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-rw-r--r--sword2/render.cpp584
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diff --git a/sword2/render.cpp b/sword2/render.cpp
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-/* Copyright (C) 1994-1998 Revolution Software Ltd.
- * Copyright (C) 2003-2006 The ScummVM project
- *
- * 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.
- *
- * $URL$
- * $Id$
- */
-
-#include "common/stdafx.h"
-#include "common/system.h"
-
-#include "graphics/primitives.h"
-
-#include "sword2/sword2.h"
-#include "sword2/defs.h"
-#include "sword2/build_display.h"
-
-#ifdef BACKEND_8BIT
-#include "sword2/animation.h"
-#endif
-
-namespace Sword2 {
-
-#define MILLISECSPERCYCLE 83
-#define RENDERAVERAGETOTAL 4
-
-void Screen::updateRect(Common::Rect *r) {
- _vm->_system->copyRectToScreen(_buffer + r->top * _screenWide + r->left,
- _screenWide, r->left, r->top, r->right - r->left,
- r->bottom - r->top);
-}
-
-void Screen::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect) {
- if (!r->intersects(*clipRect))
- return;
-
- byte *src = s->data;
-
- if (r->top < clipRect->top) {
- src -= BLOCKWIDTH * (r->top - clipRect->top);
- r->top = clipRect->top;
- }
- if (r->left < clipRect->left) {
- src -= (r->left - clipRect->left);
- r->left = clipRect->left;
- }
- if (r->bottom > clipRect->bottom)
- r->bottom = clipRect->bottom;
- if (r->right > clipRect->right)
- r->right = clipRect->right;
-
- byte *dst = _buffer + r->top * _screenWide + r->left;
- int i;
-
- if (s->transparent) {
- for (i = 0; i < r->bottom - r->top; i++) {
- for (int j = 0; j < r->right - r->left; j++) {
- if (src[j])
- dst[j] = src[j];
- }
- src += BLOCKWIDTH;
- dst += _screenWide;
- }
- } else {
- for (i = 0; i < r->bottom - r->top; i++) {
- memcpy(dst, src, r->right - r->left);
- src += BLOCKWIDTH;
- dst += _screenWide;
- }
- }
-}
-
-// There are two different separate functions for scaling the image - one fast
-// and one good. Or at least that's the theory. I'm sure there are better ways
-// to scale an image than this. The latter is used at the highest graphics
-// quality setting. Note that the "good" scaler takes an extra parameter, a
-// pointer to the area of the screen where the sprite will be drawn.
-//
-// This code isn't quite like the original DrawSprite(), but should be close
-// enough.
-
-void Screen::scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight) {
- int x, y;
-
- for (x = 0; x < dstWidth; x++)
- _xScale[x] = (x * srcWidth) / dstWidth;
-
- for (y = 0; y < dstHeight; y++)
- _yScale[y] = (y * srcHeight) / dstHeight;
-
- for (y = 0; y < dstHeight; y++) {
- for (x = 0; x < dstWidth; x++) {
- dst[x] = src[_yScale[y] * srcPitch + _xScale[x]];
- }
- dst += dstPitch;
- }
-}
-
-void Screen::scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
- for (int y = 0; y < dstHeight; y++) {
- for (int x = 0; x < dstWidth; x++) {
- uint8 c1, c2, c3, c4;
-
- uint32 xPos = (x * srcWidth) / dstWidth;
- uint32 yPos = (y * srcHeight) / dstHeight;
- uint32 xFrac = dstWidth - (x * srcWidth) % dstWidth;
- uint32 yFrac = dstHeight - (y * srcHeight) % dstHeight;
-
- byte *srcPtr = src + yPos * srcPitch + xPos;
- byte *backPtr = backbuf + y * _screenWide + x;
-
- bool transparent = true;
-
- if (*srcPtr) {
- c1 = *srcPtr;
- transparent = false;
- } else
- c1 = *backPtr;
-
- if (x < dstWidth - 1) {
- if (*(srcPtr + 1)) {
- c2 = *(srcPtr + 1);
- transparent = false;
- } else
- c2 = *(backPtr + 1);
- } else
- c2 = c1;
-
- if (y < dstHeight - 1) {
- if (*(srcPtr + srcPitch)) {
- c3 = *(srcPtr + srcPitch);
- transparent = false;
- } else
- c3 = *(backPtr + _screenWide);
- } else
- c3 = c1;
-
- if (x < dstWidth - 1 && y < dstHeight - 1) {
- if (*(srcPtr + srcPitch + 1)) {
- c4 = *(srcPtr + srcPitch + 1);
- transparent = false;
- } else
- c4 = *(backPtr + _screenWide + 1);
- } else
- c4 = c3;
-
- if (!transparent) {
- uint32 r1 = _palette[c1 * 4 + 0];
- uint32 g1 = _palette[c1 * 4 + 1];
- uint32 b1 = _palette[c1 * 4 + 2];
-
- uint32 r2 = _palette[c2 * 4 + 0];
- uint32 g2 = _palette[c2 * 4 + 1];
- uint32 b2 = _palette[c2 * 4 + 2];
-
- uint32 r3 = _palette[c3 * 4 + 0];
- uint32 g3 = _palette[c3 * 4 + 1];
- uint32 b3 = _palette[c3 * 4 + 2];
-
- uint32 r4 = _palette[c4 * 4 + 0];
- uint32 g4 = _palette[c4 * 4 + 1];
- uint32 b4 = _palette[c4 * 4 + 2];
-
- uint32 r5 = (r1 * xFrac + r2 * (dstWidth - xFrac)) / dstWidth;
- uint32 g5 = (g1 * xFrac + g2 * (dstWidth - xFrac)) / dstWidth;
- uint32 b5 = (b1 * xFrac + b2 * (dstWidth - xFrac)) / dstWidth;
-
- uint32 r6 = (r3 * xFrac + r4 * (dstWidth - xFrac)) / dstWidth;
- uint32 g6 = (g3 * xFrac + g4 * (dstWidth - xFrac)) / dstWidth;
- uint32 b6 = (b3 * xFrac + b4 * (dstWidth - xFrac)) / dstWidth;
-
- uint32 r = (r5 * yFrac + r6 * (dstHeight - yFrac)) / dstHeight;
- uint32 g = (g5 * yFrac + g6 * (dstHeight - yFrac)) / dstHeight;
- uint32 b = (b5 * yFrac + b6 * (dstHeight - yFrac)) / dstHeight;
-
- dst[y * dstWidth + x] = quickMatch(r, g, b);
- } else
- dst[y * dstWidth + x] = 0;
- }
- }
-}
-
-/**
- * Plots a point relative to the top left corner of the screen. This is only
- * used for debugging.
- * @param x x-coordinate of the point
- * @param y y-coordinate of the point
- * @param colour colour of the point
- */
-
-void Screen::plotPoint(int x, int y, uint8 colour) {
- byte *buf = _buffer + MENUDEEP * RENDERWIDE;
-
- x -= _scrollX;
- y -= _scrollY;
-
- if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP) {
- buf[y * RENDERWIDE + x] = colour;
- markAsDirty(x, y + MENUDEEP, x, y + MENUDEEP);
- }
-}
-
-static void plot(int x, int y, int colour, void *data) {
- Screen *screen = (Screen *)data;
- screen->plotPoint(x, y, (uint8) colour);
-}
-
-/**
- * Draws a line from one point to another. This is only used for debugging.
- * @param x0 x-coordinate of the start point
- * @param y0 y-coordinate of the start point
- * @param x1 x-coordinate of the end point
- * @param y1 y-coordinate of the end point
- * @param colour colour of the line
- */
-
-void Screen::drawLine(int x0, int y0, int x1, int y1, uint8 colour) {
- Graphics::drawLine(x0, y0, x1, y1, colour, &plot, this);
-}
-
-/**
- * This function tells the driver the size of the background screen for the
- * current location.
- * @param w width of the current location
- * @param h height of the current location
- */
-
-void Screen::setLocationMetrics(uint16 w, uint16 h) {
- _locationWide = w;
- _locationDeep = h;
- setNeedFullRedraw();
-}
-
-/**
- * Draws a parallax layer at the current position determined by the scroll. A
- * parallax can be either foreground, background or the main screen.
- */
-
-void Screen::renderParallax(byte *ptr, int16 l) {
- Parallax p;
- int16 x, y;
- Common::Rect r;
-
- p.read(ptr);
-
- 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)));
-
- Common::Rect clipRect;
-
- // Leave enough space for the top and bottom menues
-
- clipRect.left = 0;
- clipRect.right = _screenWide;
- clipRect.top = MENUDEEP;
- clipRect.bottom = _screenDeep - MENUDEEP;
-
- for (int j = 0; j < _yBlocks[l]; j++) {
- for (int i = 0; i < _xBlocks[l]; i++) {
- if (_blockSurfaces[l][i + j * _xBlocks[l]]) {
- r.left = i * BLOCKWIDTH - x;
- r.right = r.left + BLOCKWIDTH;
- r.top = j * BLOCKHEIGHT - y + MENUDEEP;
- r.bottom = r.top + BLOCKHEIGHT;
- blitBlockSurface(_blockSurfaces[l][i + j * _xBlocks[l]], &r, &clipRect);
- }
- }
- }
-
- _parallaxScrollX = _scrollX - x;
- _parallaxScrollY = _scrollY - y;
-}
-
-// Uncomment this when benchmarking the drawing routines.
-#define LIMIT_FRAME_RATE
-
-/**
- * Initialises the timers before the render loop is entered.
- */
-
-void Screen::initialiseRenderCycle() {
- _initialTime = _vm->_system->getMillis();
- _totalTime = _initialTime + MILLISECSPERCYCLE;
-}
-
-/**
- * This function should be called when the game engine is ready to start the
- * render cycle.
- */
-
-void Screen::startRenderCycle() {
- _scrollXOld = _scrollX;
- _scrollYOld = _scrollY;
-
- _startTime = _vm->_system->getMillis();
-
- if (_startTime + _renderAverageTime >= _totalTime) {
- _scrollX = _scrollXTarget;
- _scrollY = _scrollYTarget;
- _renderTooSlow = true;
- } else {
- _scrollX = (int16)(_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
- _scrollY = (int16)(_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
- _renderTooSlow = false;
- }
-
- if (_scrollXOld != _scrollX || _scrollYOld != _scrollY)
- setNeedFullRedraw();
-
- _framesPerGameCycle = 0;
-}
-
-/**
- * This function should be called at the end of the render cycle.
- * @return true if the render cycle is to be terminated,
- * or false if it should continue
- */
-
-bool Screen::endRenderCycle() {
- static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
- static int32 renderCountIndex = 0;
- int32 time;
-
- time = _vm->_system->getMillis();
- renderTimeLog[renderCountIndex] = time - _startTime;
- _startTime = time;
- _renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
-
- _framesPerGameCycle++;
-
- if (++renderCountIndex == RENDERAVERAGETOTAL)
- renderCountIndex = 0;
-
- if (_renderTooSlow) {
- initialiseRenderCycle();
- return true;
- }
-
- if (_startTime + _renderAverageTime >= _totalTime) {
- _totalTime += MILLISECSPERCYCLE;
- _initialTime = time;
- return true;
- }
-
-#ifdef LIMIT_FRAME_RATE
- if (_scrollXTarget == _scrollX && _scrollYTarget == _scrollY) {
- // If we have already reached the scroll target sleep for the
- // rest of the render cycle.
- _vm->sleepUntil(_totalTime);
- _initialTime = _vm->_system->getMillis();
- _totalTime += MILLISECSPERCYCLE;
- return true;
- }
-#endif
-
- // This is an attempt to ensure that we always reach the scroll target.
- // Otherwise the game frequently tries to pump out new interpolation
- // frames without ever getting anywhere.
-
- if (ABS(_scrollX - _scrollXTarget) <= 1 && ABS(_scrollY - _scrollYTarget) <= 1) {
- _scrollX = _scrollXTarget;
- _scrollY = _scrollYTarget;
- } else {
- _scrollX = (int16)(_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
- _scrollY = (int16)(_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
- }
-
- if (_scrollX != _scrollXOld || _scrollY != _scrollYOld)
- setNeedFullRedraw();
-
-#ifdef LIMIT_FRAME_RATE
- // Give the other threads some breathing space. This apparently helps
- // against bug #875683, though I was never able to reproduce it for
- // myself.
- _vm->_system->delayMillis(10);
-#endif
-
- return false;
-}
-
-/**
- * Reset scrolling stuff. This function is called from initBackground()
- */
-
-void Screen::resetRenderEngine() {
- _parallaxScrollX = 0;
- _parallaxScrollY = 0;
- _scrollX = 0;
- _scrollY = 0;
-}
-
-/**
- * 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 Screen::initialiseBackgroundLayer(byte *parallax) {
- Parallax p;
- uint16 i, j, k;
- byte *data;
- byte *dst;
-
- debug(2, "initialiseBackgroundLayer");
-
- assert(_layer < MAXLAYERS);
-
- if (!parallax) {
- _layer++;
- return RD_OK;
- }
-
- p.read(parallax);
-
- _xBlocks[_layer] = (p.w + BLOCKWIDTH - 1) / BLOCKWIDTH;
- _yBlocks[_layer] = (p.h + BLOCKHEIGHT - 1) / BLOCKHEIGHT;
-
- _blockSurfaces[_layer] = (BlockSurface **)calloc(_xBlocks[_layer] * _yBlocks[_layer], sizeof(BlockSurface *));
- if (!_blockSurfaces[_layer])
- return RDERR_OUTOFMEMORY;
-
- // Decode the parallax layer into a large chunk of memory
-
- byte *memchunk = (byte *)calloc(_xBlocks[_layer] * _yBlocks[_layer], BLOCKWIDTH * BLOCKHEIGHT);
- if (!memchunk)
- return RDERR_OUTOFMEMORY;
-
- for (i = 0; i < p.h; i++) {
- uint32 p_offset = READ_LE_UINT32(parallax + Parallax::size() + 4 * i);
-
- if (!p_offset)
- continue;
-
- byte *pLine = parallax + p_offset;
- uint16 packets = READ_LE_UINT16(pLine);
- uint16 offset = READ_LE_UINT16(pLine + 2);
-
- data = pLine + 4;
- dst = memchunk + i * p.w + offset;
-
- if (!packets) {
- memcpy(dst, data, p.w);
- continue;
- }
-
- bool zeros = false;
-
- for (j = 0; j < packets; j++) {
- if (zeros) {
- dst += *data;
- offset += *data;
- data++;
- zeros = false;
- } else if (!*data) {
- data++;
- zeros = true;
- } else {
- uint16 count = *data++;
- memcpy(dst, data, count);
- data += count;
- dst += count;
- offset += count;
- zeros = true;
- }
- }
- }
-
- // The large memory chunk is now divided into a number of smaller
- // surfaces. For most parallax layers, we'll end up using less memory
- // this way, and it will be faster to draw since completely transparent
- // surfaces are discarded.
-
- for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
- bool block_has_data = false;
- bool block_is_transparent = false;
-
- int x = BLOCKWIDTH * (i % _xBlocks[_layer]);
- int y = BLOCKHEIGHT * (i / _xBlocks[_layer]);
-
- data = memchunk + p.w * y + x;
-
- for (j = 0; j < BLOCKHEIGHT; j++) {
- for (k = 0; k < BLOCKWIDTH; k++) {
- if (x + k < p.w && y + j < p.h) {
- if (data[j * p.w + k])
- block_has_data = true;
- else
- block_is_transparent = true;
- }
- }
- }
-
- // Only assign a surface to the block if it contains data.
-
- if (block_has_data) {
- _blockSurfaces[_layer][i] = (BlockSurface *)malloc(sizeof(BlockSurface));
-
- // Copy the data into the surfaces.
- dst = _blockSurfaces[_layer][i]->data;
- for (j = 0; j < BLOCKHEIGHT; j++) {
- memcpy(dst, data, BLOCKWIDTH);
- data += p.w;
- dst += BLOCKWIDTH;
- }
-
- _blockSurfaces[_layer][i]->transparent = block_is_transparent;
-
- } else
- _blockSurfaces[_layer][i] = NULL;
- }
-
- free(memchunk);
- _layer++;
-
- return RD_OK;
-}
-
-/**
- * Should be called once after leaving the room to free up memory.
- */
-
-void Screen::closeBackgroundLayer() {
- debug(2, "CloseBackgroundLayer");
-
- for (int i = 0; i < MAXLAYERS; i++) {
- if (_blockSurfaces[i]) {
- for (int j = 0; j < _xBlocks[i] * _yBlocks[i]; j++)
- if (_blockSurfaces[i][j])
- free(_blockSurfaces[i][j]);
- free(_blockSurfaces[i]);
- _blockSurfaces[i] = NULL;
- }
- }
-
- _layer = 0;
-}
-
-#ifdef BACKEND_8BIT
-void Screen::plotYUV(byte *lut, int width, int height, byte *const *dat) {
- byte *buf = _buffer + ((480 - height) / 2) * RENDERWIDE + (640 - width) / 2;
-
- int x, y;
-
- int ypos = 0;
- int cpos = 0;
- int linepos = 0;
-
- for (y = 0; y < height; y += 2) {
- for (x = 0; x < width; x += 2) {
- int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * (BITDEPTH + 1)) + ((dat[1][cpos] + ROUNDADD) >> SHIFT)) * (BITDEPTH + 1);
- cpos++;
-
- buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
- buf[RENDERWIDE + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
- buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
- buf[RENDERWIDE + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
- }
- linepos += (2 * RENDERWIDE - width);
- ypos += width;
- }
-}
-#endif
-
-
-} // End of namespace Sword2