/* Copyright (C) 1994-2003 Revolution Software Ltd * * 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. * * $Header$ */ //============================================================================= // // Filename : sprite.c // Created : 23rd September 1996 // By : P.R.Porter // // Summary : This module holds the sprite drawing functions. // // Version Date By Description // ------- --------- --- ----------------------------------------------- // 1.0 25-Sep-96 PRP Blits full sprites only. Attempting to draw // any other type of sprite will return an error // code. Also, scroll target position is handled // here // // 1.1 26-Sep-96 PRP Added include file render.h for link to scroll // position. // // 1.2 04-Oct-96 PRP Added direct path to ddraw.h // // 1.3 09-Oct-96 PRP Made the sprite drawing routines write to either // the screen buffer or video memory. // // 1.4 23-Oct-96 PRP Added the ability to draw a transparent sprite, // i.e. one with holes in. (with clipping and // everything) // // 1.5 29-Oct-96 PRP Sprite drawing greatly improved. We can now // combine flags to define whether the sprite is // compressed, transparent or aligned to the // top corner of the monitor, as well as adding // a flag for fx. // // 1.6 29-Oct-96 PRP Fixed drawing of sprites with the display align // bit set in type. // // 1.7 29-Oct-96 PRP Made it so that when RDSPR_DISPLAYALIGN is // combined with RDSPR_TRANS the sprite is drawn // in the correct place. // // 1.8 31-Oct-96 PRP Fixed bug in sprite width calculation. // // 1.9 01-Nov-96 PRP Fixed transparent sprite clipping at the bottom // // 1.10 01-Nov-96 PRP Added RDSPR_SPRITECOMPRESSION to the attributes // which may be passed into DrawSprite, and // implemented a basic decompression piece of code // which is currently very slooowwww. // // 1.11 05-Nov-96 PRP RENDERWIDE and RENDERDEEP now defined in // render.h // // 1.12 06-Nov-96 PRP Fixed clipping for RDSPR_DISPLAYALIGN sprites. // // 1.13 08-Nov-96 PRP Added decompression for types RDSPR_RLE256 and // RDSPR_RLE16. Also changed the format of // DrawSprite() so that the details required by // it are passed in a structure. // // 1.14 12-Nov-96 PRP Enabled drawing of flipped sprites. This is // only possible for sprites which are compressed // and not drawn with DISPLAYALIGN // // 1.15 15-Nov-96 PRP Size of menubar moved to menu.h // // 1.16 21-Nov-96 PRP Implemented scaling for sprites - only certain // types mind. // // 1.17 25-Nov-96 PRP Removed the second displayed sprite to compare // the anti-aliasing code. // // 1.18 25-Nov-96 PRP Removed the ColourMatch function which only // worked on a reduced sub-set of the palette, // and replaced it with QuickMatch in palette.c. // // 1.19 26-Nov-96 PRP Implemented scaling of sprites which are // larger than their original size. // // 1.20 27-Nov-96 PRP Fixed the problem with displaying sprites which // are transparent, uncompressed and display // aligned. (James will be happy) // // 1.21 02-Dec-96 PRP Implemented sprites which blend with the // background. // // 1.22 18-Dec-96 PRP Moved origin of sprites which are not transparent // and display aligned. // // 1.23 09-Jan-97 PRP Display align clipping fixed for sprites which // are completely off the screen. // // 1.24 24-Jan-97 PRP Added an offset to a sprite's x and y position // depending upon where the latest parallax layer // was with reference to the background position. // // 1.25 28-Jan-97 PRP Updated sprite drawing code to utilise hardware // blitting where available. // // 1.26 06-Feb-97 PRP Fixed drawing of sprites after video memory // is full up. // // 1.27 10-Feb-97 PRP Changed direct draw error reporting function // calls. // // 1.28 11-Feb-97 PRP Implemented blending of sprites - depending // upon values passed in by spriteInfo. // // 1.29 12-Feb-97 PRP Fixed the blended sprite rendering position // bug. // // 1.30 12-Feb-97 PRP Changed the rendering code for blended sprites // in ALLHARDWARE mode. // // 1.31 19-Mar-97 PRP Added CreateSurface, DrawSurface and, you // guessed it, DeleteSurface functions. // Added temporary profiling code to optimise // sprite drawing. // Implemented sprite compression, and drawing // whilst decompressing code for sprite // optimisation // // 1.32 24-Mar-97 PRP Fixed DrawSurface so that it returns an error // code if the surface has been lost. // // 1.33 25-Mar-97 PRP Initialised freeSprite in the create surface // function. // // 1.34 27-Mar-97 PRP Further optimisation of different types // of sprites. New sprite compression type // RDSPR_RLE256FAST which decompresses and // draws at the same time. This type should // be used for static 256 colour transparent // sprites. // // 1.35 01-Apr-97 PRP Got rid of the RDSPR_LAYERCOMPRESSION // sprite type. // // 1.36 01-Apr-97 PRP Made transparent sprites stippled when // hardware acceleration is used. // // 1.37 01-Apr-97 PRP Fixed the bug which was tring to anti-alias // sprites which were not over the screen area. // // 1.38 07-Apr-97 PRP Added code which looks at the light mask // and renders George accordingly. // // 1.38 08-Apr-97 PRP Added code to decompress the light mask! // // 1.38 08-Apr-97 JEL Added another instance of light mask check. // // 1.39 08-Apr-97 JEL Changed screenWide to locationWide // // 1.40 09-Apr-97 PRP Fixed bug with fast draw not clipping // correctly on the left edge. Now it does :) // // 1.41 09-Apr-97 PRP Added shadow layer effects for sprites which // are not scaled, but have the RDSPR_SHADOW // flag set. // // 1.42 09-Apr-97 JEL No changes. // // 1.43 09-Apr-97 PRP Fixed bug. Shadow mask was being referenced // from the top of the screen, rather than the // top of the background!!! // // 1.44 09-Apr-97 JEL Changed starty to scrolly for driver bug. // // 1.45 22-Apr-97 PRP Added return values for decompression code. // // 1.46 24-Apr-97 JEL Fixed the decompression choice code. // // 1.47 28-May-97 CJR Added more information to the Direct draw // errors. // // 1.48 13-Jun-97 PRP Enabled the shadow mask when the arithmetic // stretching and anti-aliasing is switched off. // // 1.49 13-Jun-97 PRP Made use of shadow mask independently switchable. // // 1.50 07-Jul-97 PRP Fixed a bug with the offset of sprites which are // not compressed. // // 1.51 23-Jul-97 PRP Checked src colour key blitting flag before creating // a surface in video memory // // 1.52 31-Jul-97 PRP Only allowed shadow masks to affect the sprite palette. // // 1.53 31-Jul-97 PRP Fixed a bug with the above change. Non sprite // palette sprites were not being drawn, but are now :) // // 1.54 31-Jul-97 PRP Fixed the black box from around shadow sprites. // // 1.55 31-Jul-97 JEL Fixed the bug of transparent sprites suddenly printing in wrong position! // // 1.56 01-Aug-97 PRP Tried to fix the corruption at the end of stippled sprites. // // 1.57 01-Aug-97 PRP Replaced algorithm to fix corruption at end of stippled sprites. // // 1.58 01-Aug-97 PRP Removed the shitty sprite palette fix (1.52) // // 1.60 27-Aug-97 PRP Changed the drawing of transparent sprites so that // the uncompressed sprites display properly. // // 1.61 02-Sep-97 CJR Changed the Decompression code to return an error before causing // an access violation. // // Functions // --------- // // -------------------------------------------------------------------------- // // int32 CreateSurface(_spriteInfo *s, uint32 *surface) // // Creates a sprite surface in video memory (if possible) and returns it's // handle in surface. // // --------------------------------------------------------------------------- // // int32 DrawSurface(_spriteInfo *s, uint32 surface, ScummVM::Rect *clipRect) // // Draws the sprite surface created earlier. If the surface has been lost, // it is recreated. // // --------------------------------------------------------------------------- // // int32 DeleteSurface(uint32 surface) // // Deletes a surface from video memory. // // -------------------------------------------------------------------------- // // int32 DrawSprite(_spriteInfo *s) // // Draws a sprite onto the screen. The _spriteInfo structure holds all of // the information needed to draw the sprite - see driver96.h for details // //============================================================================= #include "stdafx.h" #include "driver96.h" #include "d_draw.h" #include "render.h" #include "menu.h" #include "palette.h" #include "rdwin.h" #if PROFILING == 1 extern int32 profileSpriteRender; extern int32 profileDecompression; #endif #define DEBUG_TIMING 0 //long int myTimers[10][2]; char shitColourTable[1024]; static uint8 *lightMask = 0; // -------------------------------------------------------------------------- // // int32 MirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) // // This function takes the sprite pointed to by src and creates a mirror // image of it in dst. // // -------------------------------------------------------------------------- int32 MirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) { int16 x, y; for (y=0; y endDest) { rv = 1; break; } memset(dest,*source,headerByte); // set the next 'headerByte' pixels to the next colour at 'source' dest+=headerByte; // increment destination pointer to just after this block source++; // increment source pointer to just after this colour if (dest==endDest) // if we've decompressed all of the data { rv = 0; // return "OK" break; } } //---------------------------- // RAW block headerByte = *source++; // read RAW block header & increment 'scan' to first pixel of block if (headerByte) // if this isn't a zero-length block { if (dest+headerByte > endDest) { rv = 1; break; } memcpy(dest,source,headerByte); // copy the next 'headerByte' pixels from source to destination dest+=headerByte; // increment destination pointer to just after this block source+=headerByte; // increment source pointer to just after this block if (dest==endDest) // if we've decompressed all of the data { rv = 0; // return "OK" break; } } //---------------------------- } #if PROFILING == 1 QueryPerformanceCounter(&endTime); profileDecompression += (endTime.LowPart - startTime.LowPart); #endif return(rv); } // -------------------------------------------------------------------------- // // void UnwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) // // This function unwinds a run of colour 16 data into 256 colour palette // data. // -------------------------------------------------------------------------- void UnwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) { while(blockSize>1) // for each pair of pixels { *dest++ = colTable[(*source) >> 4]; // 1st colour = number in table at position given by upper nibble of source byte *dest++ = colTable[(*source) & 0x0f]; // 2nd colour = number in table at position given by lower nibble of source byte source++; // point to next source byte blockSize-=2; // decrement count of how many pixels left to read } if (blockSize) // if there's a final odd pixel *dest++ = colTable[(*source)>>4]; // colour = number in table at position given by upper nibble of source byte } // -------------------------------------------------------------------------- // // int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) // // This function takes a compressed frame of a sprite (with up to 16 colours) // and decompresses it into the area of memory marked by the destination // pointer. The decompSize is used to measure when the decompression process // has completed. The colour table which maps the 16 encoded colours to the // current palette is passed in to colTable. // // -------------------------------------------------------------------------- int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) { // PARAMETERS: // source points to the start of the sprite data for input // decompSize gives size of decompressed data in bytes // dest points to start of destination buffer for decompressed data // colTable points to a 16-byte table of colours used to encode the RAW pixels into 4-bits each uint8 headerByte; // block header byte uint8 *endDest=dest+decompSize; // pointer to byte after end of decomp buffer int32 rv; #if PROFILING == 1 long int startTime, endTime; QueryPerformanceCounter(&startTime); #endif while(1) { //---------------------------- // FLAT block headerByte = *source++; // read FLAT block header & increment 'scan' to first pixel of block if (headerByte) // if this isn't a zero-length block { if (dest+headerByte > endDest) { rv = 1; break; } memset(dest,*source,headerByte); // set the next 'headerByte' pixels to the next colour at 'source' dest+=headerByte; // increment destination pointer to just after this block source++; // increment source pointer to just after this colour if (dest==endDest) // if we've decompressed all of the data { rv = 0; // return "OK" break; } } //---------------------------- // RAW block headerByte = *source++; // read RAW block header & increment 'scan' to first pixel of block if (headerByte) // if this isn't a zero-length block { if (dest+headerByte > endDest) { rv = 1; break; } UnwindRaw16(dest,source,headerByte,colTable); // copy the next 'headerByte' pixels from source to destination (NB. 2 pixels per byte) dest+=headerByte; // increment destination pointer to just after this block source+=(headerByte+1)/2; // increment source pointer to just after this block (NB. headerByte gives pixels, so /2 for bytes) if (dest>=endDest) // if we've decompressed all of the data { rv = 0; // return "OK" break; } } //---------------------------- } #if PROFILING == 1 QueryPerformanceCounter(&endTime); profileDecompression += (endTime.LowPart - startTime.LowPart); #endif return(rv); } int32 PaulCompression(_spriteInfo *s, uint8 *src, uint8 *dst) { int j; int bytesToGo; uint8 colour; uint8 runCount; uint8 *runPointer; // Compressed the 256 colour source data into line compressed data. for (j=0; jh; j++) { bytesToGo = s->w; while (bytesToGo) { // Look for a run of flat colour or zeros first. if ((bytesToGo == 1) || (*src == 0) || (*src == *(src+1))) { colour = *src; runCount = 0; while ((*src == colour) && (bytesToGo) && (runCount < 255)) { runCount++; bytesToGo--; src++; } *dst++ = runCount; *dst++ = colour; } else { // We do not have a run of flat colour, so set the run length to zero *dst++ = 0; } if (bytesToGo) { // Look for a run of different colours excluding zero runCount = 0; colour = 0; if (((bytesToGo == 1) && (*src)) || ((*src) && (*(src) != *(src+1)))) { runPointer = dst++; while ((bytesToGo) && (runCount < 255) && (*src != colour) && (*src)) { runCount++; bytesToGo--; colour = *src; *dst++ = *src++; } if (*src == colour) { runCount--; bytesToGo++; dst--; src--; } *runPointer = runCount; } else { *dst++ = 0; } } else { // We do not have a run of different colours *dst++ = 0; } } } return(RD_OK); } int32 SoftwareFlipRenderCompressed256(_spriteInfo *s) { return(RDERR_NOTIMPLEMENTED); } int32 SoftwareRenderCompressed256(_spriteInfo *s) { warning("stub SoftwareRenderCompressed256"); /* int32 rv; int32 i; int32 clipped = 0; int32 clippedLeft, clippedRight; int32 clippedCount; RECT rSrc; RECT rDst; if (s->type & RDSPR_DISPLAYALIGN) return(RDERR_NOTIMPLEMENTED); if (s->type & RDSPR_FLIP) { rv = SoftwareFlipRenderCompressed256(s); } else { // Check to see whether we are dealing with a scaled sprite or not. if ((s->scale == 0) || (s->scale == 256)) { // The sprite is not scaled // Work out the clip rectangles - source and destination rDst.left = s->x - scrollx; rDst.right = rDst.left + s->w; rDst.top = s->y - scrolly; rDst.bottom = rDst.top + s->h; // Do major clipping if ((rDst.left <= 0) && (rDst.right <= 0)) return(RD_OK); if ((rDst.left >= RENDERWIDE) && (rDst.right >= RENDERWIDE)) return(RD_OK); if ((rDst.top <= 0) && (rDst.bottom <= 0)) return(RD_OK); if ((rDst.top >= RENDERDEEP) && (rDst.bottom >= RENDERDEEP)) return(RD_OK); rSrc.top = 0; rSrc.bottom = s->h; rSrc.left = 0; rSrc.right = s->w; clippedLeft = 0; clippedRight = 0; // Now clip the fuckers if (rDst.top < 0) { rSrc.top -= rDst.top; rDst.top = 0; clipped = 1; } if (rDst.bottom > RENDERDEEP) { rSrc.bottom -= (rDst.bottom - RENDERDEEP); rDst.bottom = RENDERDEEP; clipped = 1; } if (rDst.left < 0) { clippedLeft = -rDst.left; rSrc.left += clippedLeft; rDst.left = 0; clipped = 1; } if (rDst.right > RENDERWIDE) { clippedRight = rDst.right - RENDERWIDE; rSrc.right -= clippedRight; rDst.right = RENDERWIDE; clipped = 1; } if (s->type & RDSPR_BLEND) { // THE SPRITE IS BLENDED int32 lineBytesToGo = s->w; // int32 bytesToGo; uint8 *spr = s->data; uint8 *dst = myScreenBuffer + rDst.left + rDst.top * RENDERWIDE; uint8 runLength = 0; // The sprite is not blended // Decompress the source data until we are at the line where // the drawing is to start. if (clipped) { // Clip off any whole lines from the top of the sprite for (i=0; iw; while (lineBytesToGo) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros if (*spr) { memset(dst, *spr, runLength); } // dst += runLength; spr++; lineBytesToGo -= runLength; } runLength = *spr++; if (runLength) { // This is a run of different colours memcpy(dst, spr, runLength); spr += runLength; // dst += runLength; lineBytesToGo -= runLength; } } // dst += (RENDERWIDE - s->w); } // Draw until we get to the clipped bottom of the sprite. while (i < rSrc.bottom) { lineBytesToGo = s->w; // Do the first part of the line if (clippedLeft) { clippedCount = clippedLeft; while (clippedCount > 0) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros // Check that we aren't going to go over clippedCount if (runLength > clippedCount) { runLength -= clippedCount; if (*spr) memset(dst, *spr, runLength); dst += runLength; // memset(dst + clippedCount, *spr, runLength); // dst += (runLength + clippedCount); spr++; lineBytesToGo -= (runLength + clippedCount); clippedCount = -runLength; } else { // WE DON'T DO THIS BIT BECUASE WE ARE IN THE CLIPPED REGION // if (*spr) // { // memset(dst, *spr, runLength); // } // dst += runLength; spr++; clippedCount -= runLength; lineBytesToGo -= runLength; } } runLength = *spr++; if (runLength) { // This is a run of different colours // See if we are already over the clipped count if (clippedCount < 0) { memcpy(dst, spr, runLength); dst += runLength; spr += runLength; lineBytesToGo -= runLength; } // See if we are going to go over the clipped count else if (runLength > clippedCount) { runLength -= clippedCount; // memcpy(dst + clippedCount , spr + clippedCount, runLength); // dst += (runLength + clippedCount); memcpy(dst, spr + clippedCount, runLength); dst += runLength; spr += (runLength + clippedCount); lineBytesToGo -= (runLength + clippedCount); clippedCount = -runLength; } else { // WE DON'T DO THIS BIT BECAUSE WE ARE IN THE CLIPPED REGION // memcpy(dst, spr, runLength); spr += runLength; // dst += runLength; lineBytesToGo -= runLength; clippedCount -= runLength; } } } } // lineBytesToGo > clippedRight; while (lineBytesToGo > clippedRight) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros // Ensure we're not going over the clipped region if (*spr) { // Let's check that the run is not longer than the clipped region if (lineBytesToGo - runLength < clippedRight) { if (lineBytesToGo - clippedRight > 0) { memset(dst, *spr, lineBytesToGo - clippedRight); dst += (lineBytesToGo - clippedRight); } } else { memset(dst, *spr, runLength); dst += runLength; } } spr++; lineBytesToGo -= runLength; } runLength = *spr++; if (runLength) { // This is a run of different colours // Let's check that the run is not longer than the clipped region if (lineBytesToGo - runLength < clippedRight) { if (lineBytesToGo - clippedRight > 0) { memcpy(dst, spr, lineBytesToGo - clippedRight); dst += (lineBytesToGo - clippedRight); } } else { memcpy(dst, spr, runLength); dst += runLength; } spr += runLength; lineBytesToGo -= runLength; } } // Go through the compressed data to the end of the line. while (lineBytesToGo) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros // DON'T DO THIS COS WE'RE OUTSIDE CLIP REGION // if (*spr) // { // memset(dst, *spr, runLength); // } // dst += runLength; spr++; lineBytesToGo -= runLength; } runLength = *spr++; if (runLength) { // This is a run of different colours // DON'T DO THIS COS WE'RE OUTSIDE CLIP REGION // memcpy(dst, spr, runLength); spr += runLength; // dst += runLength; lineBytesToGo -= runLength; } } // dst += (RENDERWIDE - s->w); dst += (RENDERWIDE - (rDst.right - rDst.left)); i++; } } else { // Fuck the clipping, let's just draw it for now for (i=0; ih; i++) { lineBytesToGo = s->w; while (lineBytesToGo) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros if (*spr) { memset(dst, *spr, runLength); } dst += runLength; spr++; lineBytesToGo -= runLength; } runLength = *spr++; if (runLength) { // This is a run of different colours memcpy(dst, spr, runLength); spr += runLength; dst += runLength; lineBytesToGo -= runLength; } } dst += (RENDERWIDE - s->w); } } } else { int32 lineBytesToGo = s->w; // int32 bytesToGo; uint8 *spr = s->data; uint8 *dst = myScreenBuffer + rDst.left + rDst.top * RENDERWIDE; uint8 runLength = 0; // The sprite is not blended // Decompress the source data until we are at the line where // the drawing is to start. if (clipped) { // Clip off any whole lines from the top of the sprite for (i=0; iw; while (lineBytesToGo) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros if (*spr) { memset(dst, *spr, runLength); } // dst += runLength; spr++; lineBytesToGo -= runLength; } runLength = *spr++; if (runLength) { // This is a run of different colours memcpy(dst, spr, runLength); spr += runLength; // dst += runLength; lineBytesToGo -= runLength; } } // dst += (RENDERWIDE - s->w); } // Draw until we get to the clipped bottom of the sprite. while (i < rSrc.bottom) { lineBytesToGo = s->w; // Do the first part of the line if (clippedLeft) { clippedCount = clippedLeft; while (clippedCount > 0) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros // Check that we aren't going to go over clippedCount if (runLength > clippedCount) { runLength -= clippedCount; if (*spr) memset(dst, *spr, runLength); dst += runLength; // memset(dst + clippedCount, *spr, runLength); // dst += (runLength + clippedCount); spr++; lineBytesToGo -= (runLength + clippedCount); clippedCount = -runLength; } else { // WE DON'T DO THIS BIT BECUASE WE ARE IN THE CLIPPED REGION // if (*spr) // { // memset(dst, *spr, runLength); // } // dst += runLength; spr++; clippedCount -= runLength; lineBytesToGo -= runLength; } } runLength = *spr++; if (runLength) { // This is a run of different colours // See if we are already over the clipped count if (clippedCount < 0) { memcpy(dst, spr, runLength); dst += runLength; spr += runLength; lineBytesToGo -= runLength; } // See if we are going to go over the clipped count else if (runLength > clippedCount) { runLength -= clippedCount; // memcpy(dst + clippedCount , spr + clippedCount, runLength); // dst += (runLength + clippedCount); memcpy(dst, spr + clippedCount, runLength); dst += runLength; spr += (runLength + clippedCount); lineBytesToGo -= (runLength + clippedCount); clippedCount = -runLength; } else { // WE DON'T DO THIS BIT BECAUSE WE ARE IN THE CLIPPED REGION // memcpy(dst, spr, runLength); spr += runLength; // dst += runLength; lineBytesToGo -= runLength; clippedCount -= runLength; } } } } // lineBytesToGo > clippedRight; while (lineBytesToGo > clippedRight) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros // Ensure we're not going over the clipped region // Let's check that the run is not longer than the clipped region if (lineBytesToGo - runLength < clippedRight) { if (lineBytesToGo - clippedRight > 0) { if (*spr) memset(dst, *spr, lineBytesToGo - clippedRight); dst += (lineBytesToGo - clippedRight); } } else { if (*spr) memset(dst, *spr, runLength); dst += runLength; } spr++; lineBytesToGo -= runLength; } runLength = *spr++; if (runLength) { // This is a run of different colours // Let's check that the run is not longer than the clipped region if (lineBytesToGo - runLength < clippedRight) { if (lineBytesToGo - clippedRight > 0) { memcpy(dst, spr, lineBytesToGo - clippedRight); dst += (lineBytesToGo - clippedRight); } } else { memcpy(dst, spr, runLength); dst += runLength; } spr += runLength; lineBytesToGo -= runLength; } } // Go through the compressed data to the end of the line. while (lineBytesToGo) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros // DON'T DO THIS COS WE'RE OUTSIDE CLIP REGION // if (*spr) // { // memset(dst, *spr, runLength); // } // dst += runLength; spr++; lineBytesToGo -= runLength; } runLength = *spr++; if (runLength) { // This is a run of different colours // DON'T DO THIS COS WE'RE OUTSIDE CLIP REGION // memcpy(dst, spr, runLength); spr += runLength; // dst += runLength; lineBytesToGo -= runLength; } } // dst += (RENDERWIDE - s->w); dst += (RENDERWIDE - (rDst.right - rDst.left)); i++; } } else { // Fuck the clipping, let's just draw it for now for (i=0; ih; i++) { lineBytesToGo = s->w; while (lineBytesToGo) { runLength = *spr++; if (runLength) { // This is a run of the same colour or zeros if (*spr) { memset(dst, *spr, runLength); } dst += runLength; spr++; lineBytesToGo -= runLength; } runLength = *spr++; if (runLength) { // This is a run of different colours memcpy(dst, spr, runLength); spr += runLength; dst += runLength; lineBytesToGo -= runLength; } } dst += (RENDERWIDE - s->w); } } } } else { // The sprite is scaled. rv = RDERR_NOTIMPLEMENTED; } } return(rv); */ return 0; } // The surface functions are used by the in-game dialogs and for displaying // cutscene subtitles. Everything that isn't needed for those cases (blending, // scaling, etc.) has been removed. int32 CreateSurface(_spriteInfo *s, uint8 **sprite) { uint8 *newSprite; *sprite = (uint8 *) malloc(s->w * s->h); if (!*sprite) return RDERR_OUTOFMEMORY; if (s->type & RDSPR_NOCOMPRESSION) { memcpy(*sprite, s->data, s->w * s->h); } else { if ((s->type >> 8) == (RDSPR_RLE16 >> 8)) { if (DecompressRLE16(*sprite, s->data, s->w * s->h, s->colourTable)) { free(*sprite); return RDERR_DECOMPRESSION; } } else { if (DecompressRLE256(*sprite, s->data, s->w * s->h)) { free(*sprite); return RDERR_DECOMPRESSION; } } if (s->type & RDSPR_FLIP) { newSprite = (uint8 *) malloc(s->w * s->h); if (!newSprite) { free(*sprite); return RDERR_OUTOFMEMORY; } MirrorSprite(newSprite, *sprite, s->w, s->h); free(*sprite); *sprite = newSprite; } } return RD_OK; } void DrawSurface(_spriteInfo *s, uint8 *surface, ScummVM::Rect *clipRect) { ScummVM::Rect rd, rs; uint16 x, y, srcPitch; uint8 *src, *dst; rs.left = 0; rs.right = s->w; rs.top = 0; rs.bottom = s->h; srcPitch = s->w; if (s->type & RDSPR_DISPLAYALIGN) { rd.top = s->y; rd.left = s->x; } else { rd.top = s->y - scrolly; rd.left = s->x - scrollx; } rd.right = rd.left + rs.right; rd.bottom = rd.top + rs.bottom; if (clipRect) { if (clipRect->left > rd.left) { rs.left += (clipRect->left - rd.left); rd.left = clipRect->left; } if (clipRect->top > rd.top) { rs.top += (clipRect->top - rd.top); rd.top = clipRect->top; } if (clipRect->right < rd.right) { rd.right = clipRect->right; } if (clipRect->bottom < rd.bottom) { rd.bottom = clipRect->bottom; } if (rd.width() <= 0 || rd.height() <= 0) return; } src = surface + rs.top * srcPitch + rs.left; dst = lpBackBuffer + screenWide * rd.top + rd.left; // Surfaces are always transparent. for (y = 0; y < rd.height(); y++) { for (x = 0; x < rd.width(); x++) { if (src[x]) dst[x] = src[x]; } src += srcPitch; dst += screenWide; } UploadRect(&rd); SetNeedRedraw(); } void DeleteSurface(uint8 *surface) { free(surface); } #define SCALE_MAXWIDTH 512 #define SCALE_MAXHEIGHT 512 uint16 xScale[SCALE_MAXWIDTH]; uint16 yScale[SCALE_MAXHEIGHT]; int32 DrawSprite(_spriteInfo *s) { uint8 *src, *dst; uint8 *sprite, *newSprite; uint8 *backbuf = NULL; uint8 red, green, blue; uint16 scale; int16 i, j; uint16 srcPitch; bool freeSprite = false; bool clipped = false; ScummVM::Rect rd, rs; // ----------------------------------------------------------------- // Decompression and mirroring // ----------------------------------------------------------------- if (s->type & RDSPR_NOCOMPRESSION) sprite = s->data; else { sprite = (uint8 *) malloc(s->w * s->h); freeSprite = true; if (!sprite) return RDERR_OUTOFMEMORY; if ((s->type >> 8) == (RDSPR_RLE16 >> 8)) { if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) { free(sprite); return RDERR_DECOMPRESSION; } } else { if (DecompressRLE256(sprite, s->data, s->w * s->h)) { free(sprite); return RDERR_DECOMPRESSION; } } } if (s->type & RDSPR_FLIP) { newSprite = (uint8 *) malloc(s->w * s->h); if (newSprite == NULL) { if (freeSprite) free(sprite); return RDERR_OUTOFMEMORY; } MirrorSprite(newSprite, sprite, s->w, s->h); if (freeSprite) free(sprite); sprite = newSprite; freeSprite = true; } // ----------------------------------------------------------------- // Positioning and clipping. // ----------------------------------------------------------------- if (!(s->type & RDSPR_DISPLAYALIGN)) { s->x += parallaxScrollx; s->y += parallaxScrolly; } s->y += 40; // A scale factor 0 or 256 means don't scale. Why do they use two // different values to mean the same thing? Normalize it here for // convenience. scale = (s->scale == 0) ? 256 : s->scale; rs.top = 0; rs.left = 0; if (scale != 256) { rs.right = s->scaledWidth; rs.bottom = s->scaledHeight; srcPitch = s->scaledWidth; } else { rs.right = s->w; rs.bottom = s->h; srcPitch = s->w; } rd.top = s->y; rd.left = s->x; if (!(s->type & RDSPR_DISPLAYALIGN)) { rd.top -= scrolly; rd.left -= scrollx; } rd.right = rd.left + rs.right; rd.bottom = rd.top + rs.bottom; // Check if the sprite would end up completely outside the screen. if (rd.left > 640 || rd.top > 440 || rd.right < 0 || rd.bottom < 40) { if (freeSprite) free(sprite); return RD_OK; } if (rd.top < 40) { rs.top = 40 - rd.top; rd.top = 40; clipped = true; } if (rd.bottom > 440) { rd.bottom = 440; rs.bottom = rs.top + (rd.bottom - rd.top); clipped = true; } if (rd.left < 0) { rs.left = -rd.left; rd.left = 0; clipped = true; } if (rd.right > 640) { rd.right = 640; rs.right = rs.left + (rd.right - rd.left); clipped = true; } // ----------------------------------------------------------------- // Scaling // ----------------------------------------------------------------- if (scale != 256) { if ((renderCaps & RDBLTFX_ARITHMETICSTRETCH) && !clipped) backbuf = lpBackBuffer + screenWide * rd.top + rd.left; if (s->scaledWidth > SCALE_MAXWIDTH || s->scaledHeight > SCALE_MAXHEIGHT) { if (freeSprite) free(sprite); return RDERR_NOTIMPLEMENTED; } newSprite = (uint8 *) malloc(s->scaledWidth * s->scaledHeight); if (newSprite == NULL) { if (freeSprite) free(sprite); return RDERR_OUTOFMEMORY; } if (scale < 256) { SquashImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf); } else { if (s->scale > 512) { if (freeSprite) free(sprite); return RDERR_INVALIDSCALING; } StretchImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf); } if (freeSprite) free(sprite); sprite = newSprite; freeSprite = true; } // ----------------------------------------------------------------- // Light masking // ----------------------------------------------------------------- // The light mask is an optional layer that covers the entire room // and which is used to simulate light and shadows. Scaled sprites // (actors, presumably) are always affected. if ((renderCaps & RDBLTFX_SHADOWBLEND) && lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) { uint8 *lightMap; if (!freeSprite) { newSprite = (uint8 *) malloc(s->w * s->h); memcpy(newSprite, sprite, s->w * s->h); sprite = newSprite; freeSprite = true; } src = sprite + rs.top * srcPitch + rs.left; lightMap = lightMask + (rd.top + scrolly - 40) * locationWide + rd.left + scrollx; for (i = 0; i < rs.height(); i++) { for (j = 0; j < rs.width(); j++) { if (src[j] && lightMap[j]) { uint8 r = ((32 - lightMap[j]) * palCopy[src[j]][0]) >> 5; uint8 g = ((32 - lightMap[j]) * palCopy[src[j]][1]) >> 5; uint8 b = ((32 - lightMap[j]) * palCopy[src[j]][2]) >> 5; src[j] = QuickMatch(r, g, b); } } src += srcPitch; lightMap += locationWide; } } // ----------------------------------------------------------------- // Drawing // ----------------------------------------------------------------- src = sprite + rs.top * srcPitch + rs.left; dst = lpBackBuffer + screenWide * rd.top + rd.left; if (s->type & RDSPR_BLEND) { if (renderCaps & RDBLTFX_ALLHARDWARE) { for (i = 0; i < rs.height(); i++) { for (j = 0; j < rs.width(); j++) { if (src[j] && ((i & 1) == (j & 1))) dst[j] = src[j]; } src += srcPitch; dst += screenWide; } } else { if (s->blend & 0x01) { red = s->blend >> 8; for (i = 0; i < rs.height(); i++) { for (j = 0; j < rs.width(); j++) { if (src[j]) { uint8 r = (palCopy[src[j]][0] * red + palCopy[dst[j]][0] * (8 - red)) >> 3; uint8 g = (palCopy[src[j]][1] * red + palCopy[dst[j]][1] * (8 - red)) >> 3; uint8 b = (palCopy[src[j]][2] * red + palCopy[dst[j]][2] * (8 - red)) >> 3; dst[j] = QuickMatch(r, g, b); } } src += srcPitch; dst += screenWide; } } else if (s->blend & 0x02) { // FIXME: This case looks bogus to me. The // same value for the red, green and blue // parameters, and we multiply with the source // color's palette index rather than its color // component. // // But as far as I can see, that's how the // original // code did it. // // Does anyone know where this case was used // anyway? red = palCopy[s->blend >> 8][0]; green = palCopy[s->blend >> 8][0]; blue = palCopy[s->blend >> 8][0]; for (i = 0; i < rs.height(); i++) { for (j = 0; j < rs.width(); j++) { if (src[j]) { uint8 r = (src[j] * red + (16 - src[j]) * palCopy[dst[j]][0]) >> 4; uint8 g = (src[j] * green + (16 - src[j]) * palCopy[dst[j]][1]) >> 4; uint8 b = (src[j] * blue + (16 - src[j]) * palCopy[dst[j]][2]) >> 4; dst[j] = QuickMatch(r, g, b); } } src += srcPitch; dst += screenWide; } } else { warning("DrawSprite: Invalid blended sprite"); if (freeSprite) free(sprite); return RDERR_UNKNOWNTYPE; } } } else { if (s->type & RDSPR_TRANS) { for (i = 0; i < rs.height(); i++) { for (j = 0; j < rs.width(); j++) { if (src[j]) dst[j] = src[j]; } src += srcPitch; dst += screenWide; } } else { for (i = 0; i < rs.height(); i++) { memcpy(dst, src, rs.width()); src += srcPitch; dst += screenWide; } } } if (freeSprite) free(sprite); // UploadRect(&rd); SetNeedRedraw(); /* #if PROFILING == 1 long int startTime, endTime; QueryPerformanceCounter(&startTime); #endif if (!(s->type & RDSPR_DISPLAYALIGN)) { s->x += parallaxScrollx; s->y += parallaxScrolly; } if (renderCaps & RDBLTFX_ALLHARDWARE) { uint8 *src, *dst; uint8 *sprite, *newSprite; uint8 pixel, red, green, blue; int16 i, j; int16 flag = 0; int16 freeSprite = 0; // int32 start, total; // For timing! RECT rd, rs; HRESULT hr; DDSURFACEDESC ddsd; LPDIRECTDRAWSURFACE dds; s->y += 40; // For now, we draw blended sprites with our own code, as they // are not supported by DX3. if ((s->type & RDSPR_BLEND) && (renderCaps & RDBLTFX_FLATALPHA)) { if (s->type & RDSPR_NOCOMPRESSION) sprite = s->data; else { sprite = malloc(s->w * s->h); if (sprite == NULL) return(RDERR_OUTOFMEMORY); freeSprite = 1; if (s->type >> 8 == RDSPR_RLE16 >> 8) { if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) return(RDERR_DECOMPRESSION); } else { if (DecompressRLE256(sprite, s->data, s->w * s->h)) return(RDERR_DECOMPRESSION); } } // We want to blend the sprite FROM the RECT rs. // We want to blend the sprite TO the RECT rd. rd.left = s->x - scrollx; rd.right = rd.left + s->w; rd.top = s->y - scrolly; rd.bottom = rd.top + s->h; rs.top = 0; rs.bottom = s->h; rs.left = 0; rs.right = s->w; //Now do the clipping - top if (rd.top < 40) { rs.top = (40 - rd.top); rd.top = 40; } //Clip the bottom if (rd.bottom > RENDERDEEP) { rs.bottom -= (rd.bottom - RENDERDEEP); rd.bottom = RENDERDEEP; } //Clip the left if (rd.left < 0) { rs.left -= rd.left; rd.left = 0; } //Clip the right if (rd.right > RENDERWIDE) { rs.right -= (rd.right - RENDERWIDE); rd.right = RENDERWIDE; } // start = timeGetTime(); memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL); if (hr != DD_OK) { hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL); } if (hr == DD_OK) { if (s->blend & 0x01) { red = s->blend >> 8; for (i=0; iw + rs.left; dst = (uint8 *) ddsd.lpSurface + ddsd.lPitch * (rd.top + i) + rd.left; // newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i; for (j=0; j> 5) << 12) + (((palCopy[*src][1] * red + palCopy[pixel][1] * (8 - red)) >> 5) << 6) + (((palCopy[*src][2] * red + palCopy[pixel][2] * (8 - red)) >> 5) )]; } src++; dst++; // newSprite++; } } } else if (s->blend & 0x02) { red = palCopy[s->blend >> 8][0]; green = palCopy[s->blend >> 8][0]; blue = palCopy[s->blend >> 8][0]; for (i=0; iw + rs.left; dst = (uint8 *) ddsd.lpSurface + ddsd.lPitch * (rd.top + i) + rd.left; // newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i; for (j=0; j> 4) >> 2) << 12) + ((((*src * green + (16 - *src) * palCopy[pixel][1]) >> 4) >> 2) << 6) + (((*src * blue + (16 - *src) * palCopy[pixel][2]) >> 4) >> 2)]; } src++; dst++; // newSprite++; } } } else { IDirectDrawSurface2_Unlock(lpBackBuffer, ddsd.lpSurface); if (freeSprite) free(sprite); DirectDrawError("Invalid blended sprite", 0); return(RDERR_UNKNOWNTYPE); } IDirectDrawSurface2_Unlock(lpBackBuffer, ddsd.lpSurface); } // IDirectDrawSurface2_Unlock(ddsSystem, ddsdSystem.lpSurface); // IDirectDrawSurface2_Release(ddsSystem); // total = timeGetTime() - start; // PlotDots(10, 14, total); if (freeSprite) free(sprite); } else { // Create a surface for the sprite and then draw it. memset(&ddsd, 0, sizeof(DDSURFACEDESC)); ddsd.dwSize = sizeof(DDSURFACEDESC); ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT; ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN; if (s->scale & 0xff) { if (dxHalCaps & RDCAPS_BLTSTRETCH) ddsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY; else ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY; } else { if (dxHalCaps & RDCAPS_SRCBLTCKEY) ddsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY; else ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY; } ddsd.dwWidth = s->w; ddsd.dwHeight = s->h; hr = IDirectDraw2_CreateSurface(lpDD2, &ddsd, &dds, NULL); if (hr == DDERR_OUTOFVIDEOMEMORY) { ddsd.ddsCaps.dwCaps &= (0xffffffff - DDSCAPS_VIDEOMEMORY); ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY; hr = IDirectDraw2_CreateSurface(lpDD2, &ddsd, &dds, NULL); } if (hr != DD_OK) { DirectDrawError("Cannot create sprite surface", hr); return(hr); } if (s->type & RDSPR_TRANS) hr = IDirectDrawSurface2_SetColorKey(dds, DDCKEY_SRCBLT, &blackColorKey); if (s->type &RDSPR_NOCOMPRESSION) { sprite = s->data; } else { sprite = (uint8 *) malloc(s->w * s->h); freeSprite = 1; if (sprite == NULL) { IDirectDrawSurface2_Release(dds); return(RDERR_OUTOFMEMORY); } if (s->type >> 8 == RDSPR_RLE16 >> 8) { if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) return(RDERR_DECOMPRESSION); } else { if (DecompressRLE256(sprite, s->data, s->w * s->h)) return(RDERR_DECOMPRESSION); } if (s->type & RDSPR_FLIP) { newSprite = (uint8 *) malloc(s->w * s->h); if (newSprite == NULL) { free(sprite); return(RDERR_OUTOFMEMORY); } MirrorSprite(newSprite, sprite, s->w, s->h); free(sprite); sprite = newSprite; } } hr = IDirectDrawSurface2_Lock(dds, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL); if (hr != DD_OK) { IDirectDrawSurface2_Restore(dds); hr = IDirectDrawSurface2_Lock(dds, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL); if (hr != DD_OK) { DirectDrawError("Cannot lock sprite surface", hr); return(hr); } } flag = 0; if (s->type & RDSPR_BLEND) { for (i=0; ih; i++) { src = sprite + i * s->w; dst = (uint8 *) ddsd.lpSurface + ddsd.lPitch * i; flag ^= 1; if (flag) { j=0; while (j < s->w) { *dst = *src; if (++j == s->w) break; *(dst+1) = 0; j++; dst += 2; src += 2; } // for (j=0; j<(s->w-1)/2; j++) // { // *dst = *src; // *(dst+1) = 0; // dst += 2; // src += 2; // } } else { // dst += 1; // src += 1; j = 0; while (j < s->w) { *dst = 0; if (++j == s->w) break; *(dst + 1) = *(src + 1); j++; dst += 2; src += 2; } // for (j=0; jw/2; j++) // { // *dst = 0; // *(dst+1) = *(src+1); // dst += 2; // src += 2; // } } } } else { src = sprite; dst = (uint8 *) ddsd.lpSurface; for (i=0; ih; i++) { memcpy(dst, src, s->w); src += s->w; dst += ddsd.lPitch; } } IDirectDrawSurface2_Unlock(dds, ddsd.lpSurface); // Set startx and starty for the screen buffer ADDED THIS! if (s->type & RDSPR_DISPLAYALIGN) rd.top = s->y; else rd.top = s->y - scrolly; if (s->type & RDSPR_DISPLAYALIGN) rd.left = s->x; else rd.left = s->x - scrollx; rs.left = 0; rs.right = s->w; rs.top = 0; rs.bottom = s->h; if (s->scale & 0xff) { rd.right = rd.left + s->scaledWidth; rd.bottom = rd.top + s->scaledHeight; // Do clipping if (rd.top < 40) { rs.top = (40 - rd.top) * 256 / s->scale; rd.top = 40; } if (rd.bottom > 440) { rs.bottom -= ((rd.bottom - 440) * 256 / s->scale); rd.bottom = 440; } if (rd.left < 0) { rs.left = (0 - rd.left) * 256 / s->scale; rd.left = 0; } if (rd.right > 640) { rs.right -= ((rd.right - 640) * 256 / s->scale); rd.right = 640; } } else { rd.right = rd.left + s->w; rd.bottom = rd.top + s->h; // Do clipping if (rd.top < 40) { rs.top = 40 - rd.top; rd.top = 40; } if (rd.bottom > 440) { rs.bottom -= (rd.bottom - 440); rd.bottom = 440; } if (rd.left < 0) { rs.left = 0 - rd.left; rd.left = 0; } if (rd.right > 640) { rs.right -= (rd.right - 640); rd.right = 640; } } if (s->type & RDSPR_TRANS) { hr = IDirectDrawSurface2_Blt(lpBackBuffer, &rd, dds, &rs, DDBLT_WAIT | DDBLT_KEYSRC, NULL); if (hr) if (dxHalCaps & RDCAPS_BLTSTRETCH) dxHalCaps -= RDCAPS_BLTSTRETCH; } else hr = IDirectDrawSurface2_Blt(lpBackBuffer, &rd, dds, &rs, DDBLT_WAIT, NULL); IDirectDrawSurface2_Release(dds); if (freeSprite) free(sprite); } } else { uint16 i, j, k; int16 starty, endy; int16 startx, endx; uint8 *src, *dst; uint8 *lightMap; uint8 *srcExtra[4]; uint8 *sprite, *newSprite, *newerSprite, *spr, *p; uint8 pixel; int32 dx, dy, ince, incne, d; int16 x, y; static int16 randCount = 0; int16 count, spriteCount; int16 red, green, blue; uint8 pt[5]; RECT clippedTarget, clippedSprite; int32 diff; // if (!(s->type & RDSPR_DISPLAYALIGN)) // { // s->x += parallaxScrollx; // s->y += parallaxScrolly; // } if (s->type & RDSPR_TRANS) { if (s->type & RDSPR_NOCOMPRESSION) { // We want to blend the sprite FROM the RECT clippedSprite. // We want to blend the sprite TO the RECT clippedTarget. clippedSprite.top = 0; clippedSprite.bottom = s->h; clippedSprite.left = 0; clippedSprite.right = s->w; if (s->type & RDSPR_DISPLAYALIGN) clippedTarget.top = s->y; else clippedTarget.top = s->y - scrolly; if (s->type & RDSPR_DISPLAYALIGN) clippedTarget.left = s->x; else clippedTarget.left = s->x - scrollx; clippedTarget.right = clippedTarget.left + s->w; clippedTarget.bottom = clippedTarget.top + s->h; //Now do the clipping - top if (clippedTarget.top < 0) { clippedSprite.top -= clippedTarget.top; clippedTarget.top = 0; } //Clip the bottom if (clippedTarget.bottom > RENDERDEEP) { clippedSprite.bottom -= (clippedTarget.bottom - RENDERDEEP); clippedTarget.bottom = RENDERDEEP; } //Clip the left if (clippedTarget.left < 0) { clippedSprite.left -= clippedTarget.left; clippedTarget.left = 0; } //Clip the right if (clippedTarget.right > RENDERWIDE) { clippedSprite.right -= (clippedTarget.right - RENDERWIDE); clippedTarget.right = RENDERWIDE; } if (s->type & RDSPR_BLEND) { if (renderCaps & RDBLTFX_FLATALPHA) { red = s->blend >> 8; for (i=0; idata + (clippedSprite.top + i) * s->w + clippedSprite.left; dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left; // newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i; for (j=0; j> 5) << 12) + (((palCopy[*src][1] * red + palCopy[pixel][1] * (8 - red)) >> 5) << 6) + (((palCopy[*src][2] * red + palCopy[pixel][2] * (8 - red)) >> 5) )]; } src++; dst++; // newSprite++; } } } } else { for (i=0; idata + (clippedSprite.top + i) * s->w + clippedSprite.left; dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left; for (j=0; jtype >> 8) { case (RDSPR_RLE256FAST >> 8): SoftwareRenderCompressed256(s); break; case (RDSPR_RLE256 >> 8): case (RDSPR_RLE16>>8): if (s->type & RDSPR_DISPLAYALIGN) return(RDERR_NOTIMPLEMENTED); sprite = malloc(s->w * s->h); if (sprite == NULL) return(RDERR_OUTOFMEMORY); if (s->type >> 8 == RDSPR_RLE16 >> 8) { if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) return(RDERR_DECOMPRESSION); } else { if (DecompressRLE256(sprite, s->data, s->w * s->h)) return(RDERR_DECOMPRESSION); } if (s->type & RDSPR_FLIP) { newSprite = (uint8 *) malloc(s->w * s->h); if (newSprite == NULL) { free(sprite); return(RDERR_OUTOFMEMORY); } MirrorSprite(newSprite, sprite, s->w, s->h); free(sprite); sprite = newSprite; } if ((s->scale == 0) || (s->scale == 256)) { if ((s->type & RDSPR_EDGEBLEND) && (renderCaps & RDBLTFX_EDGEBLEND)) { // The sprite is to be edge blended. Let's get a copy of the background // into a new sprite buffer, and write the sprite over it with edge blending newSprite = malloc(s->w * s->h); if (newSprite == NULL) { free(sprite); return(RDERR_OUTOFMEMORY); } // RIGHT, SORT THIS FUCKING MESS OUT. // We want to draw the sprite FROM the RECT clippedSprite. // We want to draw the sprite TO the RECT clippedTarget. clippedTarget.left = s->x - scrollx; clippedTarget.right = clippedTarget.left + s->w; clippedTarget.top = s->y - scrolly; clippedTarget.bottom = clippedTarget.top + s->h; clippedSprite.top = 0; clippedSprite.bottom = s->h; clippedSprite.left = 0; clippedSprite.right = s->w; //Now do the clipping - top if (clippedTarget.top < 0) { clippedSprite.top -= clippedTarget.top; clippedTarget.top = 0; } //Clip the bottom if (clippedTarget.bottom > RENDERDEEP) { clippedSprite.bottom -= (clippedTarget.bottom - RENDERDEEP); clippedTarget.bottom = RENDERDEEP; } //Clip the left if (clippedTarget.left < 0) { clippedSprite.left -= clippedTarget.left; clippedTarget.left = 0; } //Clip the right if (clippedTarget.right > RENDERWIDE) { clippedSprite.right -= (clippedTarget.right - RENDERWIDE); clippedTarget.right = RENDERWIDE; } // We now have our clipped regions, so let's copy the background to the sprite. for (i=0; iw * i + clippedSprite.left, myScreenBuffer + RENDERWIDE * (clippedTarget.top+i) + clippedTarget.left, clippedSprite.right - clippedSprite.left); } // Now put the sprite onto the background sprite!?! src = sprite + (clippedSprite.top + 1) * s->w + clippedSprite.left + 1; srcExtra[0] = src - s->w; srcExtra[1] = src - 1; srcExtra[2] = src + 1; srcExtra[3] = src + s->w; dst = newSprite + (clippedSprite.top + 1) * s->w + clippedSprite.left + 1; for (j=1; jw - (clippedSprite.right - clippedSprite.left)) + 2; for (k=0; k<4; k++) srcExtra[k] += diff; src += diff; dst += diff; } // And copy the sprite back to the screen for (i=0; iw * i + clippedSprite.left, clippedSprite.right - clippedSprite.left); } free(newSprite); } else if (s->type & RDSPR_BLEND) { // We want to blend the sprite FROM the RECT clippedSprite. // We want to blend the sprite TO the RECT clippedTarget. clippedTarget.left = s->x - scrollx; clippedTarget.right = clippedTarget.left + s->w; clippedTarget.top = s->y - scrolly; clippedTarget.bottom = clippedTarget.top + s->h; clippedSprite.top = 0; clippedSprite.bottom = s->h; clippedSprite.left = 0; clippedSprite.right = s->w; //Now do the clipping - top if (clippedTarget.top < 0) { clippedSprite.top -= clippedTarget.top; clippedTarget.top = 0; } //Clip the bottom if (clippedTarget.bottom > RENDERDEEP) { clippedSprite.bottom -= (clippedTarget.bottom - RENDERDEEP); clippedTarget.bottom = RENDERDEEP; } //Clip the left if (clippedTarget.left < 0) { clippedSprite.left -= clippedTarget.left; clippedTarget.left = 0; } //Clip the right if (clippedTarget.right > RENDERWIDE) { clippedSprite.right -= (clippedTarget.right - RENDERWIDE); clippedTarget.right = RENDERWIDE; } if (s->blend & 0x01) { if (renderCaps & RDBLTFX_FLATALPHA) { red = s->blend >> 8; for (i=0; iw + clippedSprite.left; dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left; // newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i; for (j=0; j> 5) << 12) + (((palCopy[*src][1] * red + palCopy[pixel][1] * (8 - red)) >> 5) << 6) + (((palCopy[*src][2] * red + palCopy[pixel][2] * (8 - red)) >> 5) )]; } src++; dst++; // newSprite++; } } } else { for (i=0; iw + clippedSprite.left; dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left; // newSprite = (uint8 *) ddsdSystem.lpSurface + ddsdSystem.lPitch * i; for (j=0; jblend & 0x02) { red = palCopy[s->blend >> 8][0]; green = palCopy[s->blend >> 8][0]; blue = palCopy[s->blend >> 8][0]; if (renderCaps & RDBLTFX_GRADEDALPHA) { for (i=0; iw + clippedSprite.left; dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left; for (j=0; j> 4) >> 2) << 12) + ((((*src * green + (16 - *src) * palCopy[*(dst)][1]) >> 4) >> 2) << 6) + (((*src * blue + (16 - *src) * palCopy[*(dst)][2]) >> 4) >> 2)]; } src++; dst++; } } } else { char col = paletteMatch[((36 >> 2) << 12) + ((35 >> 2) << 6) + (34 >> 2)]; for (i=0; iw + clippedSprite.left; dst = myScreenBuffer + RENDERWIDE * (clippedTarget.top + i) + clippedTarget.left; for (j=0; jy - scrolly; endy = starty + s->h; if (starty < 0) starty = 0; if (endy > RENDERDEEP) endy = RENDERDEEP; startx = s->x - scrollx; endx = startx + s->w; if (startx < 0) startx = 0; if (endx > RENDERWIDE) endx = RENDERWIDE; for (i=starty; iy - scrolly)) * s->w + (startx - (s->x - scrollx)); if ((s->type & RDSPR_SHADOW) && (lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND)) { lightMap = lightMask + (i+scrolly) * locationWide + s->x; for (j=startx; j> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5)); else *dst = *src; } dst++; src++; lightMap++; } } else { for (j=startx; jscale < 256) // Draw the sprite with scaling and arithmetic stretching { if (renderCaps & RDBLTFX_ARITHMETICSTRETCH) { if ((s->scaledWidth > SCALE_MAXWIDTH) || (s->scaledHeight > SCALE_MAXHEIGHT)) { free(sprite); return(RDERR_NOTIMPLEMENTED); } // Create the buffer to copy the small sprite into newSprite = malloc(s->scaledWidth * s->scaledHeight); if (newSprite == NULL) { free(sprite); return(RDERR_OUTOFMEMORY); } // Work out the x-scale dx = s->w; dy = s->scaledWidth; ince = 2 * dy; incne = 2 * (dy - dx); d = 2 * dy - dx; x = 0; y = 0; xScale[y] = x; while (x < s->w) { if (d <= 0) { d += ince; x += 1; } else { d += incne; x += 1; y += 1; } xScale[y] = x; } // Work out the y-scale dx = s->h; dy = s->scaledHeight; ince = 2 * dy; incne = 2 * (dy - dx); d = 2 * dy - dx; x = 0; y = 0; yScale[y] = x; while (x < s->h) { if (d <= 0) { d += ince; x += 1; } else { d += incne; x += 1; y += 1; } yScale[y] = x; } // If the sprite is clipped, then don't try to anti-alias it and arithmetic stretch. // Just go for the quick and dirty squash! if ((s->x - scrollx < 0) || (s->x - scrollx + s->scaledWidth > RENDERWIDE) || (s->y - scrolly < 0) || (s->y - scrolly + s->scaledHeight > RENDERDEEP)) { spr = newSprite; for (y=0; yscaledHeight; y++) { for (x=0; xscaledWidth; x++) { *spr++ = *(sprite + yScale[y] * s->w + xScale[x]); } } } else { spr = newSprite; for (y=0; yscaledHeight; y++) { for (x=0; xscaledWidth; x++) { count = 0; spriteCount = 0; red = 0; green = 0; blue = 0; for (j=yScale[y]; jw + i; if (*p == 0) { uint8 newp; newp = myScreenBuffer[(s->y - scrolly + y) * RENDERWIDE + s->x - scrollx + x]; red += palCopy[newp][0]; green += palCopy[newp][1]; blue += palCopy[newp][2]; } else { red += palCopy[*p][0]; green += palCopy[*p][1]; blue += palCopy[*p][2]; spriteCount += 1; } count += 1; } } if (spriteCount == 0) { *spr++ = 0; } else if (count == 1) { *spr++ = *p; } else { *spr++ = QuickMatch((uint8) (red / count), (uint8) (green / count), (uint8) (blue / count)); } } } } // Draw the sprite starty = s->y - scrolly; endy = starty + s->scaledHeight; if (starty < 0) starty = 0; if (endy > RENDERDEEP) endy = RENDERDEEP; startx = s->x - scrollx; endx = startx + s->scaledWidth; if (startx < 0) startx = 0; if (endx > RENDERWIDE) endx = RENDERWIDE; for (i=starty; iy - scrolly)) * s->scaledWidth + (startx - (s->x - scrollx)); if ((lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND)) { lightMap = lightMask + (i+scrolly) * locationWide + s->x; for (j=startx; j> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5)); else *dst = *src; } dst++; src++; lightMap++; } } else { for (j=startx; jscaledWidth > SCALE_MAXWIDTH) || (s->scaledHeight > SCALE_MAXHEIGHT)) { free(sprite); return(RDERR_NOTIMPLEMENTED); } // Create the buffer to copy the small sprite into newSprite = malloc(s->scaledWidth * s->scaledHeight); if (newSprite == NULL) { free(sprite); return(RDERR_OUTOFMEMORY); } // Work out the x-scale dx = s->w; dy = s->scaledWidth; ince = 2 * dy; incne = 2 * (dy - dx); d = 2 * dy - dx; x = 0; y = 0; xScale[y] = x; while (x < s->w) { if (d <= 0) { d += ince; x += 1; } else { d += incne; x += 1; y += 1; } xScale[y] = x; } // Work out the y-scale dx = s->h; dy = s->scaledHeight; ince = 2 * dy; incne = 2 * (dy - dx); d = 2 * dy - dx; x = 0; y = 0; yScale[y] = x; while (x < s->h) { if (d <= 0) { d += ince; x += 1; } else { d += incne; x += 1; y += 1; } yScale[y] = x; } // Copy the sprite // InitialiseColourMatch(s->colourTable); spr = newSprite; for (y=0; yscaledHeight; y++) { for (x=0; xscaledWidth; x++) { *spr++ = *(sprite + yScale[y] * s->w + xScale[x]); } } // Draw the sprite starty = s->y - scrolly; endy = starty + s->scaledHeight; if (starty < 0) starty = 0; if (endy > RENDERDEEP) endy = RENDERDEEP; startx = s->x - scrollx; endx = startx + s->scaledWidth; if (startx < 0) startx = 0; if (endx > RENDERWIDE) endx = RENDERWIDE; for (i=starty; iy - scrolly)) * s->scaledWidth + (startx - (s->x - scrollx)); if ((lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND)) { lightMap = lightMask + (i + scrolly) * locationWide + s->x; for (j=startx; j> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5)); else *dst = *src; } dst++; src++; lightMap++; } } else { for (j=startx; jscale > 256) { if (s->scale > 512) { free(sprite); return(RDERR_INVALIDSCALING); } if (renderCaps & RDBLTFX_ARITHMETICSTRETCH) // Draw the sprite with scaling and anti-aliasing { // Create the buffer to copy the bigger sprite into newSprite = malloc(s->scaledWidth * s->scaledHeight); if (newSprite == NULL) { free(sprite); return(RDERR_OUTOFMEMORY); } // Work out the x-scale dy = s->w; dx = s->scaledWidth; ince = 2 * dy; incne = 2 * (dy - dx); d = 2 * dy - dx; x = 0; y = 0; xScale[y] = x; while (x < s->scaledWidth) { if (d <= 0) { d += ince; x += 1; } else { d += incne; x += 1; y += 1; xScale[y] = x; } } // Work out the y-scale dy = s->h; dx = s->scaledHeight; ince = 2 * dy; incne = 2 * (dy - dx); d = 2 * dy - dx; x = 0; y = 0; yScale[y] = x; while (x < s->scaledHeight) { if (d <= 0) { d += ince; x += 1; } else { d += incne; x += 1; y += 1; yScale[y] = x; } } // Copy the sprite // InitialiseColourMatch(s->colourTable); spr = newSprite; for (y=0; yh; y++) { for (j=yScale[y]; jw; x++) { for (i=xScale[x]; iw + x); } } } } // Piece of code to anti-alias the sprite. newerSprite = malloc(s->scaledWidth * s->scaledHeight); if (newerSprite == NULL) { free(newSprite); free(sprite); return(RDERR_OUTOFMEMORY); } // THIS IS THE ANTI-ALIAS LOOP - IF THE SPRITE IS CLIPPED, DON'T ANTI-ALIAS if (!((s->x - scrollx < 0) || (s->x - scrollx + s->scaledWidth > RENDERWIDE) || (s->y - scrolly < 0) || (s->y - scrolly + s->scaledHeight > RENDERDEEP))) { memcpy(newerSprite, newSprite, s->scaledWidth); for (y = 1; y < s->scaledHeight-1; y++) { src = newSprite + y * s->scaledWidth; dst = newerSprite + y * s->scaledWidth; *dst++ = *src++; for (x=1; xscaledWidth-1; x++) { p = &myScreenBuffer[(s->y - scrolly + y) * RENDERWIDE + s->x - scrollx + x]; count = 0; if (*src) { count ++; pt[0] = *src; } else pt[0] = *p; pt[1] = *(src - s->scaledWidth); if (pt[1] == 0) pt[1] = *(p - RENDERWIDE); else count++; pt[2] = *(src - 1); if (pt[2] == 0) pt[2] = *(p - 1); else count++; pt[3] = *(src + 1); if (pt[3] == 0) pt[3] = *(p + 1); else count++; pt[4] = *(src + s->scaledWidth); if (pt[4] == 0) pt[4] = *(p + RENDERWIDE); else count++; if (count) { red = palCopy[pt[0]][0] << 2; green = palCopy[pt[0]][1] << 2; blue = palCopy[pt[0]][2] << 2; for (i=1; i<5; i++) { red += palCopy[pt[i]][0]; green += palCopy[pt[i]][1]; blue += palCopy[pt[i]][2]; } *dst++ = QuickMatch((uint8) (red >> 3), (uint8) (green >> 3), (uint8) (blue >> 3)); } else { *dst++ = 0; } src++; } *dst++ = *src++; } memcpy(dst, src, s->scaledWidth); free(newSprite); newSprite = newerSprite; } // Draw the sprite starty = s->y - scrolly; endy = starty + s->scaledHeight; if (starty < 0) starty = 0; if (endy > RENDERDEEP) endy = RENDERDEEP; startx = s->x - scrollx; endx = startx + s->scaledWidth; if (startx < 0) startx = 0; if (endx > RENDERWIDE) endx = RENDERWIDE; for (i=starty; iy - scrolly)) * s->scaledWidth + (startx - (s->x - scrollx)); if ((lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND)) { lightMap = lightMask + (i + scrolly) * locationWide + s->x; for (j=startx; j> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5)); else *dst = *src; } dst++; src++; lightMap++; } } else { for (j=startx; jscaledWidth * s->scaledHeight); if (newSprite == NULL) { free(sprite); return(RDERR_OUTOFMEMORY); } // Work out the x-scale dy = s->w; dx = s->scaledWidth; ince = 2 * dy; incne = 2 * (dy - dx); d = 2 * dy - dx; x = 0; y = 0; xScale[y] = x; while (x < s->scaledWidth) { if (d <= 0) { d += ince; x += 1; } else { d += incne; x += 1; y += 1; xScale[y] = x; } } // Work out the y-scale dy = s->h; dx = s->scaledHeight; ince = 2 * dy; incne = 2 * (dy - dx); d = 2 * dy - dx; x = 0; y = 0; yScale[y] = x; while (x < s->scaledHeight) { if (d <= 0) { d += ince; x += 1; } else { d += incne; x += 1; y += 1; yScale[y] = x; } } // Copy the sprite // InitialiseColourMatch(s->colourTable); spr = newSprite; for (y=0; yh; y++) { for (j=yScale[y]; jw; x++) { for (i=xScale[x]; iw + x); } } } } // Piece of code to anti-alias the sprite. // Draw the sprite starty = s->y - scrolly; endy = starty + s->scaledHeight; if (starty < 0) starty = 0; if (endy > RENDERDEEP) endy = RENDERDEEP; startx = s->x - scrollx; endx = startx + s->scaledWidth; if (startx < 0) startx = 0; if (endx > RENDERWIDE) endx = RENDERWIDE; for (i=starty; iy - scrolly)) * s->scaledWidth + (startx - (s->x - scrollx)); if ((lightMask) && (renderCaps & RDBLTFX_SHADOWBLEND)) { lightMap = lightMask + (i + scrolly) * locationWide + s->x; for (j=startx; j> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][1]) >> 5), (uint8) (((int32) (32 - *lightMap) * palCopy[*src][2]) >> 5)); else *dst = *src; } dst++; src++; lightMap++; } } else { for (j=startx; j>8): // return(RDERR_NOTIMPLEMENTED); // break; default: return(RDERR_UNKNOWNTYPE); } } } else //(type & RDSPR_FULL): { // Set startx and starty for the screen buffer if (s->type & RDSPR_DISPLAYALIGN) { starty = s->y; startx = s->x; } else { starty = s->y - scrolly; startx = s->x - scrollx; } // Set end position of x and y. endy = s->h + starty; endx = s->w + startx; // Do clipping if ((starty < RENDERDEEP) && (endy > 0) && (startx < RENDERWIDE) && (endx > 0)) { if (starty < 0) starty = 0; if (endy > RENDERDEEP) endy = RENDERDEEP; if (startx < 0) startx = 0; if (endx > RENDERWIDE) endx = RENDERWIDE; dst = (uint8 *) myScreenBuffer + starty * RENDERWIDE + s->x; if (s->type & RDSPR_DISPLAYALIGN) src = (uint8 *) s->data + s->w * (starty - (s->y)) + (startx - s->x); else src = (uint8 *) s->data + s->w * (starty - (s->y - scrolly)) + (startx - (s->x - scrollx)); for (i=starty; iw; dst += RENDERWIDE; } } } } #if PROFILING == 1 QueryPerformanceCounter(&endTime); profileSpriteRender += (endTime.LowPart - startTime.LowPart); #endif */ return(RD_OK); } int32 OpenLightMask(_spriteInfo *s) { // FIXME: The light mask is only needed on higher graphics detail // settings, so to save memory we could simply ignore it on lower // settings. But then we need to figure out how to ensure that it // is properly loaded if the user changes the settings in mid-game. if (lightMask) return RDERR_NOTCLOSED; lightMask = (uint8 *) malloc(s->w * s->h); if (!lightMask) return RDERR_OUTOFMEMORY; if (DecompressRLE256(lightMask, s->data, s->w * s->h)) return RDERR_DECOMPRESSION; return RD_OK; } int32 CloseLightMask(void) { if (!lightMask) return RDERR_NOTOPEN; free(lightMask); lightMask = 0; return RD_OK; }