/* ScummVM - Scumm Interpreter * Copyright (C) 2002-2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "common/stdafx.h" #include "graphics/animation.h" #include "common/file.h" #include "sound/audiostream.h" #include "common/config-manager.h" namespace Graphics { BaseAnimationState::BaseAnimationState(SoundMixer *snd, OSystem *sys, int width, int height) : MOVIE_WIDTH(width), MOVIE_HEIGHT(height), _snd(snd), _sys(sys) { } BaseAnimationState::~BaseAnimationState() { #ifdef USE_MPEG2 _snd->stopHandle(bgSound); if (decoder) mpeg2_close(decoder); delete mpgfile; #ifndef BACKEND_8BIT _sys->hideOverlay(); free(overlay); #endif delete bgSoundStream; #endif } bool BaseAnimationState::init(const char *name) { #ifdef USE_MPEG2 char tempFile[512]; decoder = NULL; mpgfile = NULL; bgSoundStream = NULL; #ifdef BACKEND_8BIT uint i, p; // Load lookup palettes sprintf(tempFile, "%s.pal", name); File f; if (!f.open(tempFile)) { warning("Cutscene: %s palette missing", tempFile); return false; } p = 0; while (1) { palettes[p].end = f.readUint16LE(); palettes[p].cnt = f.readUint16LE(); if (f.ioFailed()) break; for (i = 0; i < palettes[p].cnt; i++) { palettes[p].pal[4 * i] = f.readByte(); palettes[p].pal[4 * i + 1] = f.readByte(); palettes[p].pal[4 * i + 2] = f.readByte(); palettes[p].pal[4 * i + 3] = 0; } for (; i < 256; i++) { palettes[p].pal[4 * i] = 0; palettes[p].pal[4 * i + 1] = 0; palettes[p].pal[4 * i + 2] = 0; palettes[p].pal[4 * i + 3] = 0; } p++; } f.close(); palnum = 0; maxPalnum = p; setPalette(palettes[palnum].pal); lut = lut2 = lookup[0]; curpal = -1; cr = 0; buildLookup(palnum, 256); lut2 = lookup[1]; lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2); #else buildLookup(); overlay = (OverlayColor*)calloc(MOVIE_WIDTH * MOVIE_HEIGHT, sizeof(OverlayColor)); _sys->showOverlay(); #endif // Open MPEG2 stream mpgfile = new File(); sprintf(tempFile, "%s.mp2", name); if (!mpgfile->open(tempFile)) { warning("Cutscene: Could not open %s", tempFile); return false; } // Load and configure decoder decoder = mpeg2_init(); if (decoder == NULL) { warning("Cutscene: Could not allocate an MPEG2 decoder"); return false; } info = mpeg2_info(decoder); framenum = 0; frameskipped = 0; ticks = _sys->getMillis(); // Play audio bgSoundStream = AudioStream::openStreamFile(name); if (bgSoundStream != NULL) { _snd->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1, false); } else { warning("Cutscene: Could not open Audio Track for %s", name); } return true; #else /* USE_MPEG2 */ return false; #endif } bool BaseAnimationState::decodeFrame() { #ifdef USE_MPEG2 mpeg2_state_t state; const mpeg2_sequence_t *sequence_i; size_t size = (size_t) -1; do { state = mpeg2_parse(decoder); sequence_i = info->sequence; switch (state) { case STATE_BUFFER: size = mpgfile->read(buffer, BUFFER_SIZE); mpeg2_buffer(decoder, buffer, buffer + size); break; case STATE_SLICE: case STATE_END: if (info->display_fbuf) { /* simple audio video sync code: * we calculate the actual frame by taking the elapsed audio time and try * to stay inside +- 1 frame of this calculated frame number by dropping * frames if we run behind and delaying if we are too fast */ /* Avoid deadlock is sound was too far ahead */ if (bgSoundStream && !bgSound.isActive()) return false; if (checkPaletteSwitch() || (bgSoundStream == NULL) || ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1) || frameskipped > 10) { if (frameskipped > 10) { warning("force frame %i redraw", framenum); frameskipped = 0; } drawYUV(sequence_i->width, sequence_i->height, info->display_fbuf->buf); if (bgSoundStream) { while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum) _sys->delayMillis(10); } else { ticks += 83; while (_sys->getMillis() < ticks) _sys->delayMillis(10); // FIXME: This used to be used for the Sword2 version of this // method. I do not see any compelling reason why it should be // used, but maybe I am wrong; so if you know more, either // remove this comment, or change the implementation of the // method to use "sleepUntil" for BS2. //_vm->sleepUntil(ticks); } } else { warning("dropped frame %i", framenum); frameskipped++; } #ifdef BACKEND_8BIT buildLookup(palnum + 1, lutcalcnum); #endif framenum++; return true; } break; default: break; } } while (size); #endif return false; } bool BaseAnimationState::checkPaletteSwitch() { #ifdef BACKEND_8BIT // if we have reached the last image with this palette, switch to new one if (framenum == palettes[palnum].end) { unsigned char *l = lut2; palnum++; setPalette(palettes[palnum].pal); lutcalcnum = (BITDEPTH + palettes[palnum].end - (framenum + 1) + 2) / (palettes[palnum].end - (framenum + 1) + 2); lut2 = lut; lut = l; return true; } #endif return false; } #ifdef BACKEND_8BIT /** * Build 'Best-Match' RGB lookup table */ void BaseAnimationState::buildLookup(int p, int lines) { int y, cb; int r, g, b, ii; if (p >= maxPalnum) return; if (p != curpal) { curpal = p; cr = 0; pos = 0; } if (cr > BITDEPTH) return; for (ii = 0; ii < lines; ii++) { r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256; for (cb = 0; cb <= BITDEPTH; cb++) { g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256; b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256; for (y = 0; y <= BITDEPTH; y++) { int idx, bst = 0; int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]); for (idx = 1; idx < 256; idx++) { long d2 = 2 * SQR(r - palettes[p].pal[4 * idx]) + 4 * SQR(g - palettes[p].pal[4 * idx + 1]) + SQR(b - palettes[p].pal[4 * idx + 2]); if (d2 < dis) { bst = idx; dis = d2; } } lut2[pos++] = bst; r += (1 << SHIFT); g += (1 << SHIFT); b += (1 << SHIFT); } r -= (BITDEPTH+1)*(1 << SHIFT); } cr++; if (cr > BITDEPTH) return; } } #else OverlayColor *BaseAnimationState::lookup = 0; /** * This function should be called when the screen changes to invalidate and, * optionally, rebuild the lookup table. * @param rebuild If true, rebuild the table. */ // FIXME: We will need to call the function from the game's main event loop // as well, not just the cutscene players' ones. // FIXME: It would be nice with a heuristic to check if the table really does // need to be rebuilt. void BaseAnimationState::invalidateLookup(bool rebuild) { free(lookup); lookup = 0; if (rebuild) buildLookup(); } void BaseAnimationState::buildLookup() { if (lookup) return; lookup = (OverlayColor *)calloc((BITDEPTH+1) * (BITDEPTH+1) * 256, sizeof(OverlayColor)); int y, cb, cr; int r, g, b; int pos = 0; for (cr = 0; cr <= BITDEPTH; cr++) { for (cb = 0; cb <= BITDEPTH; cb++) { for (y = 0; y < 256; y++) { r = ((y - 16) * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256; g = ((y - 16) * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256; b = ((y - 16) * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256; if (r < 0) r = 0; else if (r > 255) r = 255; if (g < 0) g = 0; else if (g > 255) g = 255; if (b < 0) b = 0; else if (b > 255) b = 255; lookup[pos++] = _sys->RGBToColor(r, g, b); } } } } void BaseAnimationState::plotYUV(OverlayColor *lut, int width, int height, byte *const *dat) { OverlayColor *ptr = overlay + (MOVIE_HEIGHT - height) / 2 * MOVIE_WIDTH + (MOVIE_WIDTH - 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)) * 256; cpos++; ptr[linepos ] = lut[i + dat[0][ ypos ]]; ptr[MOVIE_WIDTH + linepos++] = lut[i + dat[0][width + ypos++]]; ptr[linepos ] = lut[i + dat[0][ ypos ]]; ptr[MOVIE_WIDTH + linepos++] = lut[i + dat[0][width + ypos++]]; } linepos += (2 * MOVIE_WIDTH - width); ypos += width; } } #endif } // End of namespace Graphics