scummvm/engines/sword25/gfx/graphicengine.cpp

461 lines
13 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.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/system.h"
#include "sword25/sword25.h" // for kDebugScript
#include "sword25/gfx/bitmapresource.h"
#include "sword25/gfx/animationresource.h"
#include "sword25/gfx/fontresource.h"
#include "sword25/gfx/panel.h"
#include "sword25/gfx/renderobjectmanager.h"
#include "sword25/gfx/screenshot.h"
#include "sword25/gfx/image/renderedimage.h"
#include "sword25/gfx/image/swimage.h"
#include "sword25/gfx/image/vectorimage.h"
#include "sword25/package/packagemanager.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/gfx/graphicengine.h"
#include "sword25/fmv/movieplayer.h"
#include "sword25/util/lua/lua.h"
#include "sword25/util/lua/lauxlib.h"
enum {
BIT_DEPTH = 32,
BACKBUFFER_COUNT = 1
};
namespace Sword25 {
static const uint FRAMETIME_SAMPLE_COUNT = 5; // Anzahl der Framezeiten über die, die Framezeit gemittelt wird
GraphicEngine::GraphicEngine(Kernel *pKernel) :
_width(0),
_height(0),
_bitDepth(0),
_lastTimeStamp((uint) -1), // max. BS_INT64 um beim ersten Aufruf von _UpdateLastFrameDuration() einen Reset zu erzwingen
_lastFrameDuration(0),
_timerActive(true),
_frameTimeSampleSlot(0),
_thumbnail(NULL),
ResourceService(pKernel) {
_frameTimeSamples.resize(FRAMETIME_SAMPLE_COUNT);
if (!registerScriptBindings())
error("Script bindings could not be registered.");
else
debugC(kDebugScript, "Script bindings registered.");
}
GraphicEngine::~GraphicEngine() {
unregisterScriptBindings();
_backSurface.free();
delete _thumbnail;
}
bool GraphicEngine::init(int width, int height, int bitDepth, int backbufferCount) {
// Warnung ausgeben, wenn eine nicht unterstützte Bittiefe gewählt wurde.
if (bitDepth != BIT_DEPTH) {
warning("Can't use a bit depth of %d (not supported). Falling back to %d.", bitDepth, BIT_DEPTH);
_bitDepth = BIT_DEPTH;
}
// Warnung ausgeben, wenn nicht genau ein Backbuffer gewählt wurde.
if (backbufferCount != BACKBUFFER_COUNT) {
warning("Can't use %d backbuffers (not supported). Falling back to %d.", backbufferCount, BACKBUFFER_COUNT);
backbufferCount = BACKBUFFER_COUNT;
}
// Parameter in lokale Variablen kopieren
_width = width;
_height = height;
_bitDepth = bitDepth;
_screenRect.left = 0;
_screenRect.top = 0;
_screenRect.right = _width;
_screenRect.bottom = _height;
const Graphics::PixelFormat format = g_system->getScreenFormat();
_backSurface.create(width, height, format);
// Standardmäßig ist Vsync an.
setVsync(true);
// Layer-Manager initialisieren.
_renderObjectManagerPtr.reset(new RenderObjectManager(width, height, backbufferCount + 1));
// Hauptpanel erstellen
_mainPanelPtr = _renderObjectManagerPtr->getTreeRoot()->addPanel(width, height, BS_ARGB(0, 0, 0, 0));
if (!_mainPanelPtr.isValid())
return false;
_mainPanelPtr->setVisible(true);
return true;
}
bool GraphicEngine::startFrame(bool updateAll) {
// Berechnen, wie viel Zeit seit dem letzten Frame vergangen ist.
// Dieser Wert kann über GetLastFrameDuration() von Modulen abgefragt werden, die zeitabhängig arbeiten.
updateLastFrameDuration();
// Den Layer-Manager auf den nächsten Frame vorbereiten
_renderObjectManagerPtr->startFrame();
return true;
}
bool GraphicEngine::endFrame() {
#ifndef THEORA_INDIRECT_RENDERING
if (Kernel::getInstance()->getFMV()->isMovieLoaded())
return true;
#endif
_renderObjectManagerPtr->render();
g_system->updateScreen();
return true;
}
RenderObjectPtr<Panel> GraphicEngine::getMainPanel() {
return _mainPanelPtr;
}
void GraphicEngine::setVsync(bool vsync) {
// ScummVM has no concept of VSync
}
bool GraphicEngine::getVsync() const {
warning("STUB: getVsync()");
return true;
}
bool GraphicEngine::fill(const Common::Rect *fillRectPtr, uint color) {
Common::Rect rect(_width - 1, _height - 1);
int ca = (color >> 24) & 0xff;
if (ca == 0)
return true;
int cr = (color >> 16) & 0xff;
int cg = (color >> 8) & 0xff;
int cb = (color >> 0) & 0xff;
if (fillRectPtr) {
rect = *fillRectPtr;
}
if (rect.width() > 0 && rect.height() > 0) {
if (ca == 0xff) {
_backSurface.fillRect(rect, color);
} else {
byte *outo = (byte *)_backSurface.getBasePtr(rect.left, rect.top);
byte *out;
for (int i = rect.top; i < rect.bottom; i++) {
out = outo;
for (int j = rect.left; j < rect.right; j++) {
#if defined(SCUMM_LITTLE_ENDIAN)
*out += (byte)(((cb - *out) * ca) >> 8);
out++;
*out += (byte)(((cg - *out) * ca) >> 8);
out++;
*out += (byte)(((cr - *out) * ca) >> 8);
out++;
*out = 255;
out++;
#else
*out = 255;
out++;
*out += (byte)(((cr - *out) * ca) >> 8);
out++;
*out += (byte)(((cg - *out) * ca) >> 8);
out++;
*out += (byte)(((cb - *out) * ca) >> 8);
out++;
#endif
}
outo += _backSurface.pitch;
}
}
g_system->copyRectToScreen(_backSurface.getBasePtr(rect.left, rect.top), _backSurface.pitch, rect.left, rect.top, rect.width(), rect.height());
}
return true;
}
// -----------------------------------------------------------------------------
// RESOURCE MANAGING
// -----------------------------------------------------------------------------
Resource *GraphicEngine::loadResource(const Common::String &filename) {
assert(canLoadResource(filename));
// Load image for "software buffer". These are images used to dynamically
// add shadows to actors (e.g. when George walks under the shadow of a
// a building)
if (filename.hasSuffix("_s.png")) {
bool result = false;
SWImage *pImage = new SWImage(filename, result);
if (!result) {
delete pImage;
return 0;
}
BitmapResource *pResource = new BitmapResource(filename, pImage);
if (!pResource->isValid()) {
delete pResource;
return 0;
}
return pResource;
}
// Load sprite image. Savegame thumbnails are also loaded here.
if (filename.hasSuffix(".png") || filename.hasSuffix(".b25s") ||
filename.hasPrefix("/saves")) {
bool result = false;
RenderedImage *pImage = new RenderedImage(filename, result);
if (!result) {
delete pImage;
return 0;
}
BitmapResource *pResource = new BitmapResource(filename, pImage);
if (!pResource->isValid()) {
delete pResource;
return 0;
}
return pResource;
}
// Load vector graphics
if (filename.hasSuffix(".swf")) {
debug(2, "VectorImage: %s", filename.c_str());
// Pointer auf Package-Manager holen
PackageManager *pPackage = Kernel::getInstance()->getPackage();
assert(pPackage);
// Datei laden
byte *pFileData;
uint fileSize;
pFileData = pPackage->getFile(filename, &fileSize);
if (!pFileData) {
error("File \"%s\" could not be loaded.", filename.c_str());
return 0;
}
bool result = false;
VectorImage *pImage = new VectorImage(pFileData, fileSize, result, filename);
if (!result) {
delete pImage;
delete[] pFileData;
return 0;
}
BitmapResource *pResource = new BitmapResource(filename, pImage);
if (!pResource->isValid()) {
delete pResource;
delete[] pFileData;
return 0;
}
delete[] pFileData;
return pResource;
}
// Load animation
if (filename.hasSuffix("_ani.xml")) {
AnimationResource *pResource = new AnimationResource(filename);
if (pResource->isValid())
return pResource;
else {
delete pResource;
return 0;
}
}
// Load font
if (filename.hasSuffix("_fnt.xml")) {
FontResource *pResource = new FontResource(Kernel::getInstance(), filename);
if (pResource->isValid())
return pResource;
else {
delete pResource;
return 0;
}
}
error("Service cannot load \"%s\".", filename.c_str());
return 0;
}
// -----------------------------------------------------------------------------
bool GraphicEngine::canLoadResource(const Common::String &filename) {
return filename.hasSuffix(".png") ||
filename.hasSuffix("_ani.xml") ||
filename.hasSuffix("_fnt.xml") ||
filename.hasSuffix(".swf") ||
filename.hasSuffix(".b25s") ||
filename.hasPrefix("/saves");
}
void GraphicEngine::updateLastFrameDuration() {
// Record current time
const uint currentTime = Kernel::getInstance()->getMilliTicks();
// Compute the elapsed time since the last frame and prevent too big ( > 250 msecs) time jumps.
// These can occur when loading save states, during debugging or due to hardware inaccuracies.
_frameTimeSamples[_frameTimeSampleSlot] = static_cast<uint>(currentTime - _lastTimeStamp);
if (_frameTimeSamples[_frameTimeSampleSlot] > 250000)
_frameTimeSamples[_frameTimeSampleSlot] = 250000;
_frameTimeSampleSlot = (_frameTimeSampleSlot + 1) % FRAMETIME_SAMPLE_COUNT;
// Compute the average frame duration over multiple frames to eliminate outliers.
Common::Array<uint>::const_iterator it = _frameTimeSamples.begin();
uint sum = *it;
for (it++; it != _frameTimeSamples.end(); it++)
sum += *it;
_lastFrameDuration = sum * 1000 / FRAMETIME_SAMPLE_COUNT;
// Update m_LastTimeStamp with the current frame's timestamp
_lastTimeStamp = currentTime;
}
bool GraphicEngine::saveThumbnailScreenshot(const Common::String &filename) {
// Note: In ScumMVM, rather than saivng the thumbnail to a file, we store it in memory
// until needed when creating savegame files
delete _thumbnail;
_thumbnail = Screenshot::createThumbnail(&_backSurface);
return true;
}
void GraphicEngine::ARGBColorToLuaColor(lua_State *L, uint color) {
lua_Number components[4] = {
(color >> 16) & 0xff, // Rot
(color >> 8) & 0xff, // Grün
color & 0xff, // Blau
color >> 24, // Alpha
};
lua_newtable(L);
for (uint i = 1; i <= 4; i++) {
lua_pushnumber(L, i);
lua_pushnumber(L, components[i - 1]);
lua_settable(L, -3);
}
}
uint GraphicEngine::luaColorToARGBColor(lua_State *L, int stackIndex) {
#ifdef DEBUG
int __startStackDepth = lua_gettop(L);
#endif
// Sicherstellen, dass wir wirklich eine Tabelle betrachten
luaL_checktype(L, stackIndex, LUA_TTABLE);
// Größe der Tabelle auslesen
uint n = luaL_getn(L, stackIndex);
// RGB oder RGBA Farben werden unterstützt und sonst keine
if (n != 3 && n != 4)
luaL_argcheck(L, 0, stackIndex, "at least 3 of the 4 color components have to be specified");
// Red color component reading
lua_rawgeti(L, stackIndex, 1);
uint red = static_cast<uint>(lua_tonumber(L, -1));
if (!lua_isnumber(L, -1) || red >= 256)
luaL_argcheck(L, 0, stackIndex, "red color component must be an integer between 0 and 255");
lua_pop(L, 1);
// Green color component reading
lua_rawgeti(L, stackIndex, 2);
uint green = static_cast<uint>(lua_tonumber(L, -1));
if (!lua_isnumber(L, -1) || green >= 256)
luaL_argcheck(L, 0, stackIndex, "green color component must be an integer between 0 and 255");
lua_pop(L, 1);
// Blue color component reading
lua_rawgeti(L, stackIndex, 3);
uint blue = static_cast<uint>(lua_tonumber(L, -1));
if (!lua_isnumber(L, -1) || blue >= 256)
luaL_argcheck(L, 0, stackIndex, "blue color component must be an integer between 0 and 255");
lua_pop(L, 1);
// Alpha color component reading
uint alpha = 0xff;
if (n == 4) {
lua_rawgeti(L, stackIndex, 4);
alpha = static_cast<uint>(lua_tonumber(L, -1));
if (!lua_isnumber(L, -1) || alpha >= 256)
luaL_argcheck(L, 0, stackIndex, "alpha color component must be an integer between 0 and 255");
lua_pop(L, 1);
}
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(L));
#endif
return (alpha << 24) | (red << 16) | (green << 8) | blue;
}
bool GraphicEngine::persist(OutputPersistenceBlock &writer) {
writer.write(_timerActive);
bool result = _renderObjectManagerPtr->persist(writer);
return result;
}
bool GraphicEngine::unpersist(InputPersistenceBlock &reader) {
reader.read(_timerActive);
_renderObjectManagerPtr->unpersist(reader);
return reader.isGood();
}
} // End of namespace Sword25