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Diffstat (limited to 'engines/prince/graphics.cpp')
-rw-r--r-- | engines/prince/graphics.cpp | 474 |
1 files changed, 474 insertions, 0 deletions
diff --git a/engines/prince/graphics.cpp b/engines/prince/graphics.cpp new file mode 100644 index 0000000000..f556d81eab --- /dev/null +++ b/engines/prince/graphics.cpp @@ -0,0 +1,474 @@ +/* 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 "prince/graphics.h" +#include "prince/prince.h" +#include "prince/mhwanh.h" + +#include "graphics/palette.h" + +#include "common/memstream.h" + +namespace Prince { + +GraphicsMan::GraphicsMan(PrinceEngine *vm) : _vm(vm), _changed(false) { + initGraphics(640, 480, true); + + _frontScreen = new Graphics::Surface(); + _frontScreen->create(640, 480, Graphics::PixelFormat::createFormatCLUT8()); + + _screenForInventory = new Graphics::Surface(); + _screenForInventory->create(640, 480, Graphics::PixelFormat::createFormatCLUT8()); + + _mapScreen = new Graphics::Surface(); + _mapScreen->create(640, 480, Graphics::PixelFormat::createFormatCLUT8()); + + _shadowTable70 = (byte *)malloc(256); + _shadowTable50 = (byte *)malloc(256); +} + +GraphicsMan::~GraphicsMan() { + _frontScreen->free(); + delete _frontScreen; + + _screenForInventory->free(); + delete _screenForInventory; + + _mapScreen->free(); + delete _mapScreen; + + free(_shadowTable70); + free(_shadowTable50); +} + +void GraphicsMan::update(Graphics::Surface *screen) { + if (_changed) { + _vm->_system->copyRectToScreen((byte *)screen->getBasePtr(0, 0), 640, 0, 0, 640, 480); + + _vm->_system->updateScreen(); + _changed = false; + } +} + +void GraphicsMan::setPalette(const byte *palette) { + _vm->_system->getPaletteManager()->setPalette(palette, 0, 256); +} + +void GraphicsMan::change() { + _changed = true; +} + +void GraphicsMan::draw(Graphics::Surface *screen, const Graphics::Surface *s) { + uint16 w = MIN(screen->w, s->w); + const byte *src = (const byte *)s->getBasePtr(0, 0); + byte *dst = (byte *)screen->getBasePtr(0, 0); + for (uint y = 0; y < s->h; y++) { + if (y < screen->h) { + memcpy(dst, src, w); + } + src += s->pitch; + dst += screen->pitch; + } + change(); +} + +// Black (value = 0) as a primary transparent color, fix for FLC animations +void GraphicsMan::drawTransparentSurface(Graphics::Surface *screen, int32 posX, int32 posY, const Graphics::Surface *s, int secondTransColor) { + const byte *src1 = (const byte *)s->getBasePtr(0, 0); + byte *dst1 = (byte *)screen->getBasePtr(posX, posY); + for (int y = 0; y < s->h; y++) { + if (y + posY < screen->h && y + posY >= 0) { + const byte *src2 = src1; + byte *dst2 = dst1; + for (int x = 0; x < s->w; x++, src2++, dst2++) { + if (*src2 && *src2 != secondTransColor) { + if (x + posX < screen->w && x + posX >= 0) { + *dst2 = *src2; + } + } + } + } + src1 += s->pitch; + dst1 += screen->pitch; + } + change(); +} + +/** + * Similar to drawTransparentSurface but with use of shadowTable for color recalculation + * and kShadowColor (191) as a transparent color. + */ +void GraphicsMan::drawAsShadowSurface(Graphics::Surface *screen, int32 posX, int32 posY, const Graphics::Surface *s, byte *shadowTable) { + const byte *src1 = (const byte *)s->getBasePtr(0, 0); + byte *dst1 = (byte *)screen->getBasePtr(posX, posY); + for (int y = 0; y < s->h; y++) { + if (y + posY < screen->h && y + posY >= 0) { + const byte *src2 = src1; + byte *dst2 = dst1; + for (int x = 0; x < s->w; x++, src2++, dst2++) { + if (*src2 == kShadowColor) { + if (x + posX < screen->w && x + posX >= 0) { + *dst2 = *(shadowTable + *dst2); + } + } + } + } + src1 += s->pitch; + dst1 += screen->pitch; + } +} + +/** + * Used in glowing animation for inventory items. Creates special blendTable array of colors, + * use black (0) as a transparent color. + */ +void GraphicsMan::drawTransparentWithBlendSurface(Graphics::Surface *screen, int32 posX, int32 posY, const Graphics::Surface *s) { + const byte *src1 = (const byte *)s->getBasePtr(0, 0); + byte *dst1 = (byte *)screen->getBasePtr(posX, posY); + byte *blendTable = (byte *)malloc(256); + for (int i = 0; i < 256; i++) { + blendTable[i] = 255; + } + for (int y = 0; y < s->h; y++) { + if (y + posY < screen->h && y + posY >= 0) { + const byte *src2 = src1; + byte *dst2 = dst1; + for (int x = 0; x < s->w; x++, src2++, dst2++) { + if (*src2) { + if (x + posX < screen->w && x + posX >= 0) { + *dst2 = getBlendTableColor(*src2, *dst2, blendTable); + } + } + } + } + src1 += s->pitch; + dst1 += screen->pitch; + } + free(blendTable); + change(); +} + +/** + * Similar to drawTransparentSurface but with with use of DrawNode as argument for Z axis sorting + * and white (255) as transparent color. + */ +void GraphicsMan::drawTransparentDrawNode(Graphics::Surface *screen, DrawNode *drawNode) { + byte *src1 = (byte *)drawNode->s->getBasePtr(0, 0); + byte *dst1 = (byte *)screen->getBasePtr(drawNode->posX, drawNode->posY); + for (int y = 0; y < drawNode->s->h; y++) { + if (y + drawNode->posY < screen->h && y + drawNode->posY >= 0) { + byte *src2 = src1; + byte *dst2 = dst1; + for (int x = 0; x < drawNode->s->w; x++, src2++, dst2++) { + if (*src2 != 255) { + if (x + drawNode->posX < screen->w && x + drawNode->posX >= 0) { + *dst2 = *src2; + } + } + } + } + src1 += drawNode->s->pitch; + dst1 += screen->pitch; + } +} + +/** + * Similar to drawTransparentDrawNode but with additional anti-aliasing code for sprite drawing. + * Edge smoothing is based on 256 x 256 table of colors transition. + * Algorithm is checking if currently drawing pixel is located next to the edge of sprite and if it makes jagged line. + * If it does then this pixel is set with color from transition table calculated of original background pixel color + * and sprite's edge pixel color. + */ +void GraphicsMan::drawTransparentWithTransDrawNode(Graphics::Surface *screen, DrawNode *drawNode) { + // pos of first pixel for each row of source sprite + byte *src1 = (byte *)drawNode->s->getBasePtr(0, 0); + // pos of drawing first pixel for each row on screen surface + byte *dst1 = (byte *)screen->getBasePtr(drawNode->posX, drawNode->posY); + // trasition table for calculating new color value + byte *transTableData = (byte *)drawNode->data; + for (int y = 0; y < drawNode->s->h; y++) { + if (y + drawNode->posY < screen->h && y + drawNode->posY >= 0) { + // current pixel in row of source sprite + byte *src2 = src1; + // current pixel in row of screen surface + byte *dst2 = dst1; + for (int x = 0; x < drawNode->s->w; x++, src2++, dst2++) { + if (x + drawNode->posX < screen->w && x + drawNode->posX >= 0) { + if (*src2 != 255) { + // if source sprite pixel is not mask color than draw it normally + *dst2 = *src2; + } else { + // check for making jagged line + if (x) { + // not first pixel in row + if (*(src2 - 1) == 255) { + // if it has mask color to the left - check right + if (x != drawNode->s->w - 1) { + // not last pixel in row + if (*(src2 + 1) == 255) { + // pixel to the right with mask color - no anti-alias + continue; + } + // it's not mask color to the right - we continue checking + } else { + // last pixel in row, no right check - no anti-alias + continue; + } + } + // it's not mask color to the left - we continue checking + } else if (x != drawNode->s->w - 1) { + // first pixel in row but not last - just right pixel checking + if (*(src2 + 1) == 255) { + // pixel to the right with mask color - no anti-alias + continue; + } + // it's not mask color to the right - we continue checking + } else { + // it's first and last pixel in row at the same time (width = 1) - no anti-alias + continue; + } + byte value = 0; + if (y != drawNode->s->h - 1) { + // not last row + // check pixel below of current src2 pixel + value = *(src2 + drawNode->s->pitch); + if (value == 255) { + // pixel below with mask color - check above + if (y) { + // not first row + value = *(src2 - drawNode->s->pitch); + if (value == 255) { + // pixel above with mask color - no anti-alias + continue; + } + // it's not mask color above - we draw as transition color + } else { + // first row - no anti-alias + continue; + } + } + // it's not mask color below - we draw as transition color + } else if (y) { + // last row - just check above + value = *(src2 - drawNode->s->pitch); + if (value == 255) { + // pixel above with mask color - no anti-alias + continue; + } + // it's not mask color above - we draw as transition color + } else { + // first and last row at the same time (height = 1) - no anti-alias + continue; + } + // new color value based on orginal screen surface color and sprite's edge pixel color + *dst2 = transTableData[*dst2 * 256 + value]; + } + } + } + } + // adding pitch to jump to next row of pixels + src1 += drawNode->s->pitch; + dst1 += screen->pitch; + } +} + +void GraphicsMan::drawMaskDrawNode(Graphics::Surface *screen, DrawNode *drawNode) { + byte *maskData = (byte *)drawNode->data; + byte *src1 = (byte *)drawNode->originalRoomSurface->getBasePtr(drawNode->posX, drawNode->posY); + byte *dst1 = (byte *)screen->getBasePtr(drawNode->posX, drawNode->posY); + int maskWidth = drawNode->width >> 3; + int maskPostion = 0; + int maskCounter = 128; + for (int y = 0; y < drawNode->height; y++) { + if (y + drawNode->posY < screen->h && y + drawNode->posY >= 0) { + byte *src2 = src1; + byte *dst2 = dst1; + int tempMaskPostion = maskPostion; + for (int x = 0; x < drawNode->width; x++, src2++, dst2++) { + if (x + drawNode->posX < screen->w && x + drawNode->posX >= 0) { + if ((maskData[tempMaskPostion] & maskCounter) != 0) { + *dst2 = *src2; + } + } + maskCounter >>= 1; + if (maskCounter == 0) { + maskCounter = 128; + tempMaskPostion++; + } + } + } + src1 += drawNode->originalRoomSurface->pitch; + dst1 += screen->pitch; + maskPostion += maskWidth; + maskCounter = 128; + } +} + +void GraphicsMan::drawAsShadowDrawNode(Graphics::Surface *screen, DrawNode *drawNode) { + byte *shadowData = (byte *)drawNode->data; + byte *src1 = (byte *)drawNode->s->getBasePtr(0, 0); + byte *dst1 = (byte *)screen->getBasePtr(drawNode->posX, drawNode->posY); + for (int y = 0; y < drawNode->s->h; y++) { + if (y + drawNode->posY < screen->h && y + drawNode->posY >= 0) { + byte *src2 = src1; + byte *dst2 = dst1; + for (int x = 0; x < drawNode->s->w; x++, src2++, dst2++) { + if (*src2 == kShadowColor) { + if (x + drawNode->posX < screen->w && x + drawNode->posX >= 0) { + *dst2 = *(shadowData + *dst2); + } + } + } + } + src1 += drawNode->s->pitch; + dst1 += screen->pitch; + } +} + +void GraphicsMan::drawBackSpriteDrawNode(Graphics::Surface *screen, DrawNode *drawNode) { + byte *src1 = (byte *)drawNode->s->getBasePtr(0, 0); + byte *dst1 = (byte *)screen->getBasePtr(drawNode->posX, drawNode->posY); + for (int y = 0; y < drawNode->s->h; y++) { + if (y + drawNode->posY < screen->h && y + drawNode->posY >= 0) { + byte *src2 = src1; + byte *dst2 = dst1; + for (int x = 0; x < drawNode->s->w; x++, src2++, dst2++) { + if (*src2 != 255) { + if (x + drawNode->posX < screen->w && x + drawNode->posX >= 0) { + if (*dst2 == 255) { + *dst2 = *src2; + } + } + } + } + } + src1 += drawNode->s->pitch; + dst1 += screen->pitch; + } +} + +byte GraphicsMan::getBlendTableColor(byte pixelColor, byte backgroundPixelColor, byte *blendTable) { + int currColor = 0; + + if (blendTable[pixelColor] != 255) { + currColor = blendTable[pixelColor]; + } else { + const byte *originalPalette = _vm->_roomBmp->getPalette(); + + int redFirstOrg = originalPalette[pixelColor * 3] * _vm->_mst_shadow / 256; + CLIP(redFirstOrg, 0, 255); + if (_vm->_mst_shadow <= 256) { + int redFirstBack = originalPalette[backgroundPixelColor * 3] * (256 - _vm->_mst_shadow) / 256; + CLIP(redFirstBack, 0, 255); + redFirstOrg += redFirstBack; + CLIP(redFirstOrg, 0, 255); + } + + int greenFirstOrg = originalPalette[pixelColor * 3 + 1] * _vm->_mst_shadow / 256; + CLIP(greenFirstOrg, 0, 255); + if (_vm->_mst_shadow <= 256) { + int greenFirstBack = originalPalette[backgroundPixelColor * 3 + 1] * (256 - _vm->_mst_shadow) / 256; + CLIP(greenFirstBack, 0, 255); + greenFirstOrg += greenFirstBack; + CLIP(greenFirstOrg, 0, 255); + } + + int blueFirstOrg = originalPalette[pixelColor * 3 + 2] * _vm->_mst_shadow / 256; + CLIP(blueFirstOrg, 0, 255); + if (_vm->_mst_shadow <= 256) { + int blueFirstBack = originalPalette[backgroundPixelColor * 3 + 2] * (256 - _vm->_mst_shadow) / 256; + CLIP(blueFirstBack, 0, 255); + blueFirstOrg += blueFirstBack; + CLIP(blueFirstOrg, 0, 255); + } + + int bigValue = PrinceEngine::kIntMax; // infinity + for (int j = 0; j < 256; j++) { + int redSecondOrg = originalPalette[3 * j]; + int redNew = redFirstOrg - redSecondOrg; + redNew = redNew * redNew; + + int greenSecondOrg = originalPalette[3 * j + 1]; + int greenNew = greenFirstOrg - greenSecondOrg; + greenNew = greenNew * greenNew; + + int blueSecondOrg = originalPalette[3 * j + 2]; + int blueNew = blueFirstOrg - blueSecondOrg; + blueNew = blueNew * blueNew; + + int sumOfColorValues = redNew + greenNew + blueNew; + + if (sumOfColorValues < bigValue) { + bigValue = sumOfColorValues; + currColor = j; + } + + if (sumOfColorValues == 0) { + break; + } + } + blendTable[pixelColor] = currColor; + } + return currColor; +} + +void GraphicsMan::makeShadowTable(int brightness, byte *shadowPalette) { + int shadow = brightness * 256 / 100; + const byte *originalPalette = _vm->_roomBmp->getPalette(); + + for (int i = 0; i < 256; i++) { + int redFirstOrg = originalPalette[3 * i] * shadow / 256; + int greenFirstOrg = originalPalette[3 * i + 1] * shadow / 256; + int blueFirstOrg = originalPalette[3 * i + 2] * shadow / 256; + + int currColor = 0; + int bigValue = 999999999; // infinity + + for (int j = 0; j < 256; j++) { + int redSecondOrg = originalPalette[3 * j]; + int redNew = redFirstOrg - redSecondOrg; + redNew = redNew * redNew; + + int greenSecondOrg = originalPalette[3 * j + 1]; + int greenNew = greenFirstOrg - greenSecondOrg; + greenNew = greenNew * greenNew; + + int blueSecondOrg = originalPalette[3 * j + 2]; + int blueNew = blueFirstOrg - blueSecondOrg; + blueNew = blueNew * blueNew; + + int sumOfColorValues = redNew + greenNew + blueNew; + + if (sumOfColorValues < bigValue) { + bigValue = sumOfColorValues; + currColor = j; + } + + if (sumOfColorValues == 0) { + break; + } + } + shadowPalette[i] = currColor; + } +} + +} // End of namespace Prince |