0)
return ALPHA_OPAQUE;
const uint32 mask = format.ARGBToColor(0xff, 0, 0, 0);
AlphaType alphaType = ALPHA_OPAQUE;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
uint32 pixel = getPixel(x, y);
if ((pixel & mask) != mask) {
if ((pixel & mask) == 0)
alphaType = ALPHA_BINARY;
else
return ALPHA_FULL;
}
}
}
return alphaType;
}
Graphics::Surface *Surface::scale(int16 newWidth, int16 newHeight, bool filtering) const {
Graphics::Surface *target = new Graphics::Surface();
target->create(newWidth, newHeight, format);
if (filtering) {
scaleBlitBilinear((byte *)target->getPixels(), (const byte *)getPixels(), target->pitch, pitch, target->w, target->h, w, h, format);
} else {
scaleBlit((byte *)target->getPixels(), (const byte *)getPixels(), target->pitch, pitch, target->w, target->h, w, h, format);
}
return target;
}
Graphics::Surface *Surface::rotoscale(const TransformStruct &transform, bool filtering) const {
Common::Point newHotspot;
Common::Rect rect = TransformTools::newRect(Common::Rect((int16)w, (int16)h), transform, &newHotspot);
Graphics::Surface *target = new Graphics::Surface();
target->create((uint16)rect.right - rect.left, (uint16)rect.bottom - rect.top, this->format);
if (filtering) {
rotoscaleBlitBilinear((byte *)target->getPixels(), (const byte *)getPixels(), target->pitch, pitch, target->w, target->h, w, h, format, transform, newHotspot);
} else {
rotoscaleBlit((byte *)target->getPixels(), (const byte *)getPixels(), target->pitch, pitch, target->w, target->h, w, h, format, transform, newHotspot);
}
return target;
}
void Surface::convertToInPlace(const PixelFormat &dstFormat, const byte *palette, uint16 paletteCount) {
// Do not convert to the same format and ignore empty surfaces.
if (format == dstFormat || pixels == 0) {
return;
}
if (format.bytesPerPixel == 0 || format.bytesPerPixel > 4)
error("Surface::convertToInPlace(): Can only convert from 1Bpp, 2Bpp, 3Bpp, and 4Bpp but have %dbpp", format.bytesPerPixel);
if (dstFormat.bytesPerPixel == 0 || dstFormat.bytesPerPixel == 1 || dstFormat.bytesPerPixel > 4)
error("Surface::convertToInPlace(): Can only convert to 2Bpp, 3Bpp and 4Bpp but requested %dbpp", dstFormat.bytesPerPixel);
// In case the surface data needs more space allocate it.
if (dstFormat.bytesPerPixel > format.bytesPerPixel) {
void *const newPixels = realloc(pixels, w * h * dstFormat.bytesPerPixel);
if (!newPixels) {
error("Surface::convertToInPlace(): Out of memory");
}
pixels = newPixels;
}
// We take advantage of the fact that pitch is always w * format.bytesPerPixel.
// This is assured by the logic of Surface::create.
// We need to handle 1 Bpp surfaces special here.
if (format.bytesPerPixel == 1) {
uint32 map[256];
assert(palette);
convertPaletteToMap(map, palette, paletteCount, dstFormat);
crossBlitMap((byte *)pixels, (const byte *)pixels, w * dstFormat.bytesPerPixel, pitch, w, h, dstFormat.bytesPerPixel, map);
} else {
crossBlit((byte *)pixels, (const byte *)pixels, w * dstFormat.bytesPerPixel, pitch, w, h, dstFormat, format);
}
// In case the surface data got smaller, free up some memory.
if (dstFormat.bytesPerPixel < format.bytesPerPixel) {
void *const newPixels = realloc(pixels, w * h * dstFormat.bytesPerPixel);
if (!newPixels) {
error("Surface::convertToInPlace(): Freeing memory failed");
}
pixels = newPixels;
}
// Update the surface specific data.
format = dstFormat;
pitch = w * dstFormat.bytesPerPixel;
}
Graphics::Surface *Surface::convertTo(const PixelFormat &dstFormat, const byte *srcPalette, int srcPaletteCount, const byte *dstPalette, int dstPaletteCount, DitherMethod method) const {
assert(pixels);
Graphics::Surface *surface = new Graphics::Surface();
// If the target format is the same, just copy
if (format == dstFormat) {
if (dstFormat.bytesPerPixel == 1) { // Checking if dithering could be skipped
if (!srcPalette // No palette is specified
|| !dstPalette // No dst palette
|| (srcPaletteCount == dstPaletteCount // palettes are the same
&& !memcmp(srcPalette, dstPalette, srcPaletteCount * 3))) {
surface->copyFrom(*this);
return surface;
}
}
}
if (format.bytesPerPixel == 0 || format.bytesPerPixel > 4)
error("Surface::convertTo(): Can only convert from 1Bpp, 2Bpp, 3Bpp, and 4Bpp but have %dbpp", format.bytesPerPixel);
if (dstFormat.bytesPerPixel == 0 || dstFormat.bytesPerPixel > 4)
error("Surface::convertTo(): Can only convert to 1Bpp, 2Bpp, 3Bpp and 4Bpp but requested %dbpp", dstFormat.bytesPerPixel);
surface->create(w, h, dstFormat);
// We are here when we are converting from a higher bpp or palettes are different
if (dstFormat.bytesPerPixel == 1) {
ditherFloyd(srcPalette, srcPaletteCount, surface, dstPalette, dstPaletteCount, method,
dstFormat);
return surface;
}
const byte *src = (const byte *)getPixels();
byte *dst = (byte *)surface->getPixels();
if (format.bytesPerPixel == 1) {
// Converting from paletted to high color
assert(srcPalette);
uint32 map[256];
convertPaletteToMap(map, srcPalette, srcPaletteCount, dstFormat);
crossBlitMap(dst, src, surface->pitch, pitch, w, h, dstFormat.bytesPerPixel, map);
} else {
// Converting from high color to high color
crossBlit(dst, src, surface->pitch, pitch, w, h, dstFormat, format);
}
return surface;
}
void Surface::debugPrint(int debuglevel, int width, int height, int x, int y, int scale, int maxwidth, const byte *palette) const {
// 012 3456789abcdef
const char *gradient = " .:\';+*<?F7RQ&%#";
if (width <= 0) width = w;
if (height <= 0) height = h;
if (x < 0) x = 0;
if (y < 0) y = 0;
maxwidth -= 2; // Compensate for the frame
if (maxwidth < 0) maxwidth = 80;
if (scale < 1) {
scale = MAX(1, (width + maxwidth - 1) / maxwidth);
}
x = MIN<int>(x, w);
y = MIN<int>(y, h);
int tox = MIN<int>(x + width, w);
int toy = MIN<int>(y + height, h);
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debug(debuglevel, "Surface: %d x %d, bpp: %d, format: %s, address: %p", w, h, format.bytesPerPixel, format.toString().c_str(), (const void *)this);
debug(debuglevel, "displaying: %d x %d @ %d,%d, scale: %d", width, height, x, y, scale);
debugN(debuglevel, "+");
for (int xx = x; xx < tox; xx += scale)
debugN(debuglevel, "-");
debug(debuglevel, "+");
for (int yy = y; yy < toy; yy += scale) {
debugN(debuglevel, "|");
for (int xx = x; xx < tox; xx += scale) {
double grayscale = 0.0;
int pixelcount = 0;
for (int ys = 0; ys < scale && yy + ys < h; ys++) {
const byte *srcRow = (const byte *)getBasePtr(xx, yy + ys);
for (int xs = 0; xs < scale && xx + xs < w; xs++) {
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byte r = 0, g = 0, b = 0, a = 0;
uint32 color = 0;
switch (format.bytesPerPixel) {
case 1: {
byte index = *srcRow;
if (palette) {
r = palette[index * 3];
g = palette[index * 3 + 1];
b = palette[index * 3 + 2];
} else {
r = g = b = index;
}
a = 0xff;
}
break;
case 2:
color = READ_UINT16(srcRow);
break;
case 3:
color = READ_UINT24(srcRow);
break;
case 4:
color = READ_UINT32(srcRow);
break;
default:
error("Surface::debugPrint: Unsupported bpp: %d", format.bytesPerPixel);
}
if (format.bytesPerPixel > 1)
format.colorToARGB(color, a, r, g, b);
grayscale += (0.29 * r + 0.58 * g + 0.11 * b) / 3.0;
pixelcount++;
srcRow += format.bytesPerPixel;
}
}
debugN(debuglevel, "%c", gradient[(int)(grayscale / pixelcount / 16)]);
}
debug(debuglevel, "|");
}
debugN(debuglevel, "+");
for (int xx = x; xx < tox; xx += scale)
debugN(debuglevel, "-");
debug(debuglevel, "+");
}
/*******************************************
*
* Dithering
*
*******************************************/
static void updatePixel(byte *surf, int x, int y, int w, int h, int qr, int qg, int qb, int qq, int qdiv) {
if (x >= w || y >= h)
return;
byte *ptr = &surf[x * 3 + y * w * 3];
ptr[0] = CLIP(ptr[0] + qr * qq / qdiv, 0, 255);
ptr[1] = CLIP(ptr[1] + qg * qq / qdiv, 0, 255);
ptr[2] = CLIP(ptr[2] + qb * qq / qdiv, 0, 255);
}
void Surface::ditherFloyd(const byte *srcPalette, int srcPaletteCount, Surface *dstSurf, const byte *dstPalette, int dstPaletteCount,
DitherMethod method, const PixelFormat &dstFormat) const {
byte *tmpSurf = (byte *)malloc(w * h * 3);
int bpp = format.bytesPerPixel;
for (int y = 0; y < h; y++) {
const byte *src = (const byte *)getBasePtr(0, y);
byte *dst = &tmpSurf[y * w * 3];
byte r, g, b;
for (int x = 0; x < w; x++) {
uint32 color;
switch (bpp) {
case 1:
color = *src * 3;
src += 1;
r = srcPalette[color + 0]; g = srcPalette[color + 1]; b = srcPalette[color + 2];
break;
case 2:
color = *((const uint16 *)src);
src += 2;
format.colorToRGB(color, r, g, b);
break;
case 3:
color = *((const uint32 *)src);
color >>= 8;
src += 3;
format.colorToRGB(color, r, g, b);
break;
case 4:
color = *((const uint32 *)src);
src += 4;
format.colorToRGB(color, r, g, b);
break;
default:
error("Surface::ditherFloydImage(): Unsupported bit depth: %d", bpp);
}
dst[0] = r; dst[1] = g; dst[2] = b;
dst += 3;
}
}
struct DitherParams {
int dy, dx, qq;
};
const DitherParams paramsNaive[] = {
{ 0, 0, 0 }
};
const DitherParams paramsFloyd[] = {
{ 0, +1, 7 },
{ 1, -1, 3 },
{ 1, 0, 5 },
{ 1, +1, 1 },
{ 0, 0, 0 }
};
const DitherParams paramsAtkinson[] = {
{ 0, +1, 1 },
{ 0, +2, 1 },
{ 1, -1, 1 },
{ 1, 0, 1 },
{ 1, +1, 1 },
{ 2, 0, 1 },
{ 0, 0, 0 }
};
const DitherParams paramsBurkes[] = {
{ 0, +1, 8 },
{ 0, +2, 4 },
{ 1, -2, 2 },
{ 1, -1, 4 },
{ 1, 0, 8 },
{ 1, +1, 4 },
{ 1, +2, 2 },
{ 0, 0, 0 }
};
const DitherParams paramsFalseFloyd[] = {
{ 0, +1, 3 },
{ 1, 0, 3 },
{ 1, +1, 2 },
{ 0, 0, 0 }
};
const DitherParams paramsSierra[] = {
{ 0, 1, 5 },
{ 0, 2, 3 },
{ 1, -2, 2 },
{ 1, -1, 4 },
{ 1, 0, 5 },
{ 1, 1, 4 },
{ 1, 2, 2 },
{ 2, -1, 2 },
{ 2, 0, 3 },
{ 2, 1, 2 },
{ 0, 0, 0 }
};
const DitherParams paramsSierraTwoRow[] = {
{ 0, 1, 4 },
{ 0, 2, 3 },
{ 1, -2, 1 },
{ 1, -1, 2 },
{ 1, 0, 3 },
{ 1, 1, 2 },
{ 1, 2, 1 },
{ 0, 0, 0 }
};
const DitherParams paramsSierraLite[] = {
{ 0, 1, 2 },
{ 1, -1, 1 },
{ 1, 0, 1 },
{ 0, 0, 0 }
};
const DitherParams paramsStucki[] = {
{ 0, 1, 8 },
{ 0, 2, 4 },
{ 1, -2, 2 },
{ 1, -1, 4 },
{ 1, 0, 8 },
{ 1, 1, 4 },
{ 1, 2, 2 },
{ 2, -2, 1 },
{ 2, -1, 2 },
{ 2, 0, 4 },
{ 2, 1, 2 },
{ 2, 2, 1 },
{ 0, 0, 0 }
};
const DitherParams paramsJarvis[] = {
{ 0, 1, 7 },
{ 0, 2, 5 },
{ 1, -2, 3 },
{ 1, -1, 5 },
{ 1, 0, 7 },
{ 1, 1, 5 },
{ 1, 2, 3 },
{ 2, -2, 1 },
{ 2, -1, 3 },
{ 2, 0, 5 },
{ 2, 1, 3 },
{ 2, 2, 1 },
{ 0, 0, 0 }
};
struct DitherAlgos {
const char *name;
const DitherParams *params;
int qdiv;
} const algos[] = {
{ "Naive", paramsNaive, 1 },
{ "Floyd-Steinberg", paramsFloyd, 16 },
{ "Atkinson", paramsAtkinson, 8 },
{ "Burkes", paramsBurkes, 32 },
{ "False Floyd-Steinberg",paramsFalseFloyd, 8 },
{ "Sierra", paramsSierra, 32 },
{ "Sierra 2", paramsSierraTwoRow, 16 },
{ "Sierra Lite", paramsSierraLite, 4 },
{ "Stucki", paramsStucki, 42 },
{ "Jarvis-Judice-Ninke ", paramsJarvis, 48 },
{ nullptr, nullptr, 0 }
};
if (dstPalette) {
PaletteLookup _paletteLookup;
_paletteLookup.setPalette(dstPalette, dstPaletteCount);
for (int y = 0; y < h; y++) {
const byte *src = &tmpSurf[y * w * 3];
byte *dst = (byte *)dstSurf->getBasePtr(0, y);
for (int x = 0; x < w; x++) {
byte r = src[0], g = src[1], b = src[2];
byte col = _paletteLookup.findBestColor(r, g, b);
*dst = col;
int qr = r - dstPalette[col * 3 + 0];
int qg = g - dstPalette[col * 3 + 1];
int qb = b - dstPalette[col * 3 + 2];
const DitherParams *params = algos[method].params;
for (int i = 0; params[i].dx != 0 || params[i].dy != 0; i++)
updatePixel(tmpSurf, x + params[i].dx, y + params[i].dy, w, h, qr, qg, qb, params[i].qq, algos[method].qdiv);
src += 3;
dst++;
}
}
} else if (dstFormat == PixelFormat(1, 3, 3, 2, 0, 5, 2, 0, 0) || dstFormat == PixelFormat(1, 1, 2, 1, 0, 3, 1, 0, 0)) {
const int rShift = dstFormat.rLoss - dstFormat.rShift;
const int gShift = dstFormat.gLoss - dstFormat.gShift;
const int bShift = dstFormat.bLoss - dstFormat.bShift;
const int rMask = dstFormat.rMax() << dstFormat.rShift;
const int gMask = dstFormat.gMax() << dstFormat.gShift;
const int bMask = dstFormat.bMax() << dstFormat.bShift;
const int rLossMask = (1 << dstFormat.rLoss) - 1;
const int gLossMask = (1 << dstFormat.gLoss) - 1;
const int bLossMask = (1 << dstFormat.bLoss) - 1;
for (int y = 0; y < h; y++) {
const byte *src = &tmpSurf[y * w * 3];
byte *dst = (byte *)dstSurf->getBasePtr(0, y);
for (int x = 0; x < w; x++) {
byte r = src[0], g = src[1], b = src[2];
*dst = ((r >> rShift) & rMask) | ((g >> gShift) & gMask) | ((b >> bShift) & bMask);
int qr = r & rLossMask;
int qg = g & gLossMask;
int qb = b & bLossMask;
const DitherParams *params = algos[method].params;
for (int i = 0; params[i].dx != 0 || params[i].dy != 0; i++)
updatePixel(tmpSurf, x + params[i].dx, y + params[i].dy, w, h, qr, qg, qb, params[i].qq, algos[method].qdiv);
src += 3;
dst++;
}
}
} else
error("Unsupported dithering target format or missing palette");
::free(tmpSurf);
}
/*******************************************
*
* Flood Fill
*
*******************************************/
FloodFill::FloodFill(Graphics::Surface *surface, uint32 oldColor, uint32 fillColor, bool maskMode) {
_surface = surface;
_oldColor = oldColor;
_fillColor = fillColor;
_w = surface->w;
_h = surface->h;
_mask = nullptr;
_maskMode = maskMode;
if (_maskMode) {
_mask = new Graphics::Surface();
_mask->create(_w, _h, surface->format); // Uses calloc()
}
_visited = (byte *)calloc(_w * _h, 1);
}
FloodFill::~FloodFill() {
while(!_queue.empty()) {
Common::Point *p = _queue.front();
delete p;
_queue.pop_front();
}
free(_visited);
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if (_mask) {
_mask->free();
delete _mask;
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}
}
void FloodFill::addSeed(int x, int y) {
if (x >= 0 && x < _w && y >= 0 && y < _h) {
if (!_visited[y * _w + x]) {
_visited[y * _w + x] = 1;
void *src = _surface->getBasePtr(x, y);
void *dst;
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bool changed = false;
if (_maskMode)
dst = _mask->getBasePtr(x, y);
else
dst = src;
if (_surface->format.bytesPerPixel == 1) {
if (*((byte *)src) == _oldColor) {
*((byte *)dst) = _maskMode ? 255 : _fillColor;
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changed = true;
}
} else if (_surface->format.bytesPerPixel == 2) {
if (READ_UINT16(src) == _oldColor) {
if (!_maskMode)
WRITE_UINT16(src, _fillColor);
else
*((uint16 *)dst) = 0xffff;
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changed = true;
}
} else if (_surface->format.bytesPerPixel == 4) {
if (READ_UINT32(src) == _oldColor) {
if (!_maskMode)
WRITE_UINT32(src, _fillColor);
else
*((uint32 *)dst) = 0xffffffff;
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changed = true;
}
} else {
error("Unsupported bpp in FloodFill, got %d", _surface->format.bytesPerPixel);
}
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if (changed) {
Common::Point *pt = new Common::Point(x, y);
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_queue.push_back(pt);
}
}
}
}
void FloodFill::fill() {
while (!_queue.empty()) {
Common::Point *p = _queue.front();
_queue.pop_front();
addSeed(p->x , p->y - 1);
addSeed(p->x - 1, p->y );
addSeed(p->x , p->y + 1);
addSeed(p->x + 1, p->y );
delete p;
}
}
void FloodFill::fillMask() {
_maskMode = true;
if (!_mask) {
_mask = new Graphics::Surface();
_mask->create(_w, _h, _surface->format); // Uses calloc()
}
fill();
}
} // End of namespace Graphics