scummvm/sword1/animation.cpp
2004-01-21 08:50:15 +00:00

390 lines
9.4 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "sound/vorbis.h"
#include "sword1/animation.h"
namespace Sword1 {
AnimationState::AnimationState(Screen *scr, SoundMixer *snd, OSystem *sys)
: _scr(scr), _snd(snd), _sys(sys) {
}
AnimationState::~AnimationState() {
#ifdef USE_MPEG2
_snd->stopHandle(bgSound);
if (decoder)
mpeg2_close(decoder);
delete mpgfile;
delete sndfile;
#ifndef BACKEND_8BIT
_sys->hide_overlay();
delete overlay;
#endif
#endif
}
bool AnimationState::init(const char *basename) {
#ifdef USE_MPEG2
char tempFile[512];
decoder = NULL;
mpgfile = NULL;
sndfile = NULL;
bgSoundStream = NULL;
#ifdef BACKEND_8BIT
int i, p;
// Load lookup palettes
// TODO: Binary format so we can use File class
sprintf(tempFile, "%s.pal", basename);
FILE *f = fopen(tempFile, "r");
if (!f) {
warning("Cutscene: %s.pal palette missing", basename);
return false;
}
p = 0;
while (!feof(f)) {
if (fscanf(f, "%i %i", &palettes[p].end, &palettes[p].cnt) != 2)
break;
for (i = 0; i < palettes[p].cnt; i++) {
int r, g, b;
fscanf(f, "%i", &r);
fscanf(f, "%i", &g);
fscanf(f, "%i", &b);
palettes[p].pal[4 * i] = r;
palettes[p].pal[4 * i + 1] = g;
palettes[p].pal[4 * i + 2] = b;
palettes[p].pal[4 * i + 3] = 0;
}
for (; i < 256; i++) {
palettes[p].pal[4 * i] = 0;
palettes[p].pal[4 * i + 1] = 0;
palettes[p].pal[4 * i + 2] = 0;
palettes[p].pal[4 * i + 3] = 0;
}
p++;
}
fclose(f);
palnum = 0;
maxPalnum = p;
_sys->set_palette(palettes[palnum].pal, 0, 256);
lut = lut2 = lookup[0];
curpal = -1;
cr = 0;
buildLookup(palnum, 256);
lut2 = lookup[1];
lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2);
#else
buildLookup2();
overlay = (NewGuiColor*)calloc(640 * 400, sizeof(NewGuiColor));
_sys->show_overlay();
#endif
// Open MPEG2 stream
mpgfile = new File();
sprintf(tempFile, "%s.mp2", basename);
if (!mpgfile->open(tempFile)) {
warning("Cutscene: Could not open %s", tempFile);
return false;
}
// Load and configure decoder
decoder = mpeg2_init();
if (decoder == NULL) {
warning("Cutscene: Could not allocate an MPEG2 decoder");
return false;
}
info = mpeg2_info(decoder);
framenum = 0;
ticks = _sys->get_msecs();
/* Play audio - TODO: Sync with video?*/
#ifdef USE_VORBIS
// Another TODO: There is no reason that this only allows OGG, and not
// MP3, or any other format the mixer might support one day... is
// there?
sndfile = new File;
sprintf(tempFile, "%s.ogg", basename);
if (sndfile->open(tempFile)) {
bgSoundStream = makeVorbisStream(sndfile, sndfile->size());
_snd->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1);
}
#endif
return true;
#else /* USE_MPEG2 */
return false;
#endif
}
#ifdef BACKEND_8BIT
/**
* Build 'Best-Match' RGB lookup table
*/
void AnimationState::buildLookup(int p, int lines) {
int y, cb;
int r, g, b, ii;
if (p >= maxPalnum)
return;
if (p != curpal) {
curpal = p;
cr = 0;
pos = 0;
}
if (cr >= BITDEPTH)
return;
for (ii = 0; ii < lines; ii++) {
r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
for (cb = 0; cb < BITDEPTH; cb++) {
g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
for (y = 0; y < BITDEPTH; y++) {
int idx, bst = 0;
int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]);
for (idx = 1; idx < 256; idx++) {
long d2 = 2 * SQR(r - palettes[p].pal[4 * idx]) + 4 * SQR(g - palettes[p].pal[4 * idx + 1]) + SQR(b - palettes[p].pal[4 * idx + 2]);
if (d2 < dis) {
bst = idx;
dis = d2;
}
}
lut2[pos++] = bst;
r += (1 << SHIFT);
g += (1 << SHIFT);
b += (1 << SHIFT);
}
r -= 256;
}
cr++;
if (cr >= BITDEPTH)
return;
}
}
bool AnimationState::checkPaletteSwitch() {
// if we have reached the last image with this palette, switch to new one
if (framenum == palettes[palnum].end) {
unsigned char *l = lut2;
palnum++;
_sys->set_palette(palettes[palnum].pal, 0, 256);
lutcalcnum = (BITDEPTH + palettes[palnum].end - (framenum + 1) + 2) / (palettes[palnum].end - (framenum + 1) + 2);
lut2 = lut;
lut = l;
return true;
}
return false;
}
#else
bool AnimationState::lookupInit = false;
NewGuiColor AnimationState::lookup2[BITDEPTH * BITDEPTH * 256];
void AnimationState::buildLookup2() {
if (lookupInit) return;
lookupInit = true;
int y, cb, cr;
int r, g, b;
int pos = 0;
for (cr = 0; cr < BITDEPTH; cr++) {
for (cb = 0; cb < BITDEPTH; cb++) {
for (y = 0; y < 256; y++) {
r = ((y-16) * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
g = ((y-16) * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
b = ((y-16) * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
if (r < 0) r = 0;
if (r > 255) r = 255;
if (g < 0) g = 0;
if (g > 255) g = 255;
if (b < 0) b = 0;
if (b > 255) b = 255;
lookup2[pos++] = _sys->RGBToColor(r, g, b);
}
}
}
}
void AnimationState::plotYUV(NewGuiColor *lut, int width, int height, byte *const *dat) {
NewGuiColor *ptr = overlay + (400-height)/2 * 640 + (640-width)/2;
int x, y;
int ypos = 0;
int cpos = 0;
int linepos = 0;
for (y = 0; y < height; y += 2) {
for (x = 0; x < width; x += 2) {
int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * BITDEPTH) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * 256;
cpos++;
ptr[linepos ] = lut[i + dat[0][ ypos ]];
ptr[640 + linepos++] = lut[i + dat[0][width + ypos++]];
ptr[linepos ] = lut[i + dat[0][ ypos ]];
ptr[640 + linepos++] = lut[i + dat[0][width + ypos++]];
}
linepos += (2 * 640 - width);
ypos += width;
}
_sys->copy_rect_overlay(overlay, 640, 0, 40, 640, 400);
}
#endif
bool AnimationState::decodeFrame() {
#ifdef USE_MPEG2
mpeg2_state_t state;
const mpeg2_sequence_t *sequence_i;
size_t size = (size_t) -1;
do {
state = mpeg2_parse(decoder);
sequence_i = info->sequence;
switch (state) {
case STATE_BUFFER:
size = mpgfile->read(buffer, BUFFER_SIZE);
mpeg2_buffer(decoder, buffer, buffer + size);
break;
case STATE_SLICE:
case STATE_END:
if (info->display_fbuf) {
/* simple audio video sync code:
* we calculate the actual frame by taking the delivered audio samples
* we add 2 frames as the number of samples delivered is higher than the
* number actually played due to buffering
*
* we then try to stay inside +- 1 frame of this calculated frame number by
* dropping frames if we run behind and delaying if we are too fast
*/
#ifdef BACKEND_8BIT
if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
(bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
_scr->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1)
_sys->delay_msecs(10);
} else {
ticks += 83;
while (_sys->get_msecs() < ticks)
_sys->delay_msecs(10);
}
} else
warning("dropped frame %i", framenum);
buildLookup(palnum + 1, lutcalcnum);
#else
if ((bgSoundStream == NULL) || (bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
plotYUV(lookup2, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1)
_sys->delay_msecs(10);
} else {
ticks += 83;
while (_sys->get_msecs() < ticks)
_sys->delay_msecs(10);
}
} else
warning("dropped frame %i", framenum);
#endif
framenum++;
return true;
}
break;
default:
break;
}
} while (size);
#endif
return false;
}
/**
* Plays an animated cutscene.
* @param filename the file name of the cutscene file
* @param text the subtitles and voiceovers for the cutscene
* @param musicOut lead-out music
*/
void MoviePlayer::play(const char *filename) {
#ifdef USE_MPEG2
AnimationState *anim = new AnimationState(_scr, _snd, _sys);
if (anim->init(filename)) {
while (anim->decodeFrame()) {
#ifndef BACKEND_8BIT
_sys->update_screen();
#endif
// FIXME: check for ESC and abbort animation be just returning from the function
}
}
delete anim;
#endif
}
} // End of namespace Sword2