1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
|
/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/stdafx.h"
#include "common/endian.h"
#include "common/system.h"
#include "graphics/primitives.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/screen.h"
namespace Sword2 {
#define RENDERAVERAGETOTAL 4
void Screen::updateRect(Common::Rect *r) {
_vm->_system->copyRectToScreen(_buffer + r->top * _screenWide + r->left,
_screenWide, r->left, r->top, r->right - r->left,
r->bottom - r->top);
}
void Screen::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect) {
if (!r->intersects(*clipRect))
return;
byte *src = s->data;
if (r->top < clipRect->top) {
src -= BLOCKWIDTH * (r->top - clipRect->top);
r->top = clipRect->top;
}
if (r->left < clipRect->left) {
src -= (r->left - clipRect->left);
r->left = clipRect->left;
}
if (r->bottom > clipRect->bottom)
r->bottom = clipRect->bottom;
if (r->right > clipRect->right)
r->right = clipRect->right;
byte *dst = _buffer + r->top * _screenWide + r->left;
int i;
if (s->transparent) {
for (i = 0; i < r->bottom - r->top; i++) {
for (int j = 0; j < r->right - r->left; j++) {
if (src[j])
dst[j] = src[j];
}
src += BLOCKWIDTH;
dst += _screenWide;
}
} else {
for (i = 0; i < r->bottom - r->top; i++) {
memcpy(dst, src, r->right - r->left);
src += BLOCKWIDTH;
dst += _screenWide;
}
}
}
// There are two different separate functions for scaling the image - one fast
// and one good. Or at least that's the theory. I'm sure there are better ways
// to scale an image than this. The latter is used at the highest graphics
// quality setting. Note that the "good" scaler takes an extra parameter, a
// pointer to the area of the screen where the sprite will be drawn.
//
// This code isn't quite like the original DrawSprite(), but should be close
// enough.
void Screen::scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight) {
int x, y;
for (x = 0; x < dstWidth; x++)
_xScale[x] = (x * srcWidth) / dstWidth;
for (y = 0; y < dstHeight; y++)
_yScale[y] = (y * srcHeight) / dstHeight;
for (y = 0; y < dstHeight; y++) {
for (x = 0; x < dstWidth; x++) {
dst[x] = src[_yScale[y] * srcPitch + _xScale[x]];
}
dst += dstPitch;
}
}
void Screen::scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
for (int y = 0; y < dstHeight; y++) {
for (int x = 0; x < dstWidth; x++) {
uint8 c1, c2, c3, c4;
uint32 xPos = (x * srcWidth) / dstWidth;
uint32 yPos = (y * srcHeight) / dstHeight;
uint32 xFrac = dstWidth - (x * srcWidth) % dstWidth;
uint32 yFrac = dstHeight - (y * srcHeight) % dstHeight;
byte *srcPtr = src + yPos * srcPitch + xPos;
byte *backPtr = backbuf + y * _screenWide + x;
bool transparent = true;
if (*srcPtr) {
c1 = *srcPtr;
transparent = false;
} else
c1 = *backPtr;
if (x < dstWidth - 1) {
if (*(srcPtr + 1)) {
c2 = *(srcPtr + 1);
transparent = false;
} else
c2 = *(backPtr + 1);
} else
c2 = c1;
if (y < dstHeight - 1) {
if (*(srcPtr + srcPitch)) {
c3 = *(srcPtr + srcPitch);
transparent = false;
} else
c3 = *(backPtr + _screenWide);
} else
c3 = c1;
if (x < dstWidth - 1 && y < dstHeight - 1) {
if (*(srcPtr + srcPitch + 1)) {
c4 = *(srcPtr + srcPitch + 1);
transparent = false;
} else
c4 = *(backPtr + _screenWide + 1);
} else
c4 = c3;
if (!transparent) {
uint32 r1 = _palette[c1 * 4 + 0];
uint32 g1 = _palette[c1 * 4 + 1];
uint32 b1 = _palette[c1 * 4 + 2];
uint32 r2 = _palette[c2 * 4 + 0];
uint32 g2 = _palette[c2 * 4 + 1];
uint32 b2 = _palette[c2 * 4 + 2];
uint32 r3 = _palette[c3 * 4 + 0];
uint32 g3 = _palette[c3 * 4 + 1];
uint32 b3 = _palette[c3 * 4 + 2];
uint32 r4 = _palette[c4 * 4 + 0];
uint32 g4 = _palette[c4 * 4 + 1];
uint32 b4 = _palette[c4 * 4 + 2];
uint32 r5 = (r1 * xFrac + r2 * (dstWidth - xFrac)) / dstWidth;
uint32 g5 = (g1 * xFrac + g2 * (dstWidth - xFrac)) / dstWidth;
uint32 b5 = (b1 * xFrac + b2 * (dstWidth - xFrac)) / dstWidth;
uint32 r6 = (r3 * xFrac + r4 * (dstWidth - xFrac)) / dstWidth;
uint32 g6 = (g3 * xFrac + g4 * (dstWidth - xFrac)) / dstWidth;
uint32 b6 = (b3 * xFrac + b4 * (dstWidth - xFrac)) / dstWidth;
uint32 r = (r5 * yFrac + r6 * (dstHeight - yFrac)) / dstHeight;
uint32 g = (g5 * yFrac + g6 * (dstHeight - yFrac)) / dstHeight;
uint32 b = (b5 * yFrac + b6 * (dstHeight - yFrac)) / dstHeight;
dst[y * dstWidth + x] = quickMatch(r, g, b);
} else
dst[y * dstWidth + x] = 0;
}
}
}
/**
* Plots a point relative to the top left corner of the screen. This is only
* used for debugging.
* @param x x-coordinate of the point
* @param y y-coordinate of the point
* @param colour colour of the point
*/
void Screen::plotPoint(int x, int y, uint8 colour) {
byte *buf = _buffer + MENUDEEP * RENDERWIDE;
x -= _scrollX;
y -= _scrollY;
if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP) {
buf[y * RENDERWIDE + x] = colour;
markAsDirty(x, y + MENUDEEP, x, y + MENUDEEP);
}
}
static void plot(int x, int y, int colour, void *data) {
Screen *screen = (Screen *)data;
screen->plotPoint(x, y, (uint8) colour);
}
/**
* Draws a line from one point to another. This is only used for debugging.
* @param x0 x-coordinate of the start point
* @param y0 y-coordinate of the start point
* @param x1 x-coordinate of the end point
* @param y1 y-coordinate of the end point
* @param colour colour of the line
*/
void Screen::drawLine(int x0, int y0, int x1, int y1, uint8 colour) {
Graphics::drawLine(x0, y0, x1, y1, colour, &plot, this);
}
/**
* This function tells the driver the size of the background screen for the
* current location.
* @param w width of the current location
* @param h height of the current location
*/
void Screen::setLocationMetrics(uint16 w, uint16 h) {
_locationWide = w;
_locationDeep = h;
setNeedFullRedraw();
}
/**
* Draws a parallax layer at the current position determined by the scroll. A
* parallax can be either foreground, background or the main screen.
*/
void Screen::renderParallax(byte *ptr, int16 l) {
Parallax p;
int16 x, y;
Common::Rect r;
p.read(ptr);
if (_locationWide == _screenWide)
x = 0;
else
x = ((int32)((p.w - _screenWide) * _scrollX) / (int32)(_locationWide - _screenWide));
if (_locationDeep == _screenDeep - MENUDEEP * 2)
y = 0;
else
y = ((int32)((p.h - (_screenDeep - MENUDEEP * 2)) * _scrollY) / (int32)(_locationDeep - (_screenDeep - MENUDEEP * 2)));
Common::Rect clipRect;
// Leave enough space for the top and bottom menues
clipRect.left = 0;
clipRect.right = _screenWide;
clipRect.top = MENUDEEP;
clipRect.bottom = _screenDeep - MENUDEEP;
for (int j = 0; j < _yBlocks[l]; j++) {
for (int i = 0; i < _xBlocks[l]; i++) {
if (_blockSurfaces[l][i + j * _xBlocks[l]]) {
r.left = i * BLOCKWIDTH - x;
r.right = r.left + BLOCKWIDTH;
r.top = j * BLOCKHEIGHT - y + MENUDEEP;
r.bottom = r.top + BLOCKHEIGHT;
blitBlockSurface(_blockSurfaces[l][i + j * _xBlocks[l]], &r, &clipRect);
}
}
}
_parallaxScrollX = _scrollX - x;
_parallaxScrollY = _scrollY - y;
}
// Uncomment this when benchmarking the drawing routines.
#define LIMIT_FRAME_RATE
/**
* Initialises the timers before the render loop is entered.
*/
void Screen::initialiseRenderCycle() {
_initialTime = _vm->_system->getMillis();
_totalTime = _initialTime + (1000 / _vm->getFramesPerSecond());
}
/**
* This function should be called when the game engine is ready to start the
* render cycle.
*/
void Screen::startRenderCycle() {
_scrollXOld = _scrollX;
_scrollYOld = _scrollY;
_startTime = _vm->_system->getMillis();
if (_startTime + _renderAverageTime >= _totalTime) {
_scrollX = _scrollXTarget;
_scrollY = _scrollYTarget;
_renderTooSlow = true;
} else {
_scrollX = (int16)(_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
_scrollY = (int16)(_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
_renderTooSlow = false;
}
if (_scrollXOld != _scrollX || _scrollYOld != _scrollY)
setNeedFullRedraw();
_framesPerGameCycle = 0;
}
/**
* This function should be called at the end of the render cycle.
* @return true if the render cycle is to be terminated,
* or false if it should continue
*/
bool Screen::endRenderCycle() {
static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
static int32 renderCountIndex = 0;
int32 time;
time = _vm->_system->getMillis();
renderTimeLog[renderCountIndex] = time - _startTime;
_startTime = time;
_renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
_framesPerGameCycle++;
if (++renderCountIndex == RENDERAVERAGETOTAL)
renderCountIndex = 0;
if (_renderTooSlow) {
initialiseRenderCycle();
return true;
}
if (_startTime + _renderAverageTime >= _totalTime) {
_totalTime += (1000 / _vm->getFramesPerSecond());
_initialTime = time;
return true;
}
#ifdef LIMIT_FRAME_RATE
if (_scrollXTarget == _scrollX && _scrollYTarget == _scrollY) {
// If we have already reached the scroll target sleep for the
// rest of the render cycle.
_vm->sleepUntil(_totalTime);
_initialTime = _vm->_system->getMillis();
_totalTime += (1000 / _vm->getFramesPerSecond());
return true;
}
#endif
// This is an attempt to ensure that we always reach the scroll target.
// Otherwise the game frequently tries to pump out new interpolation
// frames without ever getting anywhere.
if (ABS(_scrollX - _scrollXTarget) <= 1 && ABS(_scrollY - _scrollYTarget) <= 1) {
_scrollX = _scrollXTarget;
_scrollY = _scrollYTarget;
} else {
_scrollX = (int16)(_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
_scrollY = (int16)(_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
}
if (_scrollX != _scrollXOld || _scrollY != _scrollYOld)
setNeedFullRedraw();
#ifdef LIMIT_FRAME_RATE
// Give the other threads some breathing space. This apparently helps
// against bug #875683, though I was never able to reproduce it for
// myself.
_vm->_system->delayMillis(10);
#endif
return false;
}
/**
* Reset scrolling stuff. This function is called from initBackground()
*/
void Screen::resetRenderEngine() {
_parallaxScrollX = 0;
_parallaxScrollY = 0;
_scrollX = 0;
_scrollY = 0;
}
/**
* This function should be called five times with either the parallax layer
* or a NULL pointer in order of background parallax to foreground parallax.
*/
int32 Screen::initialiseBackgroundLayer(byte *parallax) {
Parallax p;
uint16 i, j, k;
byte *data;
byte *dst;
debug(2, "initialiseBackgroundLayer");
assert(_layer < MAXLAYERS);
if (!parallax) {
_layer++;
return RD_OK;
}
p.read(parallax);
_xBlocks[_layer] = (p.w + BLOCKWIDTH - 1) / BLOCKWIDTH;
_yBlocks[_layer] = (p.h + BLOCKHEIGHT - 1) / BLOCKHEIGHT;
_blockSurfaces[_layer] = (BlockSurface **)calloc(_xBlocks[_layer] * _yBlocks[_layer], sizeof(BlockSurface *));
if (!_blockSurfaces[_layer])
return RDERR_OUTOFMEMORY;
// Decode the parallax layer into a large chunk of memory
byte *memchunk = (byte *)calloc(_xBlocks[_layer] * _yBlocks[_layer], BLOCKWIDTH * BLOCKHEIGHT);
if (!memchunk)
return RDERR_OUTOFMEMORY;
for (i = 0; i < p.h; i++) {
uint32 p_offset = READ_LE_UINT32(parallax + Parallax::size() + 4 * i);
if (!p_offset)
continue;
byte *pLine = parallax + p_offset;
uint16 packets = READ_LE_UINT16(pLine);
uint16 offset = READ_LE_UINT16(pLine + 2);
data = pLine + 4;
dst = memchunk + i * p.w + offset;
if (!packets) {
memcpy(dst, data, p.w);
continue;
}
bool zeros = false;
for (j = 0; j < packets; j++) {
if (zeros) {
dst += *data;
offset += *data;
data++;
zeros = false;
} else if (!*data) {
data++;
zeros = true;
} else {
uint16 count = *data++;
memcpy(dst, data, count);
data += count;
dst += count;
offset += count;
zeros = true;
}
}
}
// The large memory chunk is now divided into a number of smaller
// surfaces. For most parallax layers, we'll end up using less memory
// this way, and it will be faster to draw since completely transparent
// surfaces are discarded.
for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
bool block_has_data = false;
bool block_is_transparent = false;
int x = BLOCKWIDTH * (i % _xBlocks[_layer]);
int y = BLOCKHEIGHT * (i / _xBlocks[_layer]);
data = memchunk + p.w * y + x;
for (j = 0; j < BLOCKHEIGHT; j++) {
for (k = 0; k < BLOCKWIDTH; k++) {
if (x + k < p.w && y + j < p.h) {
if (data[j * p.w + k])
block_has_data = true;
else
block_is_transparent = true;
}
}
}
// Only assign a surface to the block if it contains data.
if (block_has_data) {
_blockSurfaces[_layer][i] = (BlockSurface *)malloc(sizeof(BlockSurface));
// Copy the data into the surfaces.
dst = _blockSurfaces[_layer][i]->data;
for (j = 0; j < BLOCKHEIGHT; j++) {
memcpy(dst, data, BLOCKWIDTH);
data += p.w;
dst += BLOCKWIDTH;
}
_blockSurfaces[_layer][i]->transparent = block_is_transparent;
} else
_blockSurfaces[_layer][i] = NULL;
}
free(memchunk);
_layer++;
return RD_OK;
}
/**
* Should be called once after leaving the room to free up memory.
*/
void Screen::closeBackgroundLayer() {
debug(2, "CloseBackgroundLayer");
for (int i = 0; i < MAXLAYERS; i++) {
if (_blockSurfaces[i]) {
for (int j = 0; j < _xBlocks[i] * _yBlocks[i]; j++)
if (_blockSurfaces[i][j])
free(_blockSurfaces[i][j]);
free(_blockSurfaces[i]);
_blockSurfaces[i] = NULL;
}
}
_layer = 0;
}
} // End of namespace Sword2
|