/* 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); _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); _roomBackground = 0; } 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 original 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; redFirstOrg = CLIP(redFirstOrg, 0, 255); if (_vm->_mst_shadow <= 256) { int redFirstBack = originalPalette[backgroundPixelColor * 3] * (256 - _vm->_mst_shadow) / 256; redFirstBack = CLIP(redFirstBack, 0, 255); redFirstOrg += redFirstBack; redFirstOrg = CLIP(redFirstOrg, 0, 255); } int greenFirstOrg = originalPalette[pixelColor * 3 + 1] * _vm->_mst_shadow / 256; greenFirstOrg = CLIP(greenFirstOrg, 0, 255); if (_vm->_mst_shadow <= 256) { int greenFirstBack = originalPalette[backgroundPixelColor * 3 + 1] * (256 - _vm->_mst_shadow) / 256; greenFirstBack = CLIP(greenFirstBack, 0, 255); greenFirstOrg += greenFirstBack; greenFirstOrg = CLIP(greenFirstOrg, 0, 255); } int blueFirstOrg = originalPalette[pixelColor * 3 + 2] * _vm->_mst_shadow / 256; blueFirstOrg = CLIP(blueFirstOrg, 0, 255); if (_vm->_mst_shadow <= 256) { int blueFirstBack = originalPalette[backgroundPixelColor * 3 + 2] * (256 - _vm->_mst_shadow) / 256; blueFirstBack = CLIP(blueFirstBack, 0, 255); blueFirstOrg += blueFirstBack; blueFirstOrg = 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