scummvm/sword2/driver/render.cpp
Jonathan Gray dc6aa9912c bs2 driver
svn-id: r9212
2003-07-28 01:47:41 +00:00

1284 lines
28 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
//=============================================================================
//
// Filename : render.c
// Created : 26th September 1996
// By : P.R.Porter
//
// Summary : This module holds the functions which deal with rendering
// the background and parallax layers, and controlling the
// speed of the scroll (number of frames)
//
// Version Date By Description
// ------- --------- --- -----------------------------------------------
// 1.0 26-Sep-96 PRP The functions have been moved here from d_draw
// because this is a more sensible place for them.
//
// 1.1 04-Oct-96 PRP Added direct path to ddraw.h
//
// 1.2 09-Oct-96 PRP Moved SOFTWARE_SCREEN_BUFFER into driver96.h,
// and renamed to RD_SOFTWARESCREENBUFFER.
//
// 1.3 23-Oct-96 PRP Moved definition of _parallaxLine structure to
// render.h. Got rid of the divide by zero error.
//
// 1.4 05-Nov-96 PRP Moved defines of RENDERWIDE, RENDERDEEP, etc.,
// to render.h
//
// 1.5 15-Nov-96 PRP Definition of menu size is now obtained from
// menu.h
//
// 1.6 18-Nov-96 PRP Changed the direct draw interface to
// IDirectDraw2. Added the PlotPoint and
// DrawLine functions.
//
// 1,7 21-Nov-96 PRP Implemented the DrawLine function.
//
// 1.8 24-Jan-97 PRP Added parallaxScrollx and parallaxScrolly to
// define the offset for linking sprites to
// parallax layers.
//
// 1.9 06-Feb-97 PRP Added rendering functions to draw from display
// memory. Made the code switchable so that if
// the hardware is not available, the old software
// rendering functions are used.
//
// 1.10 06-Feb-97 PRP Fixed a bug with releasing the surfaces for a
// room.
//
// 1.11 06-Feb-97 PRP Implemented PlotPoint and DrawLine for hardware
// version.
//
// 1.12 07-Feb-97 PRP Implemented function to restore the background
// layers. Changed the layer rendering code to
// restore the layers when they've gone.
//
// 1.13 07-Feb-97 PRP Fixed a bug in the layer renderer, which
// dropped out when the first block in a layer was
// blank.
//
// 1.14 10-Feb-97 PRP Changed the calls to the direct draw error
// reporting code, and made the rendering dependant
// upon the hardware functions availability.
//
// 1.15 12-Feb-97 PRP Fixed rendering position bug.
//
// 1.16 18-Mar-97 PRP Fixed the smooth scroll, and render timing.
// Added a function to initialise the render timer
//
// 1.17 18-Mar-97 PRP Added code to profile the rendering functions.
//
// 1.18 04-Apr-97 PRP Restored the primary surface and back buffer
// before the parallax layers.
//
// 1.19 07-Apr-97 PRP No changes.
//
// 1.20 08-Apr-97 JEL Made location wide and location deep global.
//
// 1.21 10-Apr-97 PRP Added the return value RDERR_LOCKFAILED to
// the CopyScreenBuffer function.
//
// 1.22 11-Apr-97 PRP Added function to clear the software render
// buffer.
//
// 1.23 11-Apr-97 PRP Fixed benign redefinition of type bug
//
// 1.24 13-Jun-97 PRP Fixed switching between hardware and software
// rendering during gameplay.
//
// 1.25 30-Jun-97 JEL Tried to fix sc23 sprite position bug, but no changes made in the end
//
// 1.26 08-July-97 JEL Fixed bug in RenderParallax for when not gotTheFocus, to prevent crash when switching task in NT
//
// Functions
// ---------
//
// ---------------------------------------------------------------------------
//
// int32 RenderParallax(_parallax *p, int16 layer)
//
// Draws a parallax layer at the current position determined by the scroll.
// A parallax can be either foreground, background or the main screen.
//
// ---------------------------------------------------------------------------
//
// int32 CopyScreenBuffer(void)
//
// Copies the screen buffer to screen memory. This function should be called
// when the drawing should be done to the back buffer. It only does this
// when we are using a software screen buffer.
//
// ---------------------------------------------------------------------------
//
// int32 SetScrollTarget(int16 sx, int16 sy)
//
// Sets the scroll target position for the end of the game cycle. The drivers
// will then automatically scroll as many times as it can to reach this
// position in the allotted time.
//
// --------------------------------------------------------------------------
//
// int32 StartRenderCycle(void)
//
// This function should be called when the game engine is ready to start
// the render cycle.
//
// --------------------------------------------------------------------------
//
// int32 EndRenderCycle(BOOL *end)
//
// This function should be called at the end of the render cycle. If the
// render cycle is to be terminated, the function sets *end to 1. Otherwise,
// the render cycle should continue.
//
// --------------------------------------------------------------------------
//
// int32 SetLocationMetrics(uint16 w, uint16 h)
//
// This function tells the drivers the size of the background screen for the
// current location.
//
// --------------------------------------------------------------------------
//
// int32 PlotPoint(uint16 x, uint16 y, uint8 colour)
//
// Plots the point x,y in relation to the top left corner of the background.
//
// --------------------------------------------------------------------------
//
// int32 DrawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour)
//
// Draws a line from the point x1,y1 to x2,y2 of the specified colour.
//
// --------------------------------------------------------------------------
//
// int32 InitialiseBackgroundLayer(_parallax *p)
//
// This function should be called five times with either the parallax layer
// or a NULL pointer in order of background parallax to foreground parallax.
//
// --------------------------------------------------------------------------
//
// int32 CloseBackgroundLayer(void)
//
// Should be called once after leaving a room to free up video memory.
//
// --------------------------------------------------------------------------
//
// int32 PlotDots(int16 x, int16 y, int16 count)
//
// Plots 'count' dots at the position x,y.
//
//=============================================================================
#define WIN32_LEAN_AND_MEAN
//#include <windows.h>
//#include <windowsx.h>
//#include <mmsystem.h>
#include <stdio.h>
//#include "ddraw.h"
#include "driver96.h"
#include "d_draw.h"
#include "rdwin.h"
#include "_mouse.h"
#include "render.h"
#include "menu.h"
#define MILLISECSPERCYCLE 83
#if PROFILING == 1
int32 profileCopyScreenBuffer = 0;
int32 profileRenderLayers = 0;
int32 profileSpriteRender = 0;
int32 profileDecompression = 0;
#endif
uint8 myScreenBuffer[RENDERWIDE * RENDERDEEP];
// Scroll variables. scrollx and scrolly hold the current scroll position,
// and scrollxTarget and scrollyTarget are the target position for the end
// of the game cycle.
//int16 scrollx;
//int16 scrolly;
extern int16 scrollx;
extern int16 scrolly;
int16 parallaxScrollx;
int16 parallaxScrolly;
int16 locationWide;
int16 locationDeep;
static int16 scrollxTarget;
static int16 scrollyTarget;
static int16 scrollxOld;
static int16 scrollyOld;
static uint16 layer = 0;
#define RENDERAVERAGETOTAL 4
int32 renderCountIndex = 0;
int32 renderTimeLog[RENDERAVERAGETOTAL] = {60, 60, 60, 60};
int32 initialTime;
int32 startTime;
int32 originTime;
int32 totalTime;
int32 renderAverageTime = 60;
int32 framesPerGameCycle;
int32 renderTooSlow;
#define BLOCKWIDTH 64
#define BLOCKHEIGHT 64
#define BLOCKWBITS 6
#define BLOCKHBITS 6
#define MAXLAYERS 5
uint8 xblocks[MAXLAYERS];
uint8 yblocks[MAXLAYERS];
uint8 restoreLayer[MAXLAYERS];
//LPDIRECTDRAWSURFACE *blockSurfaces[MAXLAYERS] = {0,0,0,0,0};
int32 RestoreBackgroundLayer(_parallax *p, int16 l)
{
warning("stub RestoreBackgroundLayer %d", l);
/*
int16 oldLayer = layer;
int16 i;
layer = l;
if (blockSurfaces[l])
{
for (i=0; i<xblocks[l] * yblocks[l]; i++)
if (*(blockSurfaces[l]+i))
IDirectDrawSurface2_Release(*(blockSurfaces[l] + i));
free(blockSurfaces[l]);
blockSurfaces[l] = NULL;
}
RestoreSurfaces();
InitialiseBackgroundLayer(p);
layer = oldLayer;
*/
return(RD_OK);
}
int32 PlotPoint(uint16 x, uint16 y, uint8 colour)
{
warning("stub PlotPoint( %d, %d, %d )", x, y, colour);
/*
int16 newx, newy;
newx = x - scrollx;
newy = y - scrolly;
if ((newx < 0) || (newx > RENDERWIDE) || (newy < 0) || (newy > RENDERDEEP))
{
return(RD_OK);
}
if (renderCaps & RDBLTFX_ALLHARDWARE)
{
DDSURFACEDESC ddsd;
HRESULT hr;
ddsd.dwSize = sizeof(DDSURFACEDESC);
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
RestoreSurfaces();
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
}
if (hr == DD_OK)
{
*((uint8 *) ddsd.lpSurface + (newy + 40) * ddsd.lPitch + newx) = colour;
IDirectDrawSurface2_Unlock(lpBackBuffer, ddsd.lpSurface);
}
}
else
myScreenBuffer[newy * RENDERWIDE + newx] = colour;
*/
return(RD_OK);
}
// Uses Bressnham's incremental algorithm!
int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour)
{
warning("stub DrawLine( %d, %d, %d, %d, %d )", x0, y0, x1, y1, colour);
/*
int dx, dy;
int dxmod, dymod;
int ince, incne;
int d;
int x, y;
int addTo;
DDSURFACEDESC ddsd;
HRESULT hr;
x1 -= scrollx;
y1 -= scrolly;
x0 -= scrollx;
y0 -= scrolly;
// Lock the surface if we're rendering to the back buffer.
if (renderCaps & RDBLTFX_ALLHARDWARE)
{
ddsd.dwSize = sizeof(DDSURFACEDESC);
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
RestoreSurfaces();
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
}
if (hr != DD_OK)
return(RD_OK);
(uint8 *) ddsd.lpSurface += (40 * ddsd.lPitch);
}
//Make sure we're going from left to right
if (x1 < x0)
{
x = x1;
x1 = x0;
x0 = x;
y = y1;
y1 = y0;
y0 = y;
}
dx = x1 - x0;
dy = y1 - y0;
if (dx < 0)
dxmod = -dx;
else
dxmod = dx;
if (dy < 0)
dymod = -dy;
else
dymod = dy;
if (dxmod >= dymod)
{
if (dy > 0)
{
d = 2 * dy - dx;
ince = 2 * dy;
incne = 2 * (dy - dx);
x = x0;
y = y0;
if ((x >= 0) && (x < RENDERWIDE) && (y >= 0) && (y < RENDERDEEP))
if (renderCaps & RDBLTFX_ALLHARDWARE)
*((uint8 *) ddsd.lpSurface + y * ddsd.lPitch + x) = colour;
else
myScreenBuffer[y * RENDERWIDE + x] = colour;
while (x < x1)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
}
if ((x >= 0) && (x < RENDERWIDE) && (y >= 0) && (y < RENDERDEEP))
if (renderCaps & RDBLTFX_ALLHARDWARE)
*((uint8 *) ddsd.lpSurface + y * ddsd.lPitch + x) = colour;
else
myScreenBuffer[y * RENDERWIDE + x] = colour;
}
}
else
{
addTo = y0;
y0 = 0;
y1 -= addTo;
y1 = -y1;
dy = y1 - y0;
d = 2 * dy - dx;
ince = 2 * dy;
incne = 2 * (dy - dx);
x = x0;
y = y0;
if ((x >= 0) && (x < RENDERWIDE) && (addTo - y >= 0) && (addTo - y < RENDERDEEP))
if (renderCaps & RDBLTFX_ALLHARDWARE)
*((uint8 *) ddsd.lpSurface + (addTo - y) * ddsd.lPitch + x) = colour;
else
myScreenBuffer[(addTo - y) * RENDERWIDE + x] = colour;
while (x < x1)
{
if (d <= 0)
{
d += ince;
x += 1;
}
else
{
d += incne;
x += 1;
y += 1;
}
if ((x >= 0) && (x < RENDERWIDE) && (addTo - y >= 0) && (addTo - y < RENDERDEEP))
if (renderCaps & RDBLTFX_ALLHARDWARE)
*((uint8 *) ddsd.lpSurface + (addTo - y) * ddsd.lPitch + x) = colour;
else
myScreenBuffer[(addTo - y) * RENDERWIDE + x] = colour;
}
}
}
else
{
//OK, y is now going to be the single increment.
// Ensure the line is going top to bottom
if (y1 < y0)
{
x = x1;
x1 = x0;
x0 = x;
y = y1;
y1 = y0;
y0 = y;
}
dx = x1 - x0;
dy = y1 - y0;
if (dx > 0)
{
d = 2 * dx - dy;
ince = 2 * dx;
incne = 2 * (dx - dy);
x = x0;
y = y0;
if ((x >= 0) && (x < RENDERWIDE) && (y >= 0) && (y < RENDERDEEP))
if (renderCaps & RDBLTFX_ALLHARDWARE)
*((uint8 *) ddsd.lpSurface + y * ddsd.lPitch + x) = colour;
else
myScreenBuffer[y * RENDERWIDE + x] = colour;
while (y < y1)
{
if (d <= 0)
{
d += ince;
y += 1;
}
else
{
d += incne;
x += 1;
y += 1;
}
if ((x >= 0) && (x < RENDERWIDE) && (y >= 0) && (y < RENDERDEEP))
if (renderCaps & RDBLTFX_ALLHARDWARE)
*((uint8 *) ddsd.lpSurface + y * ddsd.lPitch + x) = colour;
else
myScreenBuffer[y * RENDERWIDE + x] = colour;
}
}
else
{
addTo = x0;
x0 = 0;
x1 -= addTo;
x1 = -x1;
dx = x1 - x0;
d = 2 * dx - dy;
ince = 2 * dx;
incne = 2 * (dx - dy);
x = x0;
y = y0;
if ((addTo - x >= 0) && (addTo - x < RENDERWIDE) && (y >= 0) && (y < RENDERDEEP))
if (renderCaps & RDBLTFX_ALLHARDWARE)
*((uint8 *) ddsd.lpSurface + y * ddsd.lPitch + addTo - x) = colour;
else
myScreenBuffer[y * RENDERWIDE + addTo - x] = colour;
while (y < y1)
{
if (d <= 0)
{
d += ince;
y += 1;
}
else
{
d += incne;
x += 1;
y += 1;
}
if ((addTo - x >= 0) && (addTo - x < RENDERWIDE) && (y >= 0) && (y < RENDERDEEP))
if (renderCaps & RDBLTFX_ALLHARDWARE)
*((uint8 *) ddsd.lpSurface + y * ddsd.lPitch + addTo - x) = colour;
else
myScreenBuffer[y * RENDERWIDE + addTo - x] = colour;
}
}
}
if (renderCaps & RDBLTFX_ALLHARDWARE)
{
(uint8 *) ddsd.lpSurface -= (40 * ddsd.lPitch);
IDirectDrawSurface2_Unlock(lpBackBuffer, ddsd.lpSurface);
}
*/
return(RD_OK);
}
int32 SetLocationMetrics(uint16 w, uint16 h)
{
locationWide = w;
locationDeep = h;
return(RD_OK);
}
int32 RenderParallax(_parallax *p, int16 layer)
{
warning("stub RenderParallax %d", layer);
/*
#if PROFILING == 1
LARGE_INTEGER startTime, endTime;
QueryPerformanceCounter(&startTime);
#endif
if ((renderCaps & RDBLTFX_ALLHARDWARE) || ((renderCaps & RDBLTFX_FGPARALLAX) && (layer > 2)))
{
int16 x, y;
int16 i, j;
int16 restoreSurfaces = 0;
HRESULT hr = 0;
RECT r, rd;
if (restoreLayer[layer])
{
RestoreBackgroundLayer(p, layer);
restoreLayer[layer] = 0;
}
if (locationWide == screenWide)
x = 0;
else
x = ((int32) ((p->w - screenWide) * scrollx) / (int32) (locationWide - screenWide));
if (locationDeep == (screenDeep - MENUDEEP*2))
y = 0;
else
y = ((int32) ((p->h - (screenDeep - MENUDEEP*2)) * scrolly) / (int32) (locationDeep - (screenDeep - MENUDEEP*2)));
while (TRUE)
{
j = 0;
while (j < yblocks[layer])
{
i = 0;
while (i < xblocks[layer])
{
if (*(blockSurfaces[layer] + i + j * xblocks[layer]))
{
r.left = i * BLOCKWIDTH - x;
r.right = r.left + BLOCKWIDTH;
r.top = j * BLOCKHEIGHT - y + 40;
r.bottom = r.top + BLOCKHEIGHT;
rd.left = 0;
rd.right = BLOCKWIDTH;
rd.top = 0;
rd.bottom = BLOCKHEIGHT;
if ((r.left < 0) && (r.left > 0 - BLOCKWIDTH))
{
rd.left = 0 - r.left;
r.left = 0;
}
if ((r.top < 40) && (r.top > 40 - BLOCKHEIGHT))
{
rd.top = 40 - r.top;
r.top = 40;
}
if ((r.right > 640) && (r.right < 640 + BLOCKWIDTH))
{
rd.right = BLOCKWIDTH - (r.right - 640);
r.right = 640;
}
if ((r.bottom > 440) && (r.bottom < 440 + BLOCKHEIGHT))
{
rd.bottom = BLOCKHEIGHT - (r.bottom - 440);
r.bottom = 440;
}
hr = IDirectDrawSurface2_Blt(lpBackBuffer, &r, *(blockSurfaces[layer] + i + j * xblocks[layer]), &rd, DDBLT_WAIT | DDBLT_KEYSRC, NULL);
if (hr == DDERR_INVALIDRECT)
hr = 0;
if (hr)
break;
}
i++;
if (hr)
break;
}
j++;
if (hr)
break;
}
if (hr)
{
if (hr == DDERR_SURFACELOST)
{
if (gotTheFocus)
{
if (++restoreSurfaces == 4)
return(RDERR_RESTORELAYERS);
else
RestoreBackgroundLayer(p, layer);
}
else
return(RD_OK);
}
else
return(hr);
}
else
break;
}
parallaxScrollx = scrollx - x;
parallaxScrolly = scrolly - y;
}
else
{
uint8 zeros;
uint16 count;
uint16 skip;
uint16 i, j;
uint16 x;
int32 px, py;
uint8 *data;
uint8 *dst;
_parallaxLine *line;
if (locationWide == screenWide)
px = 0;
else
px = ( (int32) ((p->w - screenWide) * scrollx) / (int32) (locationWide - screenWide));
if (locationDeep == (screenDeep - MENUDEEP*2))
py = 0;
else
py = ( (int32) ((p->h - (screenDeep - MENUDEEP*2)) * scrolly) / (int32) (locationDeep - (screenDeep - MENUDEEP*2)));
for (i = py; i < py + (screenDeep - MENUDEEP * 2); i++)
{
if (p->offset[i] == 0)
continue;
line = (_parallaxLine *) ((uint8 *) p + p->offset[i]);
data = (uint8 *) line + sizeof(_parallaxLine);
x = line->offset;
if (x > px)
skip = x - px;
else
skip = 0;
dst = myScreenBuffer + (i - py) * RENDERWIDE + skip;
zeros = 0;
if (line->packets == 0)
{
data += px;
memcpy(dst, data, screenWide);
continue;
}
for (j=0; j<line->packets; j++)
{
if (zeros)
{
if (x >= px)
{
dst += *data;
x += *data;
}
else
{
x += *data;
if (x > px)
{
dst += (x - px);
}
}
data += 1;
zeros = 0;
}
else
{
if (*data == 0)
{
data ++;
}
else if (x >= px)
{
if (x + *data <= px + screenWide)
{
count = *data++;
memcpy(dst, data, count);
data += count;
dst += count;
x += count;
}
else if (x < px + screenWide)
{
data++;
count = screenWide - (x - px);
memcpy(dst, data, count);
j = line->packets;
}
}
else
{
count = *data++;
if (x + count > px)
{
skip = px - x;
data += skip;
count -= skip;
memcpy(dst, data, count);
data += count;
dst += count;
x += count + skip;
}
else
{
data += count;
x += count;
if (x > px)
{
dst += (x - px);
}
}
}
zeros = 1;
}
}
}
parallaxScrollx = scrollx - px;
parallaxScrolly = scrolly - py;
}
#if PROFILING == 1
QueryPerformanceCounter(&endTime);
profileRenderLayers += (endTime.LowPart - startTime.LowPart);
#endif
*/
return(RD_OK);
}
/*
#define LOGSIZE 10
int32 previousTimeLog[LOGSIZE];
int32 renderCycleStartLog[LOGSIZE];
int32 lastRenderTimeLog[LOGSIZE];
int32 renderCycleEndLog[LOGSIZE];
int32 timeLeftLog[LOGSIZE];
int32 scrollxOldLog[LOGSIZE];
int32 scrollxLog[LOGSIZE];
int32 scrollxTargetLog[LOGSIZE];
void LogMe(int32 in)
{
static int32 i;
if (in == 0)
i = 0;
previousTimeLog[i] = previousTime;
aveRenderCycleLog[i] = aveRenderCycle;
renderCycleStartLog[i] = renderCycleStart;
lastRenderTimeLog[i] = lastRenderTime;
renderCycleEndLog[i] = renderCycleEnd;
timeLeftLog[i] = timeLeft;
scrollxOldLog[i] = scrollxOld;
scrollxLog[i] = scrollx;
scrollxTargetLog[i] = scrollxTarget;
if (++i == LOGSIZE)
i = 0;
}
*/
int32 InitialiseRenderCycle(void)
{
initialTime = timeGetTime();
originTime = initialTime;
totalTime = initialTime + MILLISECSPERCYCLE;
return(RD_OK);
}
int32 StartRenderCycle(void)
{
scrollxOld = scrollx;
scrollyOld = scrolly;
startTime = timeGetTime();
if (startTime + renderAverageTime >= totalTime)
{
scrollx = scrollxTarget;
scrolly = scrollyTarget;
renderTooSlow = 1;
}
else
{
scrollx = scrollxOld + ((scrollxTarget - scrollxOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime);
scrolly = scrollyOld + ((scrollyTarget - scrollyOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime);
renderTooSlow = 0;
}
framesPerGameCycle = 0;
return(RD_OK);
}
int32 EndRenderCycle(BOOL *end)
{
int32 time;
time = timeGetTime();
renderTimeLog[renderCountIndex] = time - startTime;
startTime += renderTimeLog[renderCountIndex];
renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
framesPerGameCycle += 1;
if (++renderCountIndex == RENDERAVERAGETOTAL)
renderCountIndex = 0;
if (renderTooSlow)
{
*end = TRUE;
InitialiseRenderCycle();
}
else if (startTime + renderAverageTime >= totalTime)
{
*end = TRUE;
originTime = totalTime;
totalTime += MILLISECSPERCYCLE;
initialTime = time;
}
else
{
*end = FALSE;
scrollx = scrollxOld + ((scrollxTarget - scrollxOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime);
scrolly = scrollyOld + ((scrollyTarget - scrollyOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime);
}
return(RD_OK);
}
int32 SetScrollTarget(int16 sx, int16 sy)
{
scrollxTarget = sx;
scrollyTarget = sy;
return(RD_OK);
}
int32 CopyScreenBuffer(void)
{
warning("stub CopyScreenBuffer");
/*
uint8 *dst, *src;
int16 i;
DDSURFACEDESC ddDescription;
HRESULT hr;
#if PROFILING == 1
static LARGE_INTEGER endTime;
LARGE_INTEGER startTime;
int32 lastEndTime, profileTotalTime;
#endif
#if PROFILING == 1
QueryPerformanceCounter(&startTime);
// time = timeGetTime();
#endif
if (!(renderCaps & RDBLTFX_ALLHARDWARE))
{
ddDescription.dwSize = sizeof(ddDescription);
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddDescription, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
RestoreSurfaces();
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddDescription, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
}
if (hr == DD_OK)
{
dst = (uint8 *) ddDescription.lpSurface + MENUDEEP * ddDescription.lPitch;
src = myScreenBuffer;
for (i=0; i<RENDERDEEP; i++)
{
memcpy(dst, src, screenWide);
src += RENDERWIDE;
dst += ddDescription.lPitch;
}
IDirectDrawSurface2_Unlock(lpBackBuffer, ddDescription.lpSurface);
}
else
{
return(RDERR_LOCKFAILED);
}
}
#if PROFILING == 1
lastEndTime = endTime.LowPart;
QueryPerformanceCounter(&endTime);
profileCopyScreenBuffer = (int32) (endTime.LowPart - startTime.LowPart) / 1000;
profileTotalTime = (endTime.LowPart - lastEndTime) / 1000;
if ((profileTotalTime > 0) && (profileTotalTime < 5000))
PlotDots(0, 5, (int16) profileTotalTime);
PlotDots(0, 10, (int16) profileCopyScreenBuffer);
PlotDots(0, 15, (int16) (profileRenderLayers / 1000));
PlotDots(0, 20, (int16) (profileSpriteRender / 1000));
PlotDots(0, 25, (int16) (profileDecompression / 1000));
profileRenderLayers = 0;
profileSpriteRender = 0;
profileDecompression = 0;
#endif
*/
return(RD_OK);
}
int32 InitialiseBackgroundLayer(_parallax *p)
{
warning("stub InitialiseBackgroundLayer");
/*
uint8 *memchunk;
uint32 *quaddata;
uint8 zeros;
uint16 count;
// uint16 skip;
uint16 i, j, k;
uint16 x;
uint8 *data;
uint8 *dst;
_parallaxLine *line;
HRESULT hr;
DDSURFACEDESC ddsd;
if ((renderCaps & RDBLTFX_ALLHARDWARE) || ((renderCaps & RDBLTFX_FGPARALLAX) && (layer > 2)))
{
// This function is called to re-initialise the layers if they have been lost.
// We know this if the layers have already been assigned.
if (layer == MAXLAYERS)
{
CloseBackgroundLayer();
// RestoreSurfaces(); // for the primary and back buffer.
}
if (p == NULL)
{
layer += 1;
return(RD_OK);
}
xblocks[layer] = (p->w + BLOCKWIDTH - 1) >> BLOCKWBITS;
yblocks[layer] = (p->h + BLOCKHEIGHT - 1) >> BLOCKHBITS;
blockSurfaces[layer] = (LPDIRECTDRAWSURFACE *) malloc(xblocks[layer] * yblocks[layer] * sizeof(LPDIRECTDRAWSURFACE));
if (blockSurfaces[layer] == NULL)
return(RDERR_OUTOFMEMORY);
// Decode the parallax layer into a large chunk of memory
memchunk = (uint8 *) malloc(xblocks[layer] * BLOCKWIDTH * yblocks[layer] * BLOCKHEIGHT);
if (memchunk == NULL)
return(RDERR_OUTOFMEMORY);
memset(memchunk, 0, p->w * p->h);
for (i = 0; i < p->h; i++)
{
if (p->offset[i] == 0)
continue;
line = (_parallaxLine *) ((uint8 *) p + p->offset[i]);
data = (uint8 *) line + sizeof(_parallaxLine);
x = line->offset;
dst = memchunk + i * p->w + x;
zeros = 0;
if (line->packets == 0)
{
memcpy(dst, data, p->w);
continue;
}
for (j=0; j<line->packets; j++)
{
if (zeros)
{
dst += *data;
x += *data;
data += 1;
zeros = 0;
}
else
{
if (*data == 0)
{
data ++;
zeros = 1;
}
else
{
count = *data++;
memcpy(dst, data, count);
data += count;
dst += count;
x += count;
zeros = 1;
}
}
}
}
// Now create the surfaces!
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
if (dxHalCaps & RDCAPS_SRCBLTCKEY)
ddsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
else
ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
ddsd.dwWidth = BLOCKWIDTH;
ddsd.dwHeight = BLOCKHEIGHT;
for (i=0; i<xblocks[layer] * yblocks[layer]; i++)
{
// Only assign a surface to the block if it contains data.
quaddata = (int32 *) (memchunk + (p->w * BLOCKHEIGHT * (i / xblocks[layer])) + BLOCKWIDTH * (i % xblocks[layer]));
for (j=0; j<BLOCKHEIGHT; j++)
{
for (k=0; k<BLOCKWIDTH / 4; k++)
{
if (*quaddata)
break;
quaddata++;
}
quaddata += ((p->w - BLOCKWIDTH) / 4);
if (k < BLOCKWIDTH / 4)
break;
}
if (k < BLOCKWIDTH / 4)
{
hr = IDirectDraw2_CreateSurface(lpDD2, &ddsd, blockSurfaces[layer] + i, NULL);
if (hr != DD_OK)
{
if (hr == DDERR_OUTOFVIDEOMEMORY)
{
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
hr = IDirectDraw2_CreateSurface(lpDD2, &ddsd, blockSurfaces[layer] + i, NULL);
}
if (hr != DD_OK)
{
DirectDrawError("Cannot create parallax surface", hr);
return(hr);
}
}
// Set the surface blt source colour key
hr = IDirectDrawSurface2_SetColorKey(*(blockSurfaces[layer] + i), DDCKEY_SRCBLT, &blackColorKey);
// Copy the data into the surfaces.
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
hr = IDirectDrawSurface2_Lock(*(blockSurfaces[layer] + i), NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
IDirectDrawSurface2_Restore(*(blockSurfaces[layer] + i));
hr = IDirectDrawSurface2_Lock(*(blockSurfaces[layer] + i), NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
DirectDrawError("Cannot lock parallax surface", hr);
return(hr);
}
}
data = memchunk + (p->w * BLOCKHEIGHT * (i / xblocks[layer])) + BLOCKWIDTH * (i % xblocks[layer]);
dst = ddsd.lpSurface;
for (j=0; j<BLOCKHEIGHT; j++)
{
memcpy(dst, data, BLOCKWIDTH);
data += p->w;
dst += ddsd.lPitch;
}
IDirectDrawSurface2_Unlock(*(blockSurfaces[layer] + i), ddsd.lpSurface);
}
else
{
*(blockSurfaces[layer] + i) = NULL;
}
}
free(memchunk);
}
layer += 1;
*/
return(RD_OK);
}
int32 CloseBackgroundLayer(void)
{
warning("stub CloseBackgroundLayer");
/*
int16 i, j;
// if (renderCaps & RDBLTFX_ALLHARDWARE)
// {
for (j=0; j<MAXLAYERS; j++)
{
if (blockSurfaces[j])
{
for (i=0; i<xblocks[j] * yblocks[j]; i++)
if (*(blockSurfaces[j]+i))
IDirectDrawSurface2_Release(*(blockSurfaces[j] + i));
free(blockSurfaces[j]);
blockSurfaces[j] = NULL;
}
}
layer = 0;
// }
*/
return(RD_OK);
}
int32 EraseSoftwareScreenBuffer(void)
{
memset(myScreenBuffer, 0, RENDERWIDE * RENDERDEEP);
return(RD_OK);
}