/* 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 file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/Base/file/BFile.h" #include "engines/wintermute/Base/BFileManager.h" #include "engines/wintermute/Base/BGame.h" #include "engines/wintermute/Base/BSurfaceSDL.h" #include "engines/wintermute/Base/BRenderSDL.h" #include "engines/wintermute/Base/BImage.h" #include "engines/wintermute/PlatformSDL.h" #include "graphics/decoders/png.h" #include "graphics/decoders/bmp.h" #include "graphics/decoders/jpeg.h" #include "engines/wintermute/graphics/transparentSurface.h" #include "engines/wintermute/graphics/tga.h" #include "graphics/pixelformat.h" #include "graphics/surface.h" #include "common/stream.h" #include "common/system.h" namespace WinterMute { ////////////////////////////////////////////////////////////////////////// CBSurfaceSDL::CBSurfaceSDL(CBGame *inGame) : CBSurface(inGame) { _surface = new Graphics::Surface(); _scaledSurface = NULL; _alphaMask = NULL; _hasAlpha = true; _lockPixels = NULL; _lockPitch = 0; } ////////////////////////////////////////////////////////////////////////// CBSurfaceSDL::~CBSurfaceSDL() { //TODO if (_surface) { _surface->free(); delete _surface; _surface = NULL; } if (_scaledSurface) { _scaledSurface->free(); delete _scaledSurface; _scaledSurface = NULL; } #if 0 if (_texture) SDL_DestroyTexture(_texture); delete[] _alphaMask; _alphaMask = NULL; #endif Game->AddMem(-_width * _height * 4); } bool hasTransparency(Graphics::Surface *surf) { if (surf->format.bytesPerPixel != 4) { warning("hasTransparency:: non 32 bpp surface passed as argument"); return false; } uint8 r, g, b, a; for (int i = 0; i < surf->h; i++) { for (int j = 0; j < surf->w; j++) { uint32 pix = *(uint32 *)surf->getBasePtr(j, i); surf->format.colorToARGB(pix, a, r, g, b); if (a != 255) { return true; } } } return false; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::create(const char *filename, bool default_ck, byte ck_red, byte ck_green, byte ck_blue, int lifeTime, bool keepLoaded) { /* CBRenderSDL *renderer = static_cast(Game->_renderer); */ Common::String strFileName(filename); CBImage *image = new CBImage(Game); image->loadFile(strFileName); // const Graphics::Surface *surface = image->getSurface(); if (default_ck) { ck_red = 255; ck_green = 0; ck_blue = 255; } _width = image->getSurface()->w; _height = image->getSurface()->h; bool isSaveGameGrayscale = scumm_strnicmp(filename, "savegame:", 9) == 0 && (filename[strFileName.size() - 1] == 'g' || filename[strFileName.size() - 1] == 'G'); if (isSaveGameGrayscale) { warning("grayscaleConversion not yet implemented"); /* FIBITMAP *newImg = FreeImage_ConvertToGreyscale(img); if (newImg) { FreeImage_Unload(img); img = newImg; }*/ } // convert 32-bit BMPs to 24-bit or they appear totally transparent (does any app actually write alpha in BMP properly?) /* if (FreeImage_GetBPP(img) != 32 || (imgFormat == FIF_BMP && FreeImage_GetBPP(img) != 24)) { FIBITMAP *newImg = FreeImage_ConvertTo24Bits(img); if (newImg) { FreeImage_Unload(img); img = newImg; } else { FreeImage_Unload(img); return -1; } } FreeImage_FlipVertical(img);*/ //TODO: This is rather endian-specific, but should be replaced by non-SDL-code anyhow: /* uint32 rmask = surface->format.rMax() << surface->format.rShift; uint32 gmask = surface->format.gMax() << surface->format.gShift; uint32 bmask = surface->format.bMax() << surface->format.bShift; uint32 amask = surface->format.aMax();*/ // SDL_Surface *surf = SDL_CreateRGBSurfaceFrom(surface->pixels, _width, _height, surface->format.bytesPerPixel * 8, surface->pitch, rmask, gmask, bmask, amask); // no alpha, set color key /* if (surface->format.bytesPerPixel != 4) SDL_SetColorKey(surf, SDL_TRUE, SDL_MapRGB(surf->format, ck_red, ck_green, ck_blue));*/ // convert 32-bit BMPs to 24-bit or they appear totally transparent (does any app actually write alpha in BMP properly?) // Well, actually, we don't convert via 24-bit as the color-key application overwrites the Alpha-channel anyhow. if (strFileName.hasSuffix(".bmp") && image->getSurface()->format.bytesPerPixel == 4) { _surface = image->getSurface()->convertTo(g_system->getScreenFormat(), image->getPalette()); TransparentSurface trans(*_surface); trans.applyColorKey(ck_red, ck_green, ck_blue); } else if (image->getSurface()->format.bytesPerPixel == 1 && image->getPalette()) { _surface = image->getSurface()->convertTo(g_system->getScreenFormat(), image->getPalette()); TransparentSurface trans(*_surface); trans.applyColorKey(ck_red, ck_green, ck_blue, true); } else if (image->getSurface()->format.bytesPerPixel == 4 && image->getSurface()->format != g_system->getScreenFormat()) { _surface = image->getSurface()->convertTo(g_system->getScreenFormat()); } else { _surface = new Graphics::Surface(); _surface->copyFrom(*image->getSurface()); } _hasAlpha = hasTransparency(_surface); //SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best"); //TODO //_texture = SdlUtil::CreateTextureFromSurface(renderer->GetSdlRenderer(), surf); // This particular warning is rather messy, as this function is called a ton, // thus we avoid printing it more than once. static bool hasWarned = false; if (!hasWarned) { warning("Surface-textures not fully ported yet"); hasWarned = true; } //delete imgDecoder; #if 0 _texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surf); if (!_texture) { SDL_FreeSurface(surf); delete imgDecoder; return E_FAIL; } GenAlphaMask(surf); SDL_FreeSurface(surf); delete imgDecoder; // TODO: Update this if ImageDecoder doesn't end up owning the surface. _cKDefault = default_ck; _cKRed = ck_red; _cKGreen = ck_green; _cKBlue = ck_blue; #endif if (!_filename || scumm_stricmp(_filename, filename) != 0) { setFilename(filename); } if (_lifeTime == 0 || lifeTime == -1 || lifeTime > _lifeTime) _lifeTime = lifeTime; _keepLoaded = keepLoaded; if (_keepLoaded) _lifeTime = -1; _valid = true; Game->AddMem(_width * _height * 4); delete image; return S_OK; } ////////////////////////////////////////////////////////////////////////// void CBSurfaceSDL::genAlphaMask(Graphics::Surface *surface) { warning("CBSurfaceSDL::GenAlphaMask - Not ported yet"); return; delete[] _alphaMask; _alphaMask = NULL; if (!surface) return; #if 0 SDL_LockSurface(surface); #endif bool hasColorKey; /* uint32 colorKey; */ uint8 ckRed, ckGreen, ckBlue; /* if (SDL_GetColorKey(surface, &colorKey) == 0) { hasColorKey = true; SDL_GetRGB(colorKey, surface->format, &ckRed, &ckGreen, &ckBlue); } else hasColorKey = false; */ //TODO _alphaMask = new byte[surface->w * surface->h]; bool hasTransparency = false; for (int y = 0; y < surface->h; y++) { for (int x = 0; x < surface->w; x++) { uint32 pixel = getPixel(surface, x, y); uint8 r, g, b, a; surface->format.colorToARGB(pixel, a, r, g, b); //SDL_GetRGBA(pixel, surface->format, &r, &g, &b, &a); if (hasColorKey && r == ckRed && g == ckGreen && b == ckBlue) a = 0; _alphaMask[y * surface->w + x] = a; if (a < 255) hasTransparency = true; } } #if 0 SDL_UnlockSurface(surface); #endif if (!hasTransparency) { delete[] _alphaMask; _alphaMask = NULL; } } ////////////////////////////////////////////////////////////////////////// uint32 CBSurfaceSDL::getPixel(Graphics::Surface *surface, int x, int y) { warning("CBSurfaceSDL::GetPixel - Not ported yet"); int bpp = surface->format.bytesPerPixel; /* Here p is the address to the pixel we want to retrieve */ uint8 *p = (uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch (bpp) { case 1: return *p; break; case 2: return *(uint16 *)p; break; case 3: #ifdef SCUMM_BIG_ENDIAN // if (SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; #else //else return p[0] | p[1] << 8 | p[2] << 16; #endif break; case 4: return *(uint32 *)p; break; default: return 0; /* shouldn't happen, but avoids warnings */ } return 0; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::create(int width, int height) { warning("SurfaceSDL::Create not ported yet"); //TODO #if 0 CBRenderSDL *renderer = static_cast(Game->_renderer); _texture = SDL_CreateTexture(renderer->GetSdlRenderer(), SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height); #endif _width = width; _height = height; Game->AddMem(_width * _height * 4); _valid = true; return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::createFromSDLSurface(Graphics::Surface *surface) { warning("CBSurfaceSDL::CreateFromSDLSurface not ported yet"); //TODO #if 0 CBRenderSDL *renderer = static_cast(Game->_renderer); _texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surface); #endif if (_surface) { _surface->free(); delete _surface; _surface = NULL; } _surface = new Graphics::Surface(); _surface->copyFrom(*surface); _width = surface->w; _height = surface->h; #if 0 Game->AddMem(_width * _height * 4); #endif _valid = true; return S_OK; } ////////////////////////////////////////////////////////////////////////// bool CBSurfaceSDL::isTransparentAt(int x, int y) { // This particular warning is rather messy, as this function is called a ton, // thus we avoid printing it more than once. static bool hasWarned = false; if (!hasWarned) { warning("CBSurfaceSDL::IsTransparentAt not ported yet"); hasWarned = true; } #if 0 int access; int width, height; //SDL_QueryTexture(_texture, NULL, &access, &width, &height); //TODO //if (access != SDL_TEXTUREACCESS_STREAMING) return false; if (X < 0 || X >= width || Y < 0 || Y >= height) return true; StartPixelOp(); bool ret = IsTransparentAtLite(X, Y); EndPixelOp(); return ret; #endif return 0; } ////////////////////////////////////////////////////////////////////////// bool CBSurfaceSDL::isTransparentAtLite(int x, int y) { //if (!_lockPixels) return false; // This particular warning is rather messy, as this function is called a ton, // thus we avoid printing it more than once. static bool hasWarned = false; if (!hasWarned) { warning("CBSurfaceSDL::IsTransparentAtLite not ported yet"); hasWarned = true; } if (_surface->format.bytesPerPixel == 4) { uint32 pixel = *(uint32 *)_surface->getBasePtr(x, y); uint8 r, g, b, a; _surface->format.colorToARGB(pixel, a, r, g, b); if (a <= 128) { return true; } else { return false; } } #if 0 uint32 format; int access; int width, height; //SDL_QueryTexture(_texture, &format, &access, &width, &height); //if (access != SDL_TEXTUREACCESS_STREAMING) return false; if (X < 0 || X >= width || Y < 0 || Y >= height) return true; if (!_alphaMask) return false; else return _alphaMask[Y * width + X] <= 128; #endif return false; /* Uint32* dst = (Uint32*)((Uint8*)_lockPixels + Y * _lockPitch); Uint32 pixel = dst[X]; SDL_PixelFormat* pixelFormat = SDL_AllocFormat(format); Uint8 r, g, b, a; SDL_GetRGBA(pixel, pixelFormat, &r, &g, &b, &a); SDL_FreeFormat(pixelFormat); return a <= 128; */ } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::startPixelOp() { //SDL_LockTexture(_texture, NULL, &_lockPixels, &_lockPitch); // Any pixel-op makes the caching useless: if (_scaledSurface) { _scaledSurface->free(); delete _scaledSurface; _scaledSurface = NULL; } return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::endPixelOp() { //SDL_UnlockTexture(_texture); return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::display(int x, int y, RECT rect, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { return drawSprite(x, y, &rect, 100, 100, 0xFFFFFFFF, true, blendMode, mirrorX, mirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::displayTrans(int x, int y, RECT rect, uint32 alpha, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { return drawSprite(x, y, &rect, 100, 100, alpha, false, blendMode, mirrorX, mirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::displayTransOffset(int x, int y, RECT rect, uint32 alpha, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) { return drawSprite(x, y, &rect, 100, 100, alpha, false, blendMode, mirrorX, mirrorY, offsetX, offsetY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::displayTransZoom(int x, int y, RECT rect, float zoomX, float zoomY, uint32 alpha, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { return drawSprite(x, y, &rect, zoomX, zoomY, alpha, false, blendMode, mirrorX, mirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::displayZoom(int x, int y, RECT rect, float zoomX, float zoomY, uint32 alpha, bool Transparent, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { return drawSprite(x, y, &rect, zoomX, zoomY, alpha, !Transparent, blendMode, mirrorX, mirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::displayTransform(int x, int y, int HotX, int HotY, RECT Rect, float zoomX, float zoomY, uint32 alpha, float rotate, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { return drawSprite(x, y, &Rect, zoomX, zoomY, alpha, false, blendMode, mirrorX, mirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::drawSprite(int x, int y, RECT *Rect, float ZoomX, float ZoomY, uint32 Alpha, bool AlphaDisable, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) { CBRenderSDL *renderer = static_cast(Game->_renderer); if (renderer->_forceAlphaColor != 0) Alpha = renderer->_forceAlphaColor; // This particular warning is rather messy, as this function is called a ton, // thus we avoid printing it more than once. static bool hasWarned = false; if (!hasWarned) { warning("CBSurfaceSDL::DrawSprite not fully ported yet"); // TODO. hasWarned = true; } byte r = D3DCOLGetR(Alpha); byte g = D3DCOLGetG(Alpha); byte b = D3DCOLGetB(Alpha); byte a = D3DCOLGetA(Alpha); renderer->setAlphaMod(a); renderer->setColorMod(r, g, b); #if 0 SDL_SetTextureColorMod(_texture, r, g, b); SDL_SetTextureAlphaMod(_texture, a); if (AlphaDisable) SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_NONE); else SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_BLEND); #endif // TODO: This _might_ miss the intended behaviour by 1 in each direction // But I think it fits the model used in Wintermute. Common::Rect srcRect; srcRect.left = Rect->left; srcRect.top = Rect->top; srcRect.setWidth(Rect->right - Rect->left); srcRect.setHeight(Rect->bottom - Rect->top); Common::Rect position; position.left = x + offsetX; position.top = y + offsetY; // TODO: Scaling... position.setWidth((float)srcRect.width() * ZoomX / 100.f); position.setHeight((float)srcRect.height() * ZoomX / 100.f); renderer->ModTargetRect(&position); /* position.left += offsetX; position.top += offsetY;*/ // TODO: This actually requires us to have the SAME source-offsets every time, // But no checking is in place for that yet. Graphics::Surface drawSrc; drawSrc.w = position.width(); drawSrc.h = position.height(); drawSrc.format = _surface->format; if (position.width() != srcRect.width() || position.height() != srcRect.height()) { if (_scaledSurface && position.width() == _scaledSurface->w && position.height() == _scaledSurface->h) { drawSrc.pixels = _scaledSurface->pixels; drawSrc.pitch = _scaledSurface->pitch; } else { if (_scaledSurface) { _scaledSurface->free(); delete _scaledSurface; _scaledSurface = NULL; } TransparentSurface src(*_surface, false); _scaledSurface = src.scale(position.width(), position.height()); drawSrc.pixels = _scaledSurface->pixels; drawSrc.pitch = _scaledSurface->pitch; } } else { // No scaling drawSrc.pitch = _surface->pitch; drawSrc.pixels = &((char *)_surface->pixels)[srcRect.top * _surface->pitch + srcRect.left * 4]; } srcRect.left = 0; srcRect.top = 0; srcRect.setWidth(drawSrc.w); srcRect.setHeight(drawSrc.h); if (_hasAlpha && !AlphaDisable) { renderer->drawFromSurface(&drawSrc, &srcRect, &position, mirrorX, mirrorY); } else { renderer->drawOpaqueFromSurface(&drawSrc, &srcRect, &position, mirrorX, mirrorY); } #if 0 SDL_RenderCopy(renderer->GetSdlRenderer(), _texture, &srcRect, &position); #endif return S_OK; } HRESULT CBSurfaceSDL::putSurface(const Graphics::Surface &surface, bool hasAlpha) { _surface->copyFrom(surface); _hasAlpha = hasAlpha; return S_OK; } } // end of namespace WinterMute