scummvm/image/codecs/codec.cpp
2016-09-10 14:31:19 -04:00

276 lines
8.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/list.h"
#include "common/scummsys.h"
#include "image/codecs/codec.h"
#include "image/jpeg.h"
#include "image/codecs/bmp_raw.h"
#include "image/codecs/cdtoons.h"
#include "image/codecs/cinepak.h"
#include "image/codecs/indeo3.h"
#include "image/codecs/indeo4.h"
#include "image/codecs/indeo5.h"
#include "image/codecs/mjpeg.h"
#include "image/codecs/mpeg.h"
#include "image/codecs/msvideo1.h"
#include "image/codecs/msrle.h"
#include "image/codecs/msrle4.h"
#include "image/codecs/qtrle.h"
#include "image/codecs/rpza.h"
#include "image/codecs/smc.h"
#include "image/codecs/svq1.h"
#include "image/codecs/truemotion1.h"
#include "common/endian.h"
#include "common/textconsole.h"
namespace Image {
namespace {
/**
* Add a color to the QuickTime dither table check queue if it hasn't already been found.
*/
inline void addColorToQueue(uint16 color, uint16 index, byte *checkBuffer, Common::List<uint16> &checkQueue) {
if ((READ_UINT16(checkBuffer + color * 2) & 0xFF) == 0) {
// Previously unfound color
WRITE_UINT16(checkBuffer + color * 2, index);
checkQueue.push_back(color);
}
}
inline byte adjustColorRange(byte currentColor, byte correctColor, byte palColor) {
return CLIP<int>(currentColor - palColor + correctColor, 0, 255);
}
inline uint16 makeQuickTimeDitherColor(byte r, byte g, byte b) {
// RGB554
return ((r & 0xF8) << 6) | ((g & 0xF8) << 1) | (b >> 4);
}
} // End of anonymous namespace
byte *Codec::createQuickTimeDitherTable(const byte *palette, uint colorCount) {
byte *buf = new byte[0x10000];
memset(buf, 0, 0x10000);
Common::List<uint16> checkQueue;
bool foundBlack = false;
bool foundWhite = false;
const byte *palPtr = palette;
// See what colors we have, and add them to the queue to check
for (uint i = 0; i < colorCount; i++) {
byte r = *palPtr++;
byte g = *palPtr++;
byte b = *palPtr++;
uint16 n = (i << 8) | 1;
uint16 col = makeQuickTimeDitherColor(r, g, b);
if (col == 0) {
// Special case for close-to-black
// The original did more here, but it effectively discarded the value
// due to a poor if-check (whole 16-bit value instead of lower 8-bits).
WRITE_UINT16(buf, n);
foundBlack = true;
} else if (col == 0x3FFF) {
// Special case for close-to-white
// The original did more here, but it effectively discarded the value
// due to a poor if-check (whole 16-bit value instead of lower 8-bits).
WRITE_UINT16(buf + 0x7FFE, n);
foundWhite = true;
} else {
// Previously unfound color
addColorToQueue(col, n, buf, checkQueue);
}
}
// More special handling for white
if (foundWhite)
checkQueue.push_front(0x3FFF);
// More special handling for black
if (foundBlack)
checkQueue.push_front(0);
// Go through the list of colors we have and match up similar colors
// to fill in the table as best as we can.
while (!checkQueue.empty()) {
uint16 col = checkQueue.front();
checkQueue.pop_front();
uint16 index = READ_UINT16(buf + col * 2);
uint32 x = col << 4;
if ((x & 0xFF) < 0xF0)
addColorToQueue((x + 0x10) >> 4, index, buf, checkQueue);
if ((x & 0xFF) >= 0x10)
addColorToQueue((x - 0x10) >> 4, index, buf, checkQueue);
uint32 y = col << 7;
if ((y & 0xFF00) < 0xF800)
addColorToQueue((y + 0x800) >> 7, index, buf, checkQueue);
if ((y & 0xFF00) >= 0x800)
addColorToQueue((y - 0x800) >> 7, index, buf, checkQueue);
uint32 z = col << 2;
if ((z & 0xFF00) < 0xF800)
addColorToQueue((z + 0x800) >> 2, index, buf, checkQueue);
if ((z & 0xFF00) >= 0x800)
addColorToQueue((z - 0x800) >> 2, index, buf, checkQueue);
}
// Contract the table back to just palette entries
for (int i = 0; i < 0x4000; i++)
buf[i] = READ_UINT16(buf + i * 2) >> 8;
// Now go through and distribute the error to three more pixels
byte *bufPtr = buf;
for (uint realR = 0; realR < 0x100; realR += 8) {
for (uint realG = 0; realG < 0x100; realG += 8) {
for (uint realB = 0; realB < 0x100; realB += 16) {
byte palIndex = *bufPtr;
byte r = realR;
byte g = realG;
byte b = realB;
byte palR = palette[palIndex * 3] & 0xF8;
byte palG = palette[palIndex * 3 + 1] & 0xF8;
byte palB = palette[palIndex * 3 + 2] & 0xF0;
r = adjustColorRange(r, realR, palR);
g = adjustColorRange(g, realG, palG);
b = adjustColorRange(b, realB, palB);
palIndex = buf[makeQuickTimeDitherColor(r, g, b)];
bufPtr[0x4000] = palIndex;
palR = palette[palIndex * 3] & 0xF8;
palG = palette[palIndex * 3 + 1] & 0xF8;
palB = palette[palIndex * 3 + 2] & 0xF0;
r = adjustColorRange(r, realR, palR);
g = adjustColorRange(g, realG, palG);
b = adjustColorRange(b, realB, palB);
palIndex = buf[makeQuickTimeDitherColor(r, g, b)];
bufPtr[0x8000] = palIndex;
palR = palette[palIndex * 3] & 0xF8;
palG = palette[palIndex * 3 + 1] & 0xF8;
palB = palette[palIndex * 3 + 2] & 0xF0;
r = adjustColorRange(r, realR, palR);
g = adjustColorRange(g, realG, palG);
b = adjustColorRange(b, realB, palB);
palIndex = buf[makeQuickTimeDitherColor(r, g, b)];
bufPtr[0xC000] = palIndex;
bufPtr++;
}
}
}
return buf;
}
Codec *createBitmapCodec(uint32 tag, int width, int height, int bitsPerPixel) {
switch (tag) {
case SWAP_CONSTANT_32(0):
return new BitmapRawDecoder(width, height, bitsPerPixel);
case SWAP_CONSTANT_32(1):
return new MSRLEDecoder(width, height, bitsPerPixel);
case SWAP_CONSTANT_32(2):
return new MSRLE4Decoder(width, height, bitsPerPixel);
case MKTAG('C','R','A','M'):
case MKTAG('m','s','v','c'):
case MKTAG('W','H','A','M'):
return new MSVideo1Decoder(width, height, bitsPerPixel);
case MKTAG('c','v','i','d'):
return new CinepakDecoder(bitsPerPixel);
case MKTAG('I','V','3','2'):
return new Indeo3Decoder(width, height);
case MKTAG('I', 'V', '4', '1'):
case MKTAG('I', 'V', '4', '2'):
return new Indeo4Decoder(width, height);
case MKTAG('I', 'V', '5', '0'):
return new Indeo5Decoder(width, height);
#ifdef IMAGE_CODECS_TRUEMOTION1_H
case MKTAG('D','U','C','K'):
case MKTAG('d','u','c','k'):
return new TrueMotion1Decoder();
#endif
#ifdef USE_MPEG2
case MKTAG('m','p','g','2'):
return new MPEGDecoder();
#endif
case MKTAG('M','J','P','G'):
case MKTAG('m','j','p','g'):
return new MJPEGDecoder();
default:
if (tag & 0x00FFFFFF)
warning("Unknown BMP/AVI compression format \'%s\'", tag2str(tag));
else
warning("Unknown BMP/AVI compression format %d", SWAP_BYTES_32(tag));
}
return 0;
}
Codec *createQuickTimeCodec(uint32 tag, int width, int height, int bitsPerPixel) {
switch (tag) {
case MKTAG('c','v','i','d'):
// Cinepak: As used by most Myst and all Riven videos as well as some Myst ME videos. "The Chief" videos also use this.
return new CinepakDecoder(bitsPerPixel);
case MKTAG('r','p','z','a'):
// Apple Video ("Road Pizza"): Used by some Myst videos.
return new RPZADecoder(width, height);
case MKTAG('r','l','e',' '):
// QuickTime RLE: Used by some Myst ME videos.
return new QTRLEDecoder(width, height, bitsPerPixel);
case MKTAG('s','m','c',' '):
// Apple SMC: Used by some Myst videos.
return new SMCDecoder(width, height);
case MKTAG('S','V','Q','1'):
// Sorenson Video 1: Used by some Myst ME videos.
return new SVQ1Decoder(width, height);
case MKTAG('S','V','Q','3'):
// Sorenson Video 3: Used by some Myst ME videos.
warning("Sorenson Video 3 not yet supported");
break;
case MKTAG('j','p','e','g'):
// JPEG: Used by some Myst ME 10th Anniversary videos.
return new JPEGDecoder();
case MKTAG('Q','k','B','k'):
// CDToons: Used by most of the Broderbund games.
return new CDToonsDecoder(width, height);
default:
warning("Unsupported QuickTime codec \'%s\'", tag2str(tag));
}
return 0;
}
} // End of namespace Image