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/* 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.
*
*/
#include "common/debug.h"
#include "common/file.h"
#include "sludge/allfiles.h"
#include "sludge/backdrop.h"
#include "sludge/graphics.h"
#include "sludge/moreio.h"
#include "sludge/newfatal.h"
namespace Sludge {
#if 0
//extern uint16 * * backDropImage;
extern GLuint backdropTextureName;
#endif
#if 0
// Raised
static int s_matrixEffectDivide = 2;
static int s_matrixEffectWidth = 3;
static int s_matrixEffectHeight = 3;
static int s_matrixEffectData[9] = {0, 0, 0, 0, -1, 0, 0, 0, 2};
static int s_matrixEffectBase = 0;
#elif 0
// Stay put
static int s_matrixEffectDivide = 1;
static int s_matrixEffectWidth = 3;
static int s_matrixEffectHeight = 3;
static int s_matrixEffectData[9] = {0, 0, 0, 0, 1, 0, 0, 0, 0};
static int s_matrixEffectBase = 0;
#elif 0
// Brighten
static int s_matrixEffectDivide = 9;
static int s_matrixEffectWidth = 1;
static int s_matrixEffectHeight = 1;
static int s_matrixEffectData[9] = {10};
static int s_matrixEffectBase = 15;
#elif 0
// Raised up/left
static int s_matrixEffectDivide = 4;
static int s_matrixEffectWidth = 3;
static int s_matrixEffectHeight = 3;
static int s_matrixEffectData[9] = {-2, -1, 0, -1, 1, 1, 0, 1, 2};
static int s_matrixEffectBase = 16;
#elif 0
// Standard emboss
static int s_matrixEffectDivide = 2;
static int s_matrixEffectWidth = 3;
static int s_matrixEffectHeight = 3;
static int s_matrixEffectData[9] = {-1, 0, 0, 0, 0, 0, 0, 0, 1};
static int s_matrixEffectBase = 128;
#elif 0
// Horizontal blur
static int s_matrixEffectDivide = 11;
static int s_matrixEffectWidth = 5;
static int s_matrixEffectHeight = 1;
static int s_matrixEffectData[9] = {1, 3, 3, 3, 1};
static int s_matrixEffectBase = 0;
#elif 0
// Double vision
static int s_matrixEffectDivide = 6;
static int s_matrixEffectWidth = 13;
static int s_matrixEffectHeight = 2;
static int s_matrixEffectData[26] = {2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3};
static int s_matrixEffectBase = 0;
#elif 0
// Negative
static int s_matrixEffectDivide = 1;
static int s_matrixEffectWidth = 1;
static int s_matrixEffectHeight = 1;
static int s_matrixEffectData[9] = {-1};
static int s_matrixEffectBase = 255;
#elif 0
// Fog
static int s_matrixEffectDivide = 4;
static int s_matrixEffectWidth = 1;
static int s_matrixEffectHeight = 1;
static int s_matrixEffectData[9] = {3};
static int s_matrixEffectBase = 45;
#elif 0
// Blur
static int s_matrixEffectDivide = 14;
static int s_matrixEffectWidth = 3;
static int s_matrixEffectHeight = 3;
static int s_matrixEffectData[9] = {1, 2, 1, 2, 2, 2, 1, 2, 1};
static int s_matrixEffectBase = 0;
#else
static int s_matrixEffectDivide = 0;
static int s_matrixEffectWidth = 0;
static int s_matrixEffectHeight = 0;
static int *s_matrixEffectData = NULL;
static int s_matrixEffectBase = 0;
#endif
void blur_saveSettings(Common::WriteStream *stream) {
if (s_matrixEffectData) {
stream->writeUint32LE(s_matrixEffectDivide);
stream->writeUint32LE(s_matrixEffectWidth);
stream->writeUint32LE(s_matrixEffectHeight);
stream->writeUint32LE(s_matrixEffectBase);
stream->write(s_matrixEffectData, sizeof(int) * s_matrixEffectWidth * s_matrixEffectHeight);
} else {
stream->writeUint32LE(0);
stream->writeUint32LE(0);
stream->writeUint32LE(0);
stream->writeUint32LE(0);
}
}
static int *blur_allocateMemoryForEffect() {
free(s_matrixEffectData);
s_matrixEffectData = NULL;
if (s_matrixEffectWidth && s_matrixEffectHeight) {
s_matrixEffectData = (int *)malloc(sizeof(int) * s_matrixEffectHeight * s_matrixEffectWidth);
checkNew(s_matrixEffectData);
}
return s_matrixEffectData;
}
void blur_loadSettings(Common::SeekableReadStream *stream) {
s_matrixEffectDivide = stream->readUint32LE();
s_matrixEffectWidth = stream->readUint32LE();
s_matrixEffectHeight = stream->readUint32LE();
s_matrixEffectBase = stream->readUint32LE();
if (blur_allocateMemoryForEffect()) {
uint bytes_read = stream->read(s_matrixEffectData, sizeof(int) * s_matrixEffectWidth * s_matrixEffectHeight);
if (bytes_read != sizeof(int) * s_matrixEffectWidth * s_matrixEffectHeight && stream->err()) {
debug("Reading error in blur_loadSettings.");
}
} else {
stream->seek(sizeof(int) * s_matrixEffectWidth * s_matrixEffectHeight, SEEK_CUR);
}
}
bool blur_createSettings(int numParams, variableStack *&stack) {
bool createNullThing = true;
const char *error = NULL;
if (numParams >= 3) {
// PARAMETERS: base, divide, stack (, stack (, stack...))
int height = numParams - 2;
int width = 0;
variableStack *justToCheckSizes = stack;
for (int a = 0; a < height; a++) {
if (justToCheckSizes->thisVar.varType != SVT_STACK) {
error = "Third and subsequent parameters in setBackgroundEffect should be arrays";
break;
} else {
int w = stackSize(justToCheckSizes->thisVar.varData.theStack);
if (a) {
if (w != width) {
error = "Arrays in setBackgroundEffect must be the same size";
break;
}
if (w < width) {
width = w;
}
} else {
width = w;
}
}
}
if (width == 0 && !error) {
error = "Empty arrays found in setBackgroundEffect parameters";
}
if (!error) {
s_matrixEffectWidth = width;
s_matrixEffectHeight = height;
if (blur_allocateMemoryForEffect()) {
for (int y = height - 1; y >= 0; y--) {
variableStack *eachNumber = stack->thisVar.varData.theStack->first;
if (!error) {
for (int x = 0; x < width; x++) {
int arraySlot = x + (y * width);
// s_matrixEffectData[arraySlot] = (rand() % 4);
if (!getValueType(s_matrixEffectData[arraySlot], SVT_INT, eachNumber->thisVar)) {
error = "";
break;
}
eachNumber = eachNumber->next;
}
trimStack(stack);
}
}
if (!error && !getValueType(s_matrixEffectDivide, SVT_INT, stack->thisVar))
error = "";
trimStack(stack);
if (!error && !getValueType(s_matrixEffectBase, SVT_INT, stack->thisVar))
error = "";
trimStack(stack);
if (!error) {
if (s_matrixEffectDivide) {
createNullThing = false;
} else {
error = "Second parameter of setBackgroundEffect (the 'divide' value) should not be 0!";
}
}
} else {
error = "Couldn't allocate memory for effect";
}
}
} else {
if (numParams) {
error = "setBackgroundEffect should either have 0 parameters or more than 2";
}
}
if (createNullThing) {
s_matrixEffectDivide = 0;
s_matrixEffectWidth = 0;
s_matrixEffectHeight = 0;
s_matrixEffectBase = 0;
delete s_matrixEffectData;
s_matrixEffectData = NULL;
}
if (error && error[0]) {
fatal(error);
}
return !createNullThing;
}
static inline int clampi(int i, int min, int max) {
return (i >= max) ? max : ((i <= min) ? min : i);
}
static inline void blur_createSourceLine(byte *createLine, byte *fromLine, int overlapOnLeft, int width) {
int miniX;
memcpy(createLine + overlapOnLeft * 4, fromLine, width * 4);
for (miniX = 0; miniX < overlapOnLeft; miniX++) {
createLine[miniX * 4] = fromLine[0];
createLine[miniX * 4 + 1] = fromLine[1];
createLine[miniX * 4 + 2] = fromLine[2];
}
for (miniX = width + overlapOnLeft; miniX < width + s_matrixEffectWidth - 1; miniX++) {
createLine[miniX * 4] = fromLine[width * 4 - 4];
createLine[miniX * 4 + 1] = fromLine[width * 4 - 3];
createLine[miniX * 4 + 2] = fromLine[width * 4 - 2];
}
}
bool blurScreen() {
#if 0
if (s_matrixEffectWidth && s_matrixEffectHeight && s_matrixEffectDivide && s_matrixEffectData) {
byte *thisLine;
int y, x;
bool ok = true;
int overlapOnLeft = s_matrixEffectWidth / 2;
int overlapAbove = s_matrixEffectHeight / 2;
byte **sourceLine = new byte *[s_matrixEffectHeight];
if (!checkNew(sourceLine))
return false;
int picWidth = sceneWidth;
int picHeight = sceneHeight;
if (!NPOT_textures) {
picWidth = getNextPOT(sceneWidth);
picHeight = getNextPOT(sceneHeight);
}
// Retrieve the texture
saveTexture(backdropTextureName, backdropTexture);
for (y = 0; y < s_matrixEffectHeight; y++) {
sourceLine[y] = new byte[(s_matrixEffectWidth - 1 + picWidth) * 4];
ok &= (sourceLine[y] != NULL);
}
if (ok) {
for (y = 0; y < s_matrixEffectHeight; y++) {
int miniY = clampi(y - overlapAbove - 1, 0, sceneHeight - 1);
blur_createSourceLine(sourceLine[y], backdropTexture + miniY * picWidth * 4, overlapOnLeft, picWidth);
}
for (y = 0; y < sceneHeight; y++) {
thisLine = backdropTexture + y * picWidth * 4;
//-------------------------
// Scroll source lines
//-------------------------
byte *tempLine = sourceLine[0];
for (int miniY = 0; miniY < s_matrixEffectHeight - 1; miniY++) {
sourceLine[miniY] = sourceLine[miniY + 1];
}
sourceLine[s_matrixEffectHeight - 1] = tempLine;
{
int h = s_matrixEffectHeight - 1;
int miniY = clampi(y + (s_matrixEffectHeight - overlapAbove - 1), 0, sceneHeight - 1);
blur_createSourceLine(sourceLine[h], backdropTexture + miniY * picWidth * 4, overlapOnLeft, picWidth);
}
for (x = 0; x < sceneWidth; x++) {
int totalRed = 0;
int totalGreen = 0;
int totalBlue = 0;
int *matrixElement = s_matrixEffectData;
for (int miniY = 0; miniY < s_matrixEffectHeight; ++miniY) {
byte *pixel = &sourceLine[miniY][x * 4];
for (int miniX = 0; miniX < s_matrixEffectWidth; ++miniX) {
totalRed += pixel[0] * *matrixElement;
totalGreen += pixel[1] * *matrixElement;
totalBlue += pixel[2] * *matrixElement;
++matrixElement;
pixel += 4;
}
}
totalRed = (totalRed + s_matrixEffectDivide / 2) / s_matrixEffectDivide + s_matrixEffectBase;
totalRed = (totalRed < 0) ? 0 : ((totalRed > 255) ? 255 : totalRed);
totalGreen = (totalGreen + s_matrixEffectDivide / 2) / s_matrixEffectDivide + s_matrixEffectBase;
totalGreen = (totalGreen < 0) ? 0 : ((totalGreen > 255) ? 255 : totalGreen);
totalBlue = (totalBlue + s_matrixEffectDivide / 2) / s_matrixEffectDivide + s_matrixEffectBase;
totalBlue = (totalBlue < 0) ? 0 : ((totalBlue > 255) ? 255 : totalBlue);
*thisLine = totalRed;
++thisLine;
*thisLine = totalGreen;
++thisLine;
*thisLine = totalBlue;
++thisLine;
// *thisLine = totalAlpha;
++thisLine;
}
}
}
for (y = 0; y < s_matrixEffectHeight; y++) {
delete sourceLine[y];
}
delete sourceLine;
sourceLine = NULL;
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, picWidth, picHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, backdropTexture, backdropTextureName);
return true;
}
#endif
return false;
}
} // End of namespace Sludge
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