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https://github.com/libretro/scummvm.git
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5658e71f4d
cutscenes and the "dummy" (subtitles and voice-over) mode. Several tweaks and cleanups were made in this process, and there may very well be regressions, but it should be stable enough to commit. svn-id: r23420
555 lines
15 KiB
C++
555 lines
15 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#include "common/stdafx.h"
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#include "common/endian.h"
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#include "common/system.h"
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#include "graphics/primitives.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/screen.h"
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namespace Sword2 {
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#define MILLISECSPERCYCLE 83
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#define RENDERAVERAGETOTAL 4
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void Screen::updateRect(Common::Rect *r) {
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_vm->_system->copyRectToScreen(_buffer + r->top * _screenWide + r->left,
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_screenWide, r->left, r->top, r->right - r->left,
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r->bottom - r->top);
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}
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void Screen::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect) {
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if (!r->intersects(*clipRect))
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return;
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byte *src = s->data;
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if (r->top < clipRect->top) {
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src -= BLOCKWIDTH * (r->top - clipRect->top);
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r->top = clipRect->top;
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}
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if (r->left < clipRect->left) {
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src -= (r->left - clipRect->left);
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r->left = clipRect->left;
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}
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if (r->bottom > clipRect->bottom)
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r->bottom = clipRect->bottom;
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if (r->right > clipRect->right)
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r->right = clipRect->right;
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byte *dst = _buffer + r->top * _screenWide + r->left;
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int i;
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if (s->transparent) {
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for (i = 0; i < r->bottom - r->top; i++) {
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for (int j = 0; j < r->right - r->left; j++) {
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if (src[j])
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dst[j] = src[j];
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}
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src += BLOCKWIDTH;
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dst += _screenWide;
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}
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} else {
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for (i = 0; i < r->bottom - r->top; i++) {
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memcpy(dst, src, r->right - r->left);
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src += BLOCKWIDTH;
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dst += _screenWide;
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}
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}
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}
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// There are two different separate functions for scaling the image - one fast
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// and one good. Or at least that's the theory. I'm sure there are better ways
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// to scale an image than this. The latter is used at the highest graphics
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// quality setting. Note that the "good" scaler takes an extra parameter, a
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// pointer to the area of the screen where the sprite will be drawn.
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//
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// This code isn't quite like the original DrawSprite(), but should be close
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// enough.
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void Screen::scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight) {
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int x, y;
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for (x = 0; x < dstWidth; x++)
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_xScale[x] = (x * srcWidth) / dstWidth;
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for (y = 0; y < dstHeight; y++)
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_yScale[y] = (y * srcHeight) / dstHeight;
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for (y = 0; y < dstHeight; y++) {
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for (x = 0; x < dstWidth; x++) {
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dst[x] = src[_yScale[y] * srcPitch + _xScale[x]];
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}
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dst += dstPitch;
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}
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}
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void Screen::scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
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for (int y = 0; y < dstHeight; y++) {
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for (int x = 0; x < dstWidth; x++) {
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uint8 c1, c2, c3, c4;
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uint32 xPos = (x * srcWidth) / dstWidth;
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uint32 yPos = (y * srcHeight) / dstHeight;
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uint32 xFrac = dstWidth - (x * srcWidth) % dstWidth;
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uint32 yFrac = dstHeight - (y * srcHeight) % dstHeight;
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byte *srcPtr = src + yPos * srcPitch + xPos;
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byte *backPtr = backbuf + y * _screenWide + x;
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bool transparent = true;
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if (*srcPtr) {
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c1 = *srcPtr;
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transparent = false;
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} else
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c1 = *backPtr;
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if (x < dstWidth - 1) {
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if (*(srcPtr + 1)) {
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c2 = *(srcPtr + 1);
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transparent = false;
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} else
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c2 = *(backPtr + 1);
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} else
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c2 = c1;
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if (y < dstHeight - 1) {
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if (*(srcPtr + srcPitch)) {
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c3 = *(srcPtr + srcPitch);
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transparent = false;
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} else
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c3 = *(backPtr + _screenWide);
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} else
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c3 = c1;
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if (x < dstWidth - 1 && y < dstHeight - 1) {
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if (*(srcPtr + srcPitch + 1)) {
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c4 = *(srcPtr + srcPitch + 1);
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transparent = false;
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} else
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c4 = *(backPtr + _screenWide + 1);
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} else
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c4 = c3;
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if (!transparent) {
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uint32 r1 = _palette[c1 * 4 + 0];
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uint32 g1 = _palette[c1 * 4 + 1];
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uint32 b1 = _palette[c1 * 4 + 2];
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uint32 r2 = _palette[c2 * 4 + 0];
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uint32 g2 = _palette[c2 * 4 + 1];
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uint32 b2 = _palette[c2 * 4 + 2];
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uint32 r3 = _palette[c3 * 4 + 0];
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uint32 g3 = _palette[c3 * 4 + 1];
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uint32 b3 = _palette[c3 * 4 + 2];
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uint32 r4 = _palette[c4 * 4 + 0];
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uint32 g4 = _palette[c4 * 4 + 1];
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uint32 b4 = _palette[c4 * 4 + 2];
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uint32 r5 = (r1 * xFrac + r2 * (dstWidth - xFrac)) / dstWidth;
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uint32 g5 = (g1 * xFrac + g2 * (dstWidth - xFrac)) / dstWidth;
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uint32 b5 = (b1 * xFrac + b2 * (dstWidth - xFrac)) / dstWidth;
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uint32 r6 = (r3 * xFrac + r4 * (dstWidth - xFrac)) / dstWidth;
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uint32 g6 = (g3 * xFrac + g4 * (dstWidth - xFrac)) / dstWidth;
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uint32 b6 = (b3 * xFrac + b4 * (dstWidth - xFrac)) / dstWidth;
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uint32 r = (r5 * yFrac + r6 * (dstHeight - yFrac)) / dstHeight;
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uint32 g = (g5 * yFrac + g6 * (dstHeight - yFrac)) / dstHeight;
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uint32 b = (b5 * yFrac + b6 * (dstHeight - yFrac)) / dstHeight;
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dst[y * dstWidth + x] = quickMatch(r, g, b);
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} else
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dst[y * dstWidth + x] = 0;
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}
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}
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}
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/**
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* Plots a point relative to the top left corner of the screen. This is only
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* used for debugging.
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* @param x x-coordinate of the point
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* @param y y-coordinate of the point
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* @param colour colour of the point
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*/
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void Screen::plotPoint(int x, int y, uint8 colour) {
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byte *buf = _buffer + MENUDEEP * RENDERWIDE;
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x -= _scrollX;
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y -= _scrollY;
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if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP) {
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buf[y * RENDERWIDE + x] = colour;
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markAsDirty(x, y + MENUDEEP, x, y + MENUDEEP);
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}
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}
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static void plot(int x, int y, int colour, void *data) {
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Screen *screen = (Screen *)data;
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screen->plotPoint(x, y, (uint8) colour);
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}
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/**
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* Draws a line from one point to another. This is only used for debugging.
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* @param x0 x-coordinate of the start point
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* @param y0 y-coordinate of the start point
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* @param x1 x-coordinate of the end point
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* @param y1 y-coordinate of the end point
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* @param colour colour of the line
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*/
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void Screen::drawLine(int x0, int y0, int x1, int y1, uint8 colour) {
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Graphics::drawLine(x0, y0, x1, y1, colour, &plot, this);
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}
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/**
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* This function tells the driver the size of the background screen for the
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* current location.
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* @param w width of the current location
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* @param h height of the current location
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*/
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void Screen::setLocationMetrics(uint16 w, uint16 h) {
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_locationWide = w;
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_locationDeep = h;
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setNeedFullRedraw();
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}
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/**
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* Draws a parallax layer at the current position determined by the scroll. A
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* parallax can be either foreground, background or the main screen.
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*/
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void Screen::renderParallax(byte *ptr, int16 l) {
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Parallax p;
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int16 x, y;
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Common::Rect r;
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p.read(ptr);
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if (_locationWide == _screenWide)
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x = 0;
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else
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x = ((int32)((p.w - _screenWide) * _scrollX) / (int32)(_locationWide - _screenWide));
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if (_locationDeep == _screenDeep - MENUDEEP * 2)
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y = 0;
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else
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y = ((int32)((p.h - (_screenDeep - MENUDEEP * 2)) * _scrollY) / (int32)(_locationDeep - (_screenDeep - MENUDEEP * 2)));
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Common::Rect clipRect;
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// Leave enough space for the top and bottom menues
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clipRect.left = 0;
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clipRect.right = _screenWide;
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clipRect.top = MENUDEEP;
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clipRect.bottom = _screenDeep - MENUDEEP;
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for (int j = 0; j < _yBlocks[l]; j++) {
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for (int i = 0; i < _xBlocks[l]; i++) {
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if (_blockSurfaces[l][i + j * _xBlocks[l]]) {
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r.left = i * BLOCKWIDTH - x;
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r.right = r.left + BLOCKWIDTH;
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r.top = j * BLOCKHEIGHT - y + MENUDEEP;
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r.bottom = r.top + BLOCKHEIGHT;
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blitBlockSurface(_blockSurfaces[l][i + j * _xBlocks[l]], &r, &clipRect);
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}
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}
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}
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_parallaxScrollX = _scrollX - x;
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_parallaxScrollY = _scrollY - y;
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}
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// Uncomment this when benchmarking the drawing routines.
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#define LIMIT_FRAME_RATE
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/**
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* Initialises the timers before the render loop is entered.
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*/
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void Screen::initialiseRenderCycle() {
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_initialTime = _vm->_system->getMillis();
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_totalTime = _initialTime + MILLISECSPERCYCLE;
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}
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/**
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* This function should be called when the game engine is ready to start the
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* render cycle.
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*/
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void Screen::startRenderCycle() {
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_scrollXOld = _scrollX;
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_scrollYOld = _scrollY;
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_startTime = _vm->_system->getMillis();
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if (_startTime + _renderAverageTime >= _totalTime) {
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_scrollX = _scrollXTarget;
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_scrollY = _scrollYTarget;
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_renderTooSlow = true;
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} else {
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_scrollX = (int16)(_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
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_scrollY = (int16)(_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
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_renderTooSlow = false;
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}
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if (_scrollXOld != _scrollX || _scrollYOld != _scrollY)
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setNeedFullRedraw();
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_framesPerGameCycle = 0;
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}
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/**
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* This function should be called at the end of the render cycle.
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* @return true if the render cycle is to be terminated,
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* or false if it should continue
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*/
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bool Screen::endRenderCycle() {
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static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
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static int32 renderCountIndex = 0;
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int32 time;
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time = _vm->_system->getMillis();
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renderTimeLog[renderCountIndex] = time - _startTime;
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_startTime = time;
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_renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
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_framesPerGameCycle++;
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if (++renderCountIndex == RENDERAVERAGETOTAL)
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renderCountIndex = 0;
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if (_renderTooSlow) {
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initialiseRenderCycle();
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return true;
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}
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if (_startTime + _renderAverageTime >= _totalTime) {
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_totalTime += MILLISECSPERCYCLE;
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_initialTime = time;
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return true;
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}
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#ifdef LIMIT_FRAME_RATE
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if (_scrollXTarget == _scrollX && _scrollYTarget == _scrollY) {
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// If we have already reached the scroll target sleep for the
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// rest of the render cycle.
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_vm->sleepUntil(_totalTime);
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_initialTime = _vm->_system->getMillis();
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_totalTime += MILLISECSPERCYCLE;
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return true;
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}
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#endif
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// This is an attempt to ensure that we always reach the scroll target.
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// Otherwise the game frequently tries to pump out new interpolation
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// frames without ever getting anywhere.
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if (ABS(_scrollX - _scrollXTarget) <= 1 && ABS(_scrollY - _scrollYTarget) <= 1) {
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_scrollX = _scrollXTarget;
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_scrollY = _scrollYTarget;
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} else {
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_scrollX = (int16)(_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
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_scrollY = (int16)(_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
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}
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if (_scrollX != _scrollXOld || _scrollY != _scrollYOld)
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setNeedFullRedraw();
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#ifdef LIMIT_FRAME_RATE
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// Give the other threads some breathing space. This apparently helps
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// against bug #875683, though I was never able to reproduce it for
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// myself.
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_vm->_system->delayMillis(10);
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#endif
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return false;
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}
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/**
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* Reset scrolling stuff. This function is called from initBackground()
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*/
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void Screen::resetRenderEngine() {
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_parallaxScrollX = 0;
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_parallaxScrollY = 0;
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_scrollX = 0;
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_scrollY = 0;
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}
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/**
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* This function should be called five times with either the parallax layer
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* or a NULL pointer in order of background parallax to foreground parallax.
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*/
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int32 Screen::initialiseBackgroundLayer(byte *parallax) {
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Parallax p;
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uint16 i, j, k;
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byte *data;
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byte *dst;
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debug(2, "initialiseBackgroundLayer");
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assert(_layer < MAXLAYERS);
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if (!parallax) {
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_layer++;
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return RD_OK;
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}
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p.read(parallax);
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_xBlocks[_layer] = (p.w + BLOCKWIDTH - 1) / BLOCKWIDTH;
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_yBlocks[_layer] = (p.h + BLOCKHEIGHT - 1) / BLOCKHEIGHT;
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_blockSurfaces[_layer] = (BlockSurface **)calloc(_xBlocks[_layer] * _yBlocks[_layer], sizeof(BlockSurface *));
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if (!_blockSurfaces[_layer])
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return RDERR_OUTOFMEMORY;
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// Decode the parallax layer into a large chunk of memory
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byte *memchunk = (byte *)calloc(_xBlocks[_layer] * _yBlocks[_layer], BLOCKWIDTH * BLOCKHEIGHT);
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if (!memchunk)
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return RDERR_OUTOFMEMORY;
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for (i = 0; i < p.h; i++) {
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uint32 p_offset = READ_LE_UINT32(parallax + Parallax::size() + 4 * i);
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if (!p_offset)
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continue;
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byte *pLine = parallax + p_offset;
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uint16 packets = READ_LE_UINT16(pLine);
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uint16 offset = READ_LE_UINT16(pLine + 2);
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data = pLine + 4;
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dst = memchunk + i * p.w + offset;
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if (!packets) {
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memcpy(dst, data, p.w);
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continue;
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}
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bool zeros = false;
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for (j = 0; j < packets; j++) {
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if (zeros) {
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dst += *data;
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offset += *data;
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data++;
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zeros = false;
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} else if (!*data) {
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data++;
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zeros = true;
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} else {
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uint16 count = *data++;
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memcpy(dst, data, count);
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data += count;
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dst += count;
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offset += count;
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zeros = true;
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}
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}
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}
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// The large memory chunk is now divided into a number of smaller
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// surfaces. For most parallax layers, we'll end up using less memory
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// this way, and it will be faster to draw since completely transparent
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// surfaces are discarded.
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for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
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bool block_has_data = false;
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bool block_is_transparent = false;
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int x = BLOCKWIDTH * (i % _xBlocks[_layer]);
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int y = BLOCKHEIGHT * (i / _xBlocks[_layer]);
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data = memchunk + p.w * y + x;
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for (j = 0; j < BLOCKHEIGHT; j++) {
|
|
for (k = 0; k < BLOCKWIDTH; k++) {
|
|
if (x + k < p.w && y + j < p.h) {
|
|
if (data[j * p.w + k])
|
|
block_has_data = true;
|
|
else
|
|
block_is_transparent = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Only assign a surface to the block if it contains data.
|
|
|
|
if (block_has_data) {
|
|
_blockSurfaces[_layer][i] = (BlockSurface *)malloc(sizeof(BlockSurface));
|
|
|
|
// Copy the data into the surfaces.
|
|
dst = _blockSurfaces[_layer][i]->data;
|
|
for (j = 0; j < BLOCKHEIGHT; j++) {
|
|
memcpy(dst, data, BLOCKWIDTH);
|
|
data += p.w;
|
|
dst += BLOCKWIDTH;
|
|
}
|
|
|
|
_blockSurfaces[_layer][i]->transparent = block_is_transparent;
|
|
|
|
} else
|
|
_blockSurfaces[_layer][i] = NULL;
|
|
}
|
|
|
|
free(memchunk);
|
|
_layer++;
|
|
|
|
return RD_OK;
|
|
}
|
|
|
|
/**
|
|
* Should be called once after leaving the room to free up memory.
|
|
*/
|
|
|
|
void Screen::closeBackgroundLayer() {
|
|
debug(2, "CloseBackgroundLayer");
|
|
|
|
for (int i = 0; i < MAXLAYERS; i++) {
|
|
if (_blockSurfaces[i]) {
|
|
for (int j = 0; j < _xBlocks[i] * _yBlocks[i]; j++)
|
|
if (_blockSurfaces[i][j])
|
|
free(_blockSurfaces[i][j]);
|
|
free(_blockSurfaces[i]);
|
|
_blockSurfaces[i] = NULL;
|
|
}
|
|
}
|
|
|
|
_layer = 0;
|
|
}
|
|
|
|
} // End of namespace Sword2
|