/* 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/base_file_manager.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/gfx/osystem/base_surface_osystem.h" #include "engines/wintermute/base/gfx/osystem/base_render_osystem.h" #include "engines/wintermute/base/gfx/base_image.h" #include "engines/wintermute/platform_osystem.h" #include "graphics/decoders/png.h" #include "graphics/decoders/bmp.h" #include "graphics/decoders/jpeg.h" #include "graphics/decoders/tga.h" #include "engines/wintermute/graphics/transparent_surface.h" #include "graphics/pixelformat.h" #include "graphics/surface.h" #include "common/stream.h" #include "common/system.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// BaseSurfaceOSystem::BaseSurfaceOSystem(BaseGame *inGame) : BaseSurface(inGame) { _surface = new Graphics::Surface(); _alphaMask = nullptr; _alphaType = TransparentSurface::ALPHA_FULL; _lockPixels = nullptr; _lockPitch = 0; _loaded = false; _rotation = 0; } ////////////////////////////////////////////////////////////////////////// BaseSurfaceOSystem::~BaseSurfaceOSystem() { if (_surface) { _surface->free(); delete _surface; _surface = nullptr; } delete[] _alphaMask; _alphaMask = nullptr; _gameRef->addMem(-_width * _height * 4); BaseRenderOSystem *renderer = static_cast(_gameRef->_renderer); renderer->invalidateTicketsFromSurface(this); } TransparentSurface::AlphaType hasTransparencyType(const Graphics::Surface *surf) { if (surf->format.bytesPerPixel != 4) { warning("hasTransparencyType:: non 32 bpp surface passed as argument"); return TransparentSurface::ALPHA_OPAQUE; } uint8 r, g, b, a; bool seenAlpha = false; bool seenFullAlpha = false; for (int i = 0; i < surf->h; i++) { if (seenFullAlpha) { break; } 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) { seenAlpha = true; if (a != 0) { seenFullAlpha = true; break; } } } } if (seenFullAlpha) { return TransparentSurface::ALPHA_FULL; } else if (seenAlpha) { return TransparentSurface::ALPHA_BINARY; } else { return TransparentSurface::ALPHA_OPAQUE; } } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::create(const Common::String &filename, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime, bool keepLoaded) { /* BaseRenderOSystem *renderer = static_cast(_gameRef->_renderer); */ _filename = filename; // const Graphics::Surface *surface = image->getSurface(); if (defaultCK) { ckRed = 255; ckGreen = 0; ckBlue = 255; } _ckDefault = defaultCK; _ckRed = ckRed; _ckGreen = ckGreen; _ckBlue = ckBlue; if (_lifeTime == 0 || lifeTime == -1 || lifeTime > _lifeTime) { _lifeTime = lifeTime; } _keepLoaded = keepLoaded; if (_keepLoaded) { _lifeTime = -1; } return STATUS_OK; } bool BaseSurfaceOSystem::finishLoad() { BaseImage *image = new BaseImage(); if (!image->loadFile(_filename)) { delete image; return false; } _width = image->getSurface()->w; _height = image->getSurface()->h; bool isSaveGameGrayscale = scumm_strnicmp(_filename.c_str(), "savegame:", 9) == 0 && (_filename.c_str()[_filename.size() - 1] == 'g' || _filename.c_str()[_filename.size() - 1] == 'G'); if (isSaveGameGrayscale) { warning("grayscaleConversion not yet implemented"); // FIBITMAP *newImg = FreeImage_ConvertToGreyscale(img); TODO } // 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. _surface->free(); delete _surface; bool needsColorKey = false; bool replaceAlpha = true; if (_filename.hasSuffix(".bmp") && image->getSurface()->format.bytesPerPixel == 4) { _surface = image->getSurface()->convertTo(g_system->getScreenFormat(), image->getPalette()); needsColorKey = true; replaceAlpha = false; } else if (image->getSurface()->format.bytesPerPixel == 1 && image->getPalette()) { _surface = image->getSurface()->convertTo(g_system->getScreenFormat(), image->getPalette()); needsColorKey = true; } else if (image->getSurface()->format.bytesPerPixel >= 3 && image->getSurface()->format != g_system->getScreenFormat()) { _surface = image->getSurface()->convertTo(g_system->getScreenFormat()); if (image->getSurface()->format.bytesPerPixel == 3) { needsColorKey = true; } } else { _surface = new Graphics::Surface(); _surface->copyFrom(*image->getSurface()); if (_surface->format.aBits() == 0) { needsColorKey = true; } } if (needsColorKey) { TransparentSurface trans(*_surface); trans.applyColorKey(_ckRed, _ckGreen, _ckBlue, replaceAlpha); } _alphaType = hasTransparencyType(_surface); _valid = true; _gameRef->addMem(_width * _height * 4); delete image; _loaded = true; return true; } ////////////////////////////////////////////////////////////////////////// void BaseSurfaceOSystem::genAlphaMask(Graphics::Surface *surface) { warning("BaseSurfaceOSystem::GenAlphaMask - Not ported yet"); return; // TODO: Reimplement this delete[] _alphaMask; _alphaMask = nullptr; if (!surface) { return; } 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; */ _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 = getPixelAt(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 (!hasTransparency) { delete[] _alphaMask; _alphaMask = nullptr; } } ////////////////////////////////////////////////////////////////////////// uint32 BaseSurfaceOSystem::getPixelAt(Graphics::Surface *surface, int x, int y) { warning("BaseSurfaceOSystem::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->getBasePtr(x, y); 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; } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::create(int width, int height) { _width = width; _height = height; _gameRef->addMem(_width * _height * 4); _valid = true; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::isTransparentAt(int x, int y) { return isTransparentAtLite(x, y); } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::isTransparentAtLite(int x, int y) { if (x < 0 || x >= _surface->w || y < 0 || y >= _surface->h) { return 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; } } return false; } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::startPixelOp() { //SDL_LockTexture(_texture, nullptr, &_lockPixels, &_lockPitch); // Any pixel-op makes the caching useless: BaseRenderOSystem *renderer = static_cast(_gameRef->_renderer); renderer->invalidateTicketsFromSurface(this); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::endPixelOp() { //SDL_UnlockTexture(_texture); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::display(int x, int y, Rect32 rect, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { _rotation = 0; return drawSprite(x, y, &rect, nullptr, TransformStruct(kDefaultZoomX, kDefaultZoomY, mirrorX, mirrorY)); } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::displayTrans(int x, int y, Rect32 rect, uint32 alpha, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { _rotation = 0; return drawSprite(x, y, &rect, nullptr, TransformStruct(kDefaultZoomX, kDefaultZoomY, blendMode, alpha, mirrorX, mirrorY)); } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::displayTransOffset(int x, int y, Rect32 rect, uint32 alpha, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) { _rotation = 0; return drawSprite(x, y, &rect, nullptr, TransformStruct(kDefaultZoomX, kDefaultZoomY, kDefaultAngle, kDefaultHotspotX, kDefaultHotspotY, blendMode, alpha, mirrorX, mirrorY, offsetX, offsetY)); } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::displayTransZoom(int x, int y, Rect32 rect, int32 zoomX, int32 zoomY, uint32 alpha, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { _rotation = 0; return drawSprite(x, y, &rect, nullptr, TransformStruct(zoomX, zoomY, blendMode, alpha, mirrorX, mirrorY)); } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::displayZoom(int x, int y, Rect32 rect, int32 zoomX, int32 zoomY, uint32 alpha, bool transparent, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { _rotation = 0; TransformStruct transform; if (transparent) { transform = TransformStruct(zoomX, zoomY, kDefaultAngle, kDefaultHotspotX, kDefaultHotspotY, blendMode, alpha, mirrorX, mirrorY); } else { transform = TransformStruct(zoomX, zoomY, mirrorX, mirrorY); } return drawSprite(x, y, &rect, nullptr, transform); } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::displayTransform(int x, int y, Rect32 rect, Rect32 newRect, const TransformStruct &transform) { _rotation = (uint32)transform._angle; if (transform._angle < 0.0f) { warning("Negative rotation: %d %d", transform._angle, _rotation); _rotation = (uint32)(360.0f + transform._angle); warning("Negative post rotation: %d %d", transform._angle, _rotation); } return drawSprite(x, y, &rect, &newRect, transform); } ////////////////////////////////////////////////////////////////////////// bool BaseSurfaceOSystem::drawSprite(int x, int y, Rect32 *rect, Rect32 *newRect, TransformStruct transform) { BaseRenderOSystem *renderer = static_cast(_gameRef->_renderer); if (!_loaded) { finishLoad(); } if (renderer->_forceAlphaColor != 0) { transform._rgbaMod = renderer->_forceAlphaColor; } #if 0 // These are kept for reference if BlendMode is reimplemented at some point. 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 + transform._offset.x; position.top = y + transform._offset.y; // Crop off-by-ones: if (position.left == -1) { position.left = 0; // TODO: Something is wrong } if (position.top == -1) { position.top = 0; // TODO: Something is wrong } if (newRect) { position.top = y; position.left = x; position.right = x + newRect->width(); position.bottom = y + newRect->height(); position.setWidth(newRect->width()); position.setHeight(newRect->height()); } else { position.setWidth((int16)((float)srcRect.width() * transform._zoom.x / kDefaultZoomX)); position.setHeight((int16)((float)srcRect.height() * transform._zoom.y / kDefaultZoomY)); } renderer->modTargetRect(&position); // TODO: This actually requires us to have the SAME source-offsets every time, // But no checking is in place for that yet. // Optimize by not doing alpha-blits if we lack alpha if (_alphaType == TransparentSurface::ALPHA_OPAQUE && !transform._alphaDisable) { transform._alphaDisable = true; } renderer->drawSurface(this, _surface, &srcRect, &position, transform); return STATUS_OK; } bool BaseSurfaceOSystem::repeatLastDisplayOp(int offsetX, int offsetY, int numTimesX, int numTimesY) { BaseRenderOSystem *renderer = static_cast(_gameRef->_renderer); renderer->repeatLastDraw(offsetX, offsetY, numTimesX, numTimesY); return STATUS_OK; } bool BaseSurfaceOSystem::putSurface(const Graphics::Surface &surface, bool hasAlpha) { _loaded = true; _surface->free(); _surface->copyFrom(surface); if (hasAlpha) { _alphaType = TransparentSurface::ALPHA_FULL; } else { _alphaType = TransparentSurface::ALPHA_OPAQUE; } BaseRenderOSystem *renderer = static_cast(_gameRef->_renderer); renderer->invalidateTicketsFromSurface(this); return STATUS_OK; } } // End of namespace Wintermute