Files
fs2open.github.com/code/graphics/generic.cpp
T
Goober5000 32450e2984 remove constructors as the init functions will always be called
make sure init functions init all struct fields
fix keyframes for weird FS1 anims
remove "dodgy frame skipping code" since frames should be skipped in certain circumstances
2009-11-02 03:10:19 +00:00

379 lines
11 KiB
C++

#include "globalincs/pstypes.h"
#include "bmpman/bmpman.h"
#include "graphics/generic.h"
#include "graphics/2d.h"
#include "anim/animplay.h"
#include "anim/packunpack.h"
#define BMPMAN_INTERNAL
#include "bmpman/bm_internal.h"
#ifdef _WIN32
#include <windows.h> // for MAX_PATH
#else
#define MAX_PATH 255
#endif
//#define TIMER
#ifdef TIMER
#include "io/timer.h"
#endif
//we check background type to avoid messed up colours for ANI
#define ANI_BPP_CHECK (ga->ani.bg_type == BM_TYPE_PCX) ? 16 : 32
// Goober5000
void generic_anim_init(generic_anim *ga, char *filename)
{
//memset(ga, 0, sizeof(ga)); //this makes the mission load screen crash :(
if (filename == NULL) {
ga->filename[0] = '\0';
} else {
strncpy(ga->filename, filename, MAX_FILENAME_LEN - 1);
}
ga->first_frame = -1;
ga->num_frames = 0;
ga->keyframe = 0;
ga->keyoffset = 0;
ga->current_frame = 0;
ga->previous_frame = -1;
ga->direction = GENERIC_ANIM_DIRECTION_FORWARDS;
ga->done_playing = 0;
ga->total_time = 0.0f;
ga->anim_time = 0.0f;
//we only care about the stuff below if we're streaming
ga->ani.animation = NULL;
ga->ani.instance = NULL;
ga->ani.bg_type = 0;
ga->type = BM_TYPE_NONE;
ga->streaming = 0;
ga->buffer = NULL;
ga->height = 0;
ga->width = 0;
ga->bitmap_id = -1;
}
// Goober5000
void generic_bitmap_init(generic_bitmap *gb, char *filename)
{
if (filename == NULL) {
gb->filename[0] = '\0';
} else {
strncpy(gb->filename, filename, MAX_FILENAME_LEN - 1);
}
gb->bitmap_id = -1;
}
// Goober5000
// load a generic_anim
// return 0 is successful, otherwise return -1
int generic_anim_load(generic_anim *ga)
{
int fps;
if ( !VALID_FNAME(ga->filename) )
return -1;
ga->first_frame = bm_load_animation(ga->filename, &ga->num_frames, &fps, &ga->keyframe);
//mprintf(("generic_anim_load: %s - keyframe = %d\n", ga->filename, ga->keyframe));
if (ga->first_frame < 0)
return -1;
Assert(fps != 0);
ga->total_time = ga->num_frames / (float)fps;
ga->done_playing = 0;
ga->anim_time = 0.0f;
return 0;
}
int generic_anim_stream(generic_anim *ga)
{
CFILE *img_cfp = NULL;
int anim_fps = 0;
char full_path[MAX_PATH];
int size = 0, offset = 0;
const int NUM_TYPES = 2;
const ubyte type_list[NUM_TYPES] = {BM_TYPE_EFF, BM_TYPE_ANI};
const char *ext_list[NUM_TYPES] = {".eff", ".ani"};
int rval = -1;
int bpp;
ga->type = BM_TYPE_NONE;
rval = cf_find_file_location_ext(ga->filename, NUM_TYPES, ext_list, CF_TYPE_ANY, sizeof(full_path) - 1, full_path, &size, &offset, 0);
// could not be found, or is invalid for some reason
if ( (rval < 0) || (rval >= NUM_TYPES) )
return -1;
//make sure we can open it
img_cfp = cfopen_special(full_path, "rb", size, offset, CF_TYPE_ANY);
if (img_cfp == NULL) {
return -1;
}
strcat_s(ga->filename, ext_list[rval]);
ga->type = type_list[rval];
//seek to the end
cfseek(img_cfp, 0, CF_SEEK_END);
cfclose(img_cfp);
//TODO: add streaming EFF
if(ga->type == BM_TYPE_ANI) {
bpp = ANI_BPP_CHECK;
ga->ani.animation = anim_load(ga->filename, CF_TYPE_ANY, 0);
ga->ani.instance = init_anim_instance(ga->ani.animation, bpp);
#ifndef NDEBUG
// for debug of ANI sizes
strcpy_s(ga->ani.animation->name, ga->filename);
#endif
ga->num_frames = ga->ani.animation->total_frames;
anim_fps = ga->ani.animation->fps;
ga->height = ga->ani.animation->height;
ga->width = ga->ani.animation->width;
ga->buffer = ga->ani.instance->frame;
ga->bitmap_id = bm_create(bpp, ga->width, ga->height, ga->buffer, 0);
ga->ani.instance->last_bitmap = -1;
ga->ani.instance->file_offset = ga->ani.animation->file_offset;
ga->ani.instance->data = ga->ani.animation->data;
ga->previous_frame = -1;
}
else {
//placeholder until we get eff streaming working
return generic_anim_load(ga);
}
// keyframe info
if (ga->type == BM_TYPE_ANI) {
//we only care if there are 2 keyframes - first frame, other frame to jump to for ship/weapons
//mainhall door anis hav every frame as keyframe, so we don't care
//other anis only have the first frame
if(ga->ani.animation->num_keys == 2) {
int key1 = ga->ani.animation->keys[0].frame_num;
int key2 = ga->ani.animation->keys[1].frame_num;
if (key1 < 0 || key1 >= ga->num_frames) key1 = -1;
if (key2 < 0 || key2 >= ga->num_frames) key2 = -1;
// some retail anis have their keyframes reversed
// and some have their keyframes out of bounds
if (key1 >= 0 && key1 >= key2) {
ga->keyframe = ga->ani.animation->keys[0].frame_num;
ga->keyoffset = ga->ani.animation->keys[0].offset;
}
else if (key2 >= 0 && key2 >= key1) {
ga->keyframe = ga->ani.animation->keys[1].frame_num;
ga->keyoffset = ga->ani.animation->keys[1].offset;
}
}
}
else {
// EFF not handled yet; code shouldn't get here anyway per above block
}
ga->streaming = 1;
Assert(anim_fps != 0);
ga->total_time = ga->num_frames / (float) anim_fps;
ga->done_playing = 0;
ga->anim_time = 0.0f;
return 0;
}
int generic_bitmap_load(generic_bitmap *gb)
{
if ( !VALID_FNAME(gb->filename) )
return -1;
gb->bitmap_id = bm_load(gb->filename);
if (gb->bitmap_id < 0)
return -1;
return 0;
}
void generic_anim_unload(generic_anim *ga)
{
if(ga->num_frames > 0) {
if(ga->streaming) {
if(ga->type == BM_TYPE_ANI) {
anim_free(ga->ani.animation);
free_anim_instance(ga->ani.instance);
}
}
else {
//trying to release the first frame will release ALL frames
bm_release(ga->first_frame);
}
if(ga->buffer) {
bm_release(ga->bitmap_id);
}
}
generic_anim_init(ga, NULL);
}
//for timer debug, #define TIMER
void generic_render_ani_stream(generic_anim *ga)
{
int i;
int bpp = ANI_BPP_CHECK;
#ifdef TIMER
int start_time = timer_get_fixed_seconds();
#endif
if((ga->current_frame == ga->previous_frame))
return;
#ifdef TIMER
mprintf(("=========================\n"));
mprintf(("frame: %d\n", ga->current_frame));
#endif
anim_check_for_palette_change(ga->ani.instance);
// if we're using bitmap polys
BM_SELECT_TEX_FORMAT();
if(ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
//grab the keyframe - every frame is a keyframe for ANI
if(ga->ani.animation->flags & ANF_STREAMED) {
ga->ani.instance->file_offset = ga->ani.animation->file_offset + ga->ani.animation->keys[ga->current_frame].offset;
} else {
ga->ani.instance->data = ga->ani.animation->data + ga->ani.animation->keys[ga->current_frame].offset;
}
if(ga->ani.animation->flags & ANF_STREAMED) {
ga->ani.instance->file_offset = unpack_frame_from_file(ga->ani.instance, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, 0, bpp);
}
else {
ga->ani.instance->data = unpack_frame(ga->ani.instance, ga->ani.instance->data, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, 0, bpp);
}
}
else {
//looping back
if((ga->current_frame == 0) || (ga->current_frame < ga->previous_frame)) {
//go back to keyframe if there is one
if(ga->keyframe && (ga->current_frame > 0)) {
if(ga->ani.animation->flags & ANF_STREAMED) {
ga->ani.instance->file_offset = ga->ani.animation->file_offset + ga->keyoffset;
} else {
ga->ani.instance->data = ga->ani.animation->data + ga->keyoffset;
}
ga->previous_frame = ga->keyframe - 1;
}
//go back to the start
else {
ga->ani.instance->file_offset = ga->ani.animation->file_offset;
ga->ani.instance->data = ga->ani.animation->data;
ga->previous_frame = -1;
}
}
#ifdef TIMER
mprintf(("proc: %d\n", timer_get_fixed_seconds() - start_time));
mprintf(("previous frame: %d\n", ga->previous_frame));
#endif
for(i = ga->previous_frame + 1; i <= ga->current_frame; i++) {
if(ga->ani.animation->flags & ANF_STREAMED) {
ga->ani.instance->file_offset = unpack_frame_from_file(ga->ani.instance, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, 0, bpp);
}
else {
ga->ani.instance->data = unpack_frame(ga->ani.instance, ga->ani.instance->data, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, 0, bpp);
}
}
}
// always go back to screen format
BM_SELECT_SCREEN_FORMAT();
//we need to use this because performance is worse if we flush the gfx card buffer
if ( ga->ani.instance->last_bitmap != -1 ){
bm_release(ga->ani.instance->last_bitmap);
}
ga->bitmap_id = bm_create(bpp, ga->width, ga->height, ga->buffer, 0);
//in case we want to check that the frame is actually changing
//mprintf(("frame crc = %08X\n", cf_add_chksum_long(0, ga->buffer, ga->width * ga->height * (bpp >> 3))));
ga->ani.instance->last_bitmap = ga->bitmap_id;
#ifdef TIMER
mprintf(("end: %d\n", timer_get_fixed_seconds() - start_time));
mprintf(("=========================\n"));
#endif
}
void generic_anim_render(generic_anim *ga, float frametime, int x, int y)
{
float keytime = 0.0;
if(ga->keyframe)
keytime = (ga->total_time * ((float)ga->keyframe / (float)ga->num_frames));
//don't mess with the frame time if we're paused
if((ga->direction & GENERIC_ANIM_DIRECTION_PAUSED) == 0) {
if(ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
//keep going forwards if we're in a keyframe loop
if(ga->keyframe && (ga->anim_time > keytime)) {
ga->anim_time += frametime;
if(ga->anim_time >= ga->total_time) {
ga->anim_time = keytime - 0.001f;
ga->done_playing = 0;
}
}
else {
//playing backwards
ga->anim_time -= frametime;
if((ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) && ga->anim_time < 0.0) {
ga->anim_time = 0; //stop on first frame when playing in reverse
}
else {
while(ga->anim_time < 0.0)
ga->anim_time += ga->total_time; //make sure we're always positive, so we can go back to the end
}
}
}
else {
ga->anim_time += frametime;
if(ga->anim_time >= ga->total_time) {
if(ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) {
ga->anim_time = ga->total_time - 0.001f; //stop on last frame when playing - if it's equal we jump to the first frame
}
else if(!ga->done_playing){
//we've played this at least once
ga->done_playing = 1;
}
}
}
}
if(ga->num_frames > 0)
{
ga->current_frame = 0;
if(ga->done_playing && ga->keyframe) {
ga->anim_time = fmod(ga->anim_time - keytime, ga->total_time - keytime) + keytime;
}
else {
ga->anim_time = fmod(ga->anim_time, ga->total_time);
}
ga->current_frame += fl2i(ga->anim_time * ga->num_frames / ga->total_time);
//sanity check
CLAMP(ga->current_frame, 0, ga->num_frames - 1);
if(ga->streaming) {
//handle streaming - render one frame
//TODO: add EFF streaming
if(ga->type == BM_TYPE_ANI) {
generic_render_ani_stream(ga);
}
gr_set_bitmap(ga->bitmap_id);
}
else {
gr_set_bitmap(ga->first_frame + ga->current_frame);
}
ga->previous_frame = ga->current_frame;
gr_bitmap(x, y);
}
}