mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 12:16:59 +00:00
14378cb56e
svn-id: r13410
377 lines
9.1 KiB
C++
377 lines
9.1 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002-2004 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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* 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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* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "common/stdafx.h"
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#include "graphics/animation.h"
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#include "common/file.h"
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#include "sound/audiostream.h"
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namespace Graphics {
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BaseAnimationState::BaseAnimationState(SoundMixer *snd, OSystem *sys, int width, int height)
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: _snd(snd), _sys(sys), MOVIE_WIDTH(width), MOVIE_HEIGHT(height) {
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}
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BaseAnimationState::~BaseAnimationState() {
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#ifdef USE_MPEG2
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_snd->stopHandle(bgSound);
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if (decoder)
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mpeg2_close(decoder);
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delete mpgfile;
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delete sndfile;
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#ifndef BACKEND_8BIT
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_sys->hideOverlay();
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free(overlay);
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#endif
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if (bgSoundStream)
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delete bgSoundStream;
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#endif
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}
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bool BaseAnimationState::init(const char *name) {
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#ifdef USE_MPEG2
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char tempFile[512];
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decoder = NULL;
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mpgfile = NULL;
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sndfile = NULL;
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bgSoundStream = NULL;
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#ifdef BACKEND_8BIT
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uint i, p;
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// Load lookup palettes
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sprintf(tempFile, "%s.pal", name);
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File f;
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if (!f.open(tempFile)) {
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warning("Cutscene: %s palette missing", tempFile);
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return false;
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}
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p = 0;
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while (1) {
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palettes[p].end = f.readUint16LE();
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palettes[p].cnt = f.readUint16LE();
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if (f.ioFailed())
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break;
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for (i = 0; i < palettes[p].cnt; i++) {
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palettes[p].pal[4 * i] = f.readByte();
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palettes[p].pal[4 * i + 1] = f.readByte();
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palettes[p].pal[4 * i + 2] = f.readByte();
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palettes[p].pal[4 * i + 3] = 0;
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}
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for (; i < 256; i++) {
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palettes[p].pal[4 * i] = 0;
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palettes[p].pal[4 * i + 1] = 0;
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palettes[p].pal[4 * i + 2] = 0;
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palettes[p].pal[4 * i + 3] = 0;
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}
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p++;
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}
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f.close();
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palnum = 0;
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maxPalnum = p;
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setPalette(palettes[palnum].pal);
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lut = lut2 = lookup[0];
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curpal = -1;
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cr = 0;
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buildLookup(palnum, 256);
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lut2 = lookup[1];
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lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2);
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#else
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buildLookup();
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overlay = (OverlayColor*)calloc(MOVIE_WIDTH * MOVIE_HEIGHT, sizeof(OverlayColor));
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_sys->showOverlay();
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#endif
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// Open MPEG2 stream
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mpgfile = new File();
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sprintf(tempFile, "%s.mp2", name);
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if (!mpgfile->open(tempFile)) {
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warning("Cutscene: Could not open %s", tempFile);
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return false;
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}
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// Load and configure decoder
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decoder = mpeg2_init();
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if (decoder == NULL) {
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warning("Cutscene: Could not allocate an MPEG2 decoder");
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return false;
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}
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info = mpeg2_info(decoder);
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framenum = 0;
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frameskipped = 0;
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ticks = _sys->get_msecs();
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// Play audio
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sndfile = new File();
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bgSoundStream = AudioStream::openStreamFile(name, sndfile);
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if (bgSoundStream != NULL) {
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_snd->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1, false);
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} else {
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warning("Cutscene: Could not open Audio Track for %s", name);
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}
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return true;
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#else /* USE_MPEG2 */
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return false;
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#endif
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}
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bool BaseAnimationState::decodeFrame() {
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#ifdef USE_MPEG2
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mpeg2_state_t state;
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const mpeg2_sequence_t *sequence_i;
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size_t size = (size_t) -1;
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do {
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state = mpeg2_parse(decoder);
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sequence_i = info->sequence;
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switch (state) {
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case STATE_BUFFER:
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size = mpgfile->read(buffer, BUFFER_SIZE);
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mpeg2_buffer(decoder, buffer, buffer + size);
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break;
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case STATE_SLICE:
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case STATE_END:
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if (info->display_fbuf) {
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/* simple audio video sync code:
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* we calculate the actual frame by taking the elapsed audio time and try
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* to stay inside +- 1 frame of this calculated frame number by dropping
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* frames if we run behind and delaying if we are too fast
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*/
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/* Avoid deadlock is sound was too far ahead */
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if (bgSoundStream && !bgSound.isActive())
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return false;
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if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
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((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1) ||
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frameskipped > 10) {
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if (frameskipped > 10) {
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warning("force frame %i redraw", framenum);
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frameskipped = 0;
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}
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drawYUV(sequence_i->width, sequence_i->height, info->display_fbuf->buf);
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if (bgSoundStream) {
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while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
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_sys->delay_msecs(10);
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} else {
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ticks += 83;
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while (_sys->get_msecs() < ticks)
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_sys->delay_msecs(10);
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// FIXME: This used to be used for the Sword2 version of this
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// method. I do not see any compelling reason why it should be
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// used, but maybe I am wrong; so if you know more, either
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// remove this comment, or change the implementation of the
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// method to use "sleepUntil" for BS2.
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//_vm->sleepUntil(ticks);
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}
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} else {
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warning("dropped frame %i", framenum);
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frameskipped++;
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}
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#ifdef BACKEND_8BIT
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buildLookup(palnum + 1, lutcalcnum);
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#endif
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framenum++;
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return true;
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}
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break;
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default:
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break;
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}
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} while (size);
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#endif
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return false;
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}
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bool BaseAnimationState::checkPaletteSwitch() {
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#ifdef BACKEND_8BIT
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// if we have reached the last image with this palette, switch to new one
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if (framenum == palettes[palnum].end) {
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unsigned char *l = lut2;
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palnum++;
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setPalette(palettes[palnum].pal);
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lutcalcnum = (BITDEPTH + palettes[palnum].end - (framenum + 1) + 2) / (palettes[palnum].end - (framenum + 1) + 2);
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lut2 = lut;
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lut = l;
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return true;
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}
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#endif
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return false;
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}
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#ifdef BACKEND_8BIT
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/**
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* Build 'Best-Match' RGB lookup table
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*/
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void BaseAnimationState::buildLookup(int p, int lines) {
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int y, cb;
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int r, g, b, ii;
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if (p >= maxPalnum)
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return;
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if (p != curpal) {
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curpal = p;
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cr = 0;
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pos = 0;
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}
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if (cr > BITDEPTH)
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return;
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for (ii = 0; ii < lines; ii++) {
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r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
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for (cb = 0; cb <= BITDEPTH; cb++) {
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g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
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b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
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for (y = 0; y <= BITDEPTH; y++) {
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int idx, bst = 0;
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int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]);
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for (idx = 1; idx < 256; idx++) {
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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]);
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if (d2 < dis) {
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bst = idx;
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dis = d2;
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}
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}
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lut2[pos++] = bst;
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r += (1 << SHIFT);
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g += (1 << SHIFT);
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b += (1 << SHIFT);
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}
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r -= (BITDEPTH+1)*(1 << SHIFT);
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}
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cr++;
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if (cr > BITDEPTH)
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return;
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}
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}
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#else
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OverlayColor *BaseAnimationState::lookup = 0;
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/**
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* This function should be called when the screen changes to invalidate and,
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* optionally, rebuild the lookup table.
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* @param rebuild If true, rebuild the table.
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*/
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// FIXME: We will need to call the function from the game's main event loop
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// as well, not just the cutscene players' ones.
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// FIXME: It would be nice with a heuristic to check if the table really does
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// need to be rebuilt.
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void BaseAnimationState::invalidateLookup(bool rebuild) {
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free(lookup);
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lookup = 0;
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if (rebuild)
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buildLookup();
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}
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void BaseAnimationState::buildLookup() {
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if (lookup)
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return;
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lookup = (OverlayColor *)calloc((BITDEPTH+1) * (BITDEPTH+1) * 256, sizeof(OverlayColor));
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int y, cb, cr;
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int r, g, b;
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int pos = 0;
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for (cr = 0; cr <= BITDEPTH; cr++) {
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for (cb = 0; cb <= BITDEPTH; cb++) {
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for (y = 0; y < 256; y++) {
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r = ((y - 16) * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
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g = ((y - 16) * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
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b = ((y - 16) * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
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if (r < 0) r = 0;
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else if (r > 255) r = 255;
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if (g < 0) g = 0;
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else if (g > 255) g = 255;
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if (b < 0) b = 0;
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else if (b > 255) b = 255;
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lookup[pos++] = _sys->RGBToColor(r, g, b);
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}
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}
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}
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}
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void BaseAnimationState::plotYUV(OverlayColor *lut, int width, int height, byte *const *dat) {
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OverlayColor *ptr = overlay + (MOVIE_HEIGHT - height) / 2 * MOVIE_WIDTH + (MOVIE_WIDTH - width) / 2;
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int x, y;
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int ypos = 0;
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int cpos = 0;
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int linepos = 0;
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for (y = 0; y < height; y += 2) {
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for (x = 0; x < width; x += 2) {
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int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * (BITDEPTH+1)) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * 256;
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cpos++;
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ptr[linepos ] = lut[i + dat[0][ ypos ]];
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ptr[MOVIE_WIDTH + linepos++] = lut[i + dat[0][width + ypos++]];
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ptr[linepos ] = lut[i + dat[0][ ypos ]];
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ptr[MOVIE_WIDTH + linepos++] = lut[i + dat[0][width + ypos++]];
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}
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linepos += (2 * MOVIE_WIDTH - width);
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ypos += width;
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}
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}
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#endif
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} // End of namespace Graphics
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