/* 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. * */ /* * This code contains portions of Libart_LGPL - library of basic graphic primitives * * Copyright (c) 1998 Raph Levien * * Licensed under GNU LGPL v2 * */ /* * This code contains portions of Swfdec * * Copyright (c) 2004-2006 David Schleef * * Licensed under GNU GPL v2 * */ #include "art.h" #include "sword25/gfx/image/vectorimage.h" #include "graphics/colormasks.h" namespace Sword25 { void art_rgb_fill_run1(byte *buf, byte r, byte g, byte b, int n) { int i; if (r == g && g == b && r == 255) { memset(buf, g, n + n + n + n); } else { uint32 *alt = (uint32 *)buf; uint32 color = Graphics::ARGBToColor >(0xff, r, g, b); for (i = 0; i < n; i++) *alt++ = color; } } void art_rgb_run_alpha1(byte *buf, byte r, byte g, byte b, int alpha, int n) { int i; int v; for (i = 0; i < n; i++) { #if defined(SCUMM_LITTLE_ENDIAN) v = *buf; *buf++ = v + (((b - v) * alpha + 0x80) >> 8); v = *buf; *buf++ = v + (((g - v) * alpha + 0x80) >> 8); v = *buf; *buf++ = v + (((r - v) * alpha + 0x80) >> 8); v = *buf; *buf++ = MIN(v + alpha, 0xff); #else v = *buf; *buf++ = MIN(v + alpha, 0xff); v = *buf; *buf++ = v + (((r - v) * alpha + 0x80) >> 8); v = *buf; *buf++ = v + (((g - v) * alpha + 0x80) >> 8); v = *buf; *buf++ = v + (((b - v) * alpha + 0x80) >> 8); #endif } } typedef struct _ArtRgbSVPAlphaData ArtRgbSVPAlphaData; struct _ArtRgbSVPAlphaData { int alphatab[256]; byte r, g, b, alpha; byte *buf; int rowstride; int x0, x1; }; static void art_rgb_svp_alpha_callback1(void *callback_data, int y, int start, ArtSVPRenderAAStep *steps, int n_steps) { ArtRgbSVPAlphaData *data = (ArtRgbSVPAlphaData *)callback_data; byte *linebuf; int run_x0, run_x1; uint32 running_sum = start; int x0, x1; int k; byte r, g, b; int *alphatab; int alpha; linebuf = data->buf; x0 = data->x0; x1 = data->x1; r = data->r; g = data->g; b = data->b; alphatab = data->alphatab; if (n_steps > 0) { run_x1 = steps[0].x; if (run_x1 > x0) { alpha = (running_sum >> 16) & 0xff; if (alpha) art_rgb_run_alpha1(linebuf, r, g, b, alphatab[alpha], run_x1 - x0); } for (k = 0; k < n_steps - 1; k++) { running_sum += steps[k].delta; run_x0 = run_x1; run_x1 = steps[k + 1].x; if (run_x1 > run_x0) { alpha = (running_sum >> 16) & 0xff; if (alpha) art_rgb_run_alpha1(linebuf + (run_x0 - x0) * 4, r, g, b, alphatab[alpha], run_x1 - run_x0); } } running_sum += steps[k].delta; if (x1 > run_x1) { alpha = (running_sum >> 16) & 0xff; if (alpha) art_rgb_run_alpha1(linebuf + (run_x1 - x0) * 4, r, g, b, alphatab[alpha], x1 - run_x1); } } else { alpha = (running_sum >> 16) & 0xff; if (alpha) art_rgb_run_alpha1(linebuf, r, g, b, alphatab[alpha], x1 - x0); } data->buf += data->rowstride; } static void art_rgb_svp_alpha_opaque_callback1(void *callback_data, int y, int start, ArtSVPRenderAAStep *steps, int n_steps) { ArtRgbSVPAlphaData *data = (ArtRgbSVPAlphaData *)callback_data; byte *linebuf; int run_x0, run_x1; uint32 running_sum = start; int x0, x1; int k; byte r, g, b; int *alphatab; int alpha; linebuf = data->buf; x0 = data->x0; x1 = data->x1; r = data->r; g = data->g; b = data->b; alphatab = data->alphatab; if (n_steps > 0) { run_x1 = steps[0].x; if (run_x1 > x0) { alpha = running_sum >> 16; if (alpha) { if (alpha >= 255) art_rgb_fill_run1(linebuf, r, g, b, run_x1 - x0); else art_rgb_run_alpha1(linebuf, r, g, b, alphatab[alpha], run_x1 - x0); } } for (k = 0; k < n_steps - 1; k++) { running_sum += steps[k].delta; run_x0 = run_x1; run_x1 = steps[k + 1].x; if (run_x1 > run_x0) { alpha = running_sum >> 16; if (alpha) { if (alpha >= 255) art_rgb_fill_run1(linebuf + (run_x0 - x0) * 4, r, g, b, run_x1 - run_x0); else art_rgb_run_alpha1(linebuf + (run_x0 - x0) * 4, r, g, b, alphatab[alpha], run_x1 - run_x0); } } } running_sum += steps[k].delta; if (x1 > run_x1) { alpha = running_sum >> 16; if (alpha) { if (alpha >= 255) art_rgb_fill_run1(linebuf + (run_x1 - x0) * 4, r, g, b, x1 - run_x1); else art_rgb_run_alpha1(linebuf + (run_x1 - x0) * 4, r, g, b, alphatab[alpha], x1 - run_x1); } } } else { alpha = running_sum >> 16; if (alpha) { if (alpha >= 255) art_rgb_fill_run1(linebuf, r, g, b, x1 - x0); else art_rgb_run_alpha1(linebuf, r, g, b, alphatab[alpha], x1 - x0); } } data->buf += data->rowstride; } void art_rgb_svp_alpha1(const ArtSVP *svp, int x0, int y0, int x1, int y1, uint32 color, byte *buf, int rowstride) { ArtRgbSVPAlphaData data; byte r, g, b, alpha; int i; int a, da; Graphics::colorToARGB >(color, alpha, r, g, b); data.r = r; data.g = g; data.b = b; data.alpha = alpha; a = 0x8000; da = (alpha * 66051 + 0x80) >> 8; /* 66051 equals 2 ^ 32 / (255 * 255) */ for (i = 0; i < 256; i++) { data.alphatab[i] = a >> 16; a += da; } data.buf = buf; data.rowstride = rowstride; data.x0 = x0; data.x1 = x1; if (alpha == 255) art_svp_render_aa(svp, x0, y0, x1, y1, art_rgb_svp_alpha_opaque_callback1, &data); else art_svp_render_aa(svp, x0, y0, x1, y1, art_rgb_svp_alpha_callback1, &data); } static int art_vpath_len(ArtVpath *a) { int i = 0; while (a[i].code != ART_END) i++; return i; } ArtVpath *art_vpath_cat(ArtVpath *a, ArtVpath *b) { ArtVpath *dest; ArtVpath *p; int len_a, len_b; len_a = art_vpath_len(a); len_b = art_vpath_len(b); dest = art_new(ArtVpath, len_a + len_b + 1); if (!dest) error("[art_vpath_cat] Cannot allocate memory"); p = dest; for (int i = 0; i < len_a; i++) *p++ = *a++; for (int i = 0; i <= len_b; i++) *p++ = *b++; return dest; } void art_svp_make_convex(ArtSVP *svp) { int i; if (svp->n_segs > 0 && svp->segs[0].dir == 0) { for (i = 0; i < svp->n_segs; i++) { svp->segs[i].dir = !svp->segs[i].dir; } } } ArtVpath *art_vpath_reverse(ArtVpath *a) { ArtVpath *dest; ArtVpath it; int len; int state = 0; int i; len = art_vpath_len(a); dest = art_new(ArtVpath, len + 1); if (!dest) error("[art_vpath_reverse] Cannot allocate memory"); for (i = 0; i < len; i++) { it = a[len - i - 1]; if (state) { it.code = ART_LINETO; } else { it.code = ART_MOVETO_OPEN; state = 1; } if (a[len - i - 1].code == ART_MOVETO || a[len - i - 1].code == ART_MOVETO_OPEN) { state = 0; } dest[i] = it; } dest[len] = a[len]; return dest; } ArtVpath *art_vpath_reverse_free(ArtVpath *a) { ArtVpath *dest; dest = art_vpath_reverse(a); free(a); return dest; } void drawBez(ArtBpath *bez1, ArtBpath *bez2, byte *buffer, int width, int height, int deltaX, int deltaY, double scaleX, double scaleY, double penWidth, unsigned int color) { ArtVpath *vec = NULL; ArtVpath *vec1 = NULL; ArtVpath *vec2 = NULL; ArtSVP *svp = NULL; #if 0 const char *codes[] = {"ART_MOVETO", "ART_MOVETO_OPEN", "ART_CURVETO", "ART_LINETO", "ART_END"}; for (int i = 0;; i++) { debugN(" bez[%d].code = %s;\n", i, codes[bez[i].code]); if (bez[i].code == ART_END) break; if (bez[i].code == ART_CURVETO) { debugN(" bez[%d].x1 = %f; bez[%d].y1 = %f;\n", i, bez[i].x1, i, bez[i].y1); debugN(" bez[%d].x2 = %f; bez[%d].y2 = %f;\n", i, bez[i].x2, i, bez[i].y2); } debugN(" bez[%d].x3 = %f; bez[%d].y3 = %f;\n", i, bez[i].x3, i, bez[i].y3); } debugN(" drawBez(bez, buffer, 1.0, 1.0, %f, 0x%08x);\n", penWidth, color); #endif // HACK: Some frames have green bounding boxes drawn. // Perhaps they were used by original game artist Umriss // We skip them just like the original if (bez2 == 0 && color == Graphics::ARGBToColor >(0xff, 0x00, 0xff, 0x00)) { return; } vec1 = art_bez_path_to_vec(bez1, 0.5); if (bez2 != 0) { vec2 = art_bez_path_to_vec(bez2, 0.5); vec2 = art_vpath_reverse_free(vec2); vec = art_vpath_cat(vec1, vec2); free(vec1); free(vec2); } else { vec = vec1; } int size = art_vpath_len(vec); ArtVpath *vect = art_new(ArtVpath, size + 1); if (!vect) error("[drawBez] Cannot allocate memory"); int k; for (k = 0; k < size; k++) { vect[k].code = vec[k].code; vect[k].x = (vec[k].x - deltaX) * scaleX; vect[k].y = (vec[k].y - deltaY) * scaleY; } vect[k].code = ART_END; if (bez2 == 0) { // Line drawing svp = art_svp_vpath_stroke(vect, ART_PATH_STROKE_JOIN_ROUND, ART_PATH_STROKE_CAP_ROUND, penWidth, 1.0, 0.5); } else { svp = art_svp_from_vpath(vect); art_svp_make_convex(svp); } art_rgb_svp_alpha1(svp, 0, 0, width, height, color, buffer, width * 4); free(vect); art_svp_free(svp); free(vec); } void VectorImage::render(int width, int height) { double scaleX = (width == - 1) ? 1 : static_cast(width) / static_cast(getWidth()); double scaleY = (height == - 1) ? 1 : static_cast(height) / static_cast(getHeight()); debug(3, "VectorImage::render(%d, %d) %s", width, height, _fname.c_str()); if (_pixelData) free(_pixelData); _pixelData = (byte *)malloc(width * height * 4); memset(_pixelData, 0, width * height * 4); for (uint e = 0; e < _elements.size(); e++) { //// Draw shapes for (uint s = 0; s < _elements[e].getFillStyleCount(); s++) { int fill0len = 0; int fill1len = 0; // Count vector sizes in order to minimize memory // fragmentation for (uint p = 0; p < _elements[e].getPathCount(); p++) { if (_elements[e].getPathInfo(p).getFillStyle0() == s + 1) fill0len += _elements[e].getPathInfo(p).getVecLen(); if (_elements[e].getPathInfo(p).getFillStyle1() == s + 1) fill1len += _elements[e].getPathInfo(p).getVecLen(); } // Now lump together vectors ArtBpath *fill1 = art_new(ArtBpath, fill1len + 1); ArtBpath *fill0 = art_new(ArtBpath, fill0len + 1); ArtBpath *fill1pos = fill1; ArtBpath *fill0pos = fill0; for (uint p = 0; p < _elements[e].getPathCount(); p++) { if (_elements[e].getPathInfo(p).getFillStyle0() == s + 1) { for (int i = 0; i < _elements[e].getPathInfo(p).getVecLen(); i++) *fill0pos++ = _elements[e].getPathInfo(p).getVec()[i]; } if (_elements[e].getPathInfo(p).getFillStyle1() == s + 1) { for (int i = 0; i < _elements[e].getPathInfo(p).getVecLen(); i++) *fill1pos++ = _elements[e].getPathInfo(p).getVec()[i]; } } // Close vectors (*fill0pos).code = ART_END; (*fill1pos).code = ART_END; drawBez(fill1, fill0, _pixelData, width, height, _boundingBox.left, _boundingBox.top, scaleX, scaleY, -1, _elements[e].getFillStyleColor(s)); free(fill0); free(fill1); } //// Draw strokes for (uint s = 0; s < _elements[e].getLineStyleCount(); s++) { double penWidth = _elements[e].getLineStyleWidth(s); penWidth *= sqrt(fabs(scaleX * scaleY)); for (uint p = 0; p < _elements[e].getPathCount(); p++) { if (_elements[e].getPathInfo(p).getLineStyle() == s + 1) { drawBez(_elements[e].getPathInfo(p).getVec(), 0, _pixelData, width, height, _boundingBox.left, _boundingBox.top, scaleX, scaleY, penWidth, _elements[e].getLineStyleColor(s)); } } } } } } // End of namespace Sword25