scummvm/engines/saga/render.cpp
athrxx 2db289f419 SAGA: (ITE/PC98) - implement dual layer rendering
- The Japanese font is drawn in double resolution on the top layer. The rest of the graphics gets drawn in standard VGA resolution on the bottom layer, then scaled 2x and merged with the top layer.
- Adjust mouse handling. In dual layer mode the event manager reports mouse coordinates in double resolution, so these have to be scaled down.
2020-11-22 19:02:43 +01:00

335 lines
9.3 KiB
C++

/* 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.
*
*/
// Main rendering loop
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/font.h"
#include "saga/gfx.h"
#include "saga/interface.h"
#include "saga/objectmap.h"
#include "saga/puzzle.h"
#include "saga/render.h"
#include "saga/scene.h"
#include "common/timer.h"
#include "common/system.h"
namespace Saga {
const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore.";
const char *pauseStringITE = "PAWS GAME";
const char *pauseStringIHNM = "Game Paused";
Render::Render(SagaEngine *vm, OSystem *system) {
_vm = vm;
_system = system;
_initialized = false;
_fullRefresh = true;
_dualSurface = (vm->getLanguage() == Common::JA_JPN);
#ifdef SAGA_DEBUG
// Initialize FPS timer callback
_vm->getTimerManager()->installTimerProc(&fpsTimerCallback, 1000000, this, "sagaFPS");
#endif
_backGroundSurface.create(_vm->getDisplayInfo().width, _vm->getDisplayInfo().height, Graphics::PixelFormat::createFormatCLUT8());
if (_dualSurface)
_mergeSurface.create(_vm->getDisplayInfo().width << 1, _vm->getDisplayInfo().height << 1, Graphics::PixelFormat::createFormatCLUT8());
_flags = 0;
_initialized = true;
}
Render::~Render() {
#ifdef SAGA_DEBUG
_vm->getTimerManager()->removeTimerProc(&fpsTimerCallback);
#endif
_backGroundSurface.free();
_mergeSurface.free();
_initialized = false;
}
bool Render::initialized() {
return _initialized;
}
void Render::drawScene() {
Point mousePoint;
Point textPoint;
int curMode = _vm->_interface->getMode();
assert(_initialized);
#ifdef SAGA_DEBUG
_renderedFrameCount++;
#endif
// Get mouse coordinates
mousePoint = _vm->mousePos();
if (!_fullRefresh)
restoreChangedRects();
else
_dirtyRects.clear();
if (!(_flags & (RF_DEMO_SUBST | RF_MAP) || curMode == kPanelPlacard)) {
if (_vm->_interface->getFadeMode() != kFadeOut) {
// Display scene background
if (!(_flags & RF_DISABLE_ACTORS) || _vm->getGameId() == GID_ITE)
_vm->_scene->draw();
if (_vm->_scene->isITEPuzzleScene()) {
_vm->_puzzle->movePiece(mousePoint);
_vm->_actor->drawSpeech();
} else {
// Draw queued actors
if (!(_flags & RF_DISABLE_ACTORS))
_vm->_actor->drawActors();
}
// WORKAROUND
// Bug #2886130: "ITE: Graphic Glitches during Cat Tribe Celebration"
if (_vm->_scene->currentSceneNumber() == 274) {
_vm->_interface->drawStatusBar();
}
#ifdef SAGA_DEBUG
if (getFlags() & RF_OBJECTMAP_TEST) {
if (_vm->_scene->_objectMap)
_vm->_scene->_objectMap->draw(mousePoint, kITEColorBrightWhite, kITEColorBlack);
if (_vm->_scene->_actionMap)
_vm->_scene->_actionMap->draw(mousePoint, kITEColorRed, kITEColorBlack);
}
#endif
#ifdef ACTOR_DEBUG
if (getFlags() & RF_ACTOR_PATH_TEST) {
_vm->_actor->drawPathTest();
}
#endif
}
} else {
_fullRefresh = true;
}
if (_flags & RF_MAP)
_vm->_interface->mapPanelDrawCrossHair();
if ((curMode == kPanelOption) ||
(curMode == kPanelQuit) ||
(curMode == kPanelLoad) ||
(curMode == kPanelSave)) {
_vm->_interface->drawOption();
if (curMode == kPanelQuit) {
_vm->_interface->drawQuit();
}
if (curMode == kPanelLoad) {
_vm->_interface->drawLoad();
}
if (curMode == kPanelSave) {
_vm->_interface->drawSave();
}
}
if (curMode == kPanelProtect) {
_vm->_interface->drawProtect();
}
// Draw queued text strings
_vm->_scene->drawTextList();
// Handle user input
_vm->processInput();
#ifdef SAGA_DEBUG
// Display rendering information
if (_flags & RF_SHOW_FPS) {
char txtBuffer[20];
sprintf(txtBuffer, "%d", _fps);
textPoint.x = _vm->_gfx->getBackBufferWidth() - _vm->_font->getStringWidth(kKnownFontSmall, txtBuffer, 0, kFontOutline);
textPoint.y = 2;
_vm->_font->textDraw(kKnownFontSmall, txtBuffer, textPoint, kITEColorBrightWhite, kITEColorBlack, kFontOutline);
}
#endif
// Display "paused game" message, if applicable
if (_flags & RF_RENDERPAUSE) {
const char *pauseString = (_vm->getGameId() == GID_ITE) ? pauseStringITE : pauseStringIHNM;
textPoint.x = (_vm->_gfx->getBackBufferWidth() - _vm->_font->getStringWidth(kKnownFontPause, pauseString, 0, kFontOutline)) / 2;
textPoint.y = 90;
_vm->_font->textDraw(kKnownFontPause, pauseString, textPoint,
_vm->KnownColor2ColorId(kKnownColorBrightWhite), _vm->KnownColor2ColorId(kKnownColorBlack), kFontOutline);
}
// Update user interface
_vm->_interface->update(mousePoint, UPDATE_MOUSEMOVE);
#ifdef SAGA_DEBUG
// Display text formatting test, if applicable
if (_flags & RF_TEXT_TEST) {
Rect rect(mousePoint.x, mousePoint.y, mousePoint.x + 100, mousePoint.y + 50);
_vm->_font->textDrawRect(kKnownFontMedium, test_txt, rect,
kITEColorBrightWhite, kITEColorBlack, (FontEffectFlags)(kFontOutline | kFontCentered));
}
// Display palette test, if applicable
if (_flags & RF_PALETTE_TEST) {
_vm->_gfx->drawPalette();
}
#endif
drawDirtyRects();
_system->updateScreen();
// TODO: Change this to false to use dirty rectangles
// Still quite buggy
_fullRefresh = true;
}
void Render::addDirtyRect(Common::Rect r) {
if (_fullRefresh)
return;
// Clip rectangle
r.clip(_backGroundSurface.w, _backGroundSurface.h);
// If it is empty after clipping, we are done
if (r.isEmpty())
return;
// Check if the new rectangle is contained within another in the list
Common::List<Common::Rect>::iterator it;
for (it = _dirtyRects.begin(); it != _dirtyRects.end(); ) {
// If we find a rectangle which fully contains the new one,
// we can abort the search.
if (it->contains(r))
return;
// Conversely, if we find rectangles which are contained in
// the new one, we can remove them
if (r.contains(*it))
it = _dirtyRects.erase(it);
else
++it;
}
// If we got here, we can safely add r to the list of dirty rects.
if (_vm->_interface->getFadeMode() != kFadeOut)
_dirtyRects.push_back(r);
}
#define mCopyRectToScreen(x, y, w, h) \
if (_dualSurface) { \
scale2xAndMergeOverlay(x, y, w, h); \
_system->copyRectToScreen(_mergeSurface.getPixels(), _mergeSurface.pitch, x << 1, y << 1, w << 1, h << 1); \
} else \
_system->copyRectToScreen(_vm->_gfx->getBackBufferPixels(), _vm->_gfx->getBackBufferWidth(), x, y, w, h)
void Render::restoreChangedRects() {
if (!_fullRefresh) {
for (Common::List<Common::Rect>::const_iterator it = _dirtyRects.begin(); it != _dirtyRects.end(); ++it) {
//_backGroundSurface.frameRect(*it, 1); // DEBUG
if (_vm->_interface->getFadeMode() != kFadeOut) {
mCopyRectToScreen(it->left, it->top, it->width(), it->height());
}
}
}
_dirtyRects.clear();
}
void Render::drawDirtyRects() {
if (!_fullRefresh) {
for (Common::List<Common::Rect>::const_iterator it = _dirtyRects.begin(); it != _dirtyRects.end(); ++it) {
//_backGroundSurface.frameRect(*it, 2); // DEBUG
if (_vm->_interface->getFadeMode() != kFadeOut) {
mCopyRectToScreen(it->left, it->top, it->width(), it->height());
}
}
} else {
mCopyRectToScreen(0, 0, _backGroundSurface.w, _backGroundSurface.h);
}
_dirtyRects.clear();
}
#undef mCopyRectToScreen
void Render::scale2xAndMergeOverlay(int x, int y, int w, int h) {
int src0Pitch = _vm->_gfx->getBackBufferPitch();
int src1Pitch = _vm->_gfx->getSJISBackBufferPitch();
int dst1Pitch = _mergeSurface.pitch;
const byte *src00 = _vm->_gfx->getBackBufferPixels() + y * src0Pitch + x;
const byte *src10 = _vm->_gfx->getSJISBackBufferPixels() + y * 2 * src1Pitch + x * 2;
const byte *src11 = src10 + src1Pitch;
byte *dst10 = (byte*)_mergeSurface.getBasePtr(x << 1, y << 1);
byte *dst11 = dst10 + dst1Pitch;
src0Pitch -= w;
src1Pitch += (src1Pitch - (w << 1));
dst1Pitch += (dst1Pitch - (w << 1));
while (h--) {
for (int i = 0; i < w; ++i) {
// v0: pixels from "normal" surface that have to be scaled
// v1: pixels from hires text surface that go on top
uint8 v0 = *src00++;
uint8 v1 = *src10++;
*dst10++ = v1 ? v1 : v0;
v1 = *src10++;
*dst10++ = v1 ? v1 : v0;
v1 = *src11++;
*dst11++ = v1 ? v1 : v0;
v1 = *src11++;
*dst11++ = v1 ? v1 : v0;
}
src00 += src0Pitch;
src10 += src1Pitch;
src11 += src1Pitch;
dst10 += dst1Pitch;
dst11 += dst1Pitch;
}
}
#ifdef SAGA_DEBUG
void Render::fpsTimerCallback(void *refCon) {
((Render *)refCon)->fpsTimer();
}
void Render::fpsTimer() {
// CHECKME: This is potentially called from a different thread because it is
// called from a timer callback. However, it does not seem to take any
// precautions to avoid race conditions.
_fps = _renderedFrameCount;
_renderedFrameCount = 0;
}
#endif
} // End of namespace Saga