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
|
/* 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/system.h"
#include "sword25/sword25.h" // for kDebugScript
#include "sword25/gfx/bitmapresource.h"
#include "sword25/gfx/animationresource.h"
#include "sword25/gfx/fontresource.h"
#include "sword25/gfx/panel.h"
#include "sword25/gfx/renderobjectmanager.h"
#include "sword25/gfx/screenshot.h"
#include "sword25/gfx/image/renderedimage.h"
#include "sword25/gfx/image/swimage.h"
#include "sword25/gfx/image/vectorimage.h"
#include "sword25/package/packagemanager.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/gfx/graphicengine.h"
#include "sword25/fmv/movieplayer.h"
#include "sword25/util/lua/lua.h"
#include "sword25/util/lua/lauxlib.h"
enum {
BIT_DEPTH = 32,
BACKBUFFER_COUNT = 1
};
namespace Sword25 {
static const uint FRAMETIME_SAMPLE_COUNT = 5; // Anzahl der Framezeiten �ber die, die Framezeit gemittelt wird
GraphicEngine::GraphicEngine(Kernel *pKernel) :
_width(0),
_height(0),
_bitDepth(0),
_lastTimeStamp((uint) -1), // max. BS_INT64 um beim ersten Aufruf von _UpdateLastFrameDuration() einen Reset zu erzwingen
_lastFrameDuration(0),
_timerActive(true),
_frameTimeSampleSlot(0),
_thumbnail(NULL),
ResourceService(pKernel) {
_frameTimeSamples.resize(FRAMETIME_SAMPLE_COUNT);
if (!registerScriptBindings())
error("Script bindings could not be registered.");
else
debugC(kDebugScript, "Script bindings registered.");
}
GraphicEngine::~GraphicEngine() {
unregisterScriptBindings();
_backSurface.free();
_frameBuffer.free();
delete _thumbnail;
}
bool GraphicEngine::init(int width, int height, int bitDepth, int backbufferCount) {
// Warnung ausgeben, wenn eine nicht unterst�tzte Bittiefe gew�hlt wurde.
if (bitDepth != BIT_DEPTH) {
warning("Can't use a bit depth of %d (not supported). Falling back to %d.", bitDepth, BIT_DEPTH);
_bitDepth = BIT_DEPTH;
}
// Warnung ausgeben, wenn nicht genau ein Backbuffer gew�hlt wurde.
if (backbufferCount != BACKBUFFER_COUNT) {
warning("Can't use %d backbuffers (not supported). Falling back to %d.", backbufferCount, BACKBUFFER_COUNT);
backbufferCount = BACKBUFFER_COUNT;
}
// Parameter in lokale Variablen kopieren
_width = width;
_height = height;
_bitDepth = bitDepth;
_screenRect.left = 0;
_screenRect.top = 0;
_screenRect.right = _width;
_screenRect.bottom = _height;
_backSurface.create(width, height, 4);
_frameBuffer.create(width, height, 4);
// Standardm��ig ist Vsync an.
setVsync(true);
// Layer-Manager initialisieren.
_renderObjectManagerPtr.reset(new RenderObjectManager(width, height, backbufferCount + 1));
// Hauptpanel erstellen
_mainPanelPtr = _renderObjectManagerPtr->getTreeRoot()->addPanel(width, height, BS_ARGB(0, 0, 0, 0));
if (!_mainPanelPtr.isValid())
return false;
_mainPanelPtr->setVisible(true);
return true;
}
bool GraphicEngine::startFrame(bool updateAll) {
// Berechnen, wie viel Zeit seit dem letzten Frame vergangen ist.
// Dieser Wert kann �ber GetLastFrameDuration() von Modulen abgefragt werden, die zeitabh�ngig arbeiten.
updateLastFrameDuration();
// Den Layer-Manager auf den n�chsten Frame vorbereiten
_renderObjectManagerPtr->startFrame();
return true;
}
bool GraphicEngine::endFrame() {
#ifndef THEORA_INDIRECT_RENDERING
if (Kernel::getInstance()->getFMV()->isMovieLoaded())
return true;
#endif
_renderObjectManagerPtr->render();
// FIXME: The following hack doesn't really work (all the thumbnails are empty)
#if 0
// HACK: The frame buffer surface is only used as the base for creating thumbnails when saving the
// game, since the _backSurface is blanked. Currently I'm doing a slightly hacky check and only
// copying the back surface if line 50 (the first line after the interface area) is non-blank
if (READ_LE_UINT32((byte *)_backSurface.pixels + (_backSurface.pitch * 50)) & 0xffffff) {
// Make a copy of the current frame into the frame buffer
Common::copy((byte *)_backSurface.pixels, (byte *)_backSurface.pixels +
(_backSurface.pitch * _backSurface.h), (byte *)_frameBuffer.pixels);
}
#endif
g_system->updateScreen();
return true;
}
RenderObjectPtr<Panel> GraphicEngine::getMainPanel() {
return _mainPanelPtr;
}
void GraphicEngine::setVsync(bool vsync) {
warning("STUB: SetVsync(%d)", vsync);
}
bool GraphicEngine::getVsync() const {
warning("STUB: getVsync()");
return true;
}
bool GraphicEngine::fill(const Common::Rect *fillRectPtr, uint color) {
Common::Rect rect(_width - 1, _height - 1);
int ca = (color >> 24) & 0xff;
if (ca == 0)
return true;
int cr = (color >> 16) & 0xff;
int cg = (color >> 8) & 0xff;
int cb = (color >> 0) & 0xff;
if (fillRectPtr) {
rect = *fillRectPtr;
}
if (rect.width() > 0 && rect.height() > 0) {
if (ca == 0xff) {
_backSurface.fillRect(rect, color);
} else {
byte *outo = (byte *)_backSurface.getBasePtr(rect.left, rect.top);
byte *out;
for (int i = rect.top; i < rect.bottom; i++) {
out = outo;
for (int j = rect.left; j < rect.right; j++) {
*out += (byte)(((cb - *out) * ca) >> 8);
out++;
*out += (byte)(((cg - *out) * ca) >> 8);
out++;
*out += (byte)(((cr - *out) * ca) >> 8);
out++;
*out = 255;
out++;
}
outo += _backSurface.pitch;
}
}
g_system->copyRectToScreen((byte *)_backSurface.getBasePtr(rect.left, rect.top), _backSurface.pitch, rect.left, rect.top, rect.width(), rect.height());
}
return true;
}
Graphics::Surface *GraphicEngine::getScreenshot() {
return &_frameBuffer;
}
// -----------------------------------------------------------------------------
// RESOURCE MANAGING
// -----------------------------------------------------------------------------
Resource *GraphicEngine::loadResource(const Common::String &filename) {
assert(canLoadResource(filename));
// Load image for "software buffer". These are images used to dynamically
// add shadows to actors (e.g. when George walks under the shadow of a
// a building)
if (filename.hasSuffix("_s.png")) {
bool result = false;
SWImage *pImage = new SWImage(filename, result);
if (!result) {
delete pImage;
return 0;
}
BitmapResource *pResource = new BitmapResource(filename, pImage);
if (!pResource->isValid()) {
delete pResource;
return 0;
}
return pResource;
}
// Load sprite image
if (filename.hasSuffix(".png") || filename.hasSuffix(".b25s")) {
bool result = false;
RenderedImage *pImage = new RenderedImage(filename, result);
if (!result) {
delete pImage;
return 0;
}
BitmapResource *pResource = new BitmapResource(filename, pImage);
if (!pResource->isValid()) {
delete pResource;
return 0;
}
return pResource;
}
// Load vector graphics
if (filename.hasSuffix(".swf")) {
debug(2, "VectorImage: %s", filename.c_str());
// Pointer auf Package-Manager holen
PackageManager *pPackage = Kernel::getInstance()->getPackage();
assert(pPackage);
// Datei laden
byte *pFileData;
uint fileSize;
pFileData = pPackage->getFile(filename, &fileSize);
if (!pFileData) {
error("File \"%s\" could not be loaded.", filename.c_str());
return 0;
}
bool result = false;
VectorImage *pImage = new VectorImage(pFileData, fileSize, result, filename);
if (!result) {
delete pImage;
delete[] pFileData;
return 0;
}
BitmapResource *pResource = new BitmapResource(filename, pImage);
if (!pResource->isValid()) {
delete pResource;
delete[] pFileData;
return 0;
}
delete[] pFileData;
return pResource;
}
// Load animation
if (filename.hasSuffix("_ani.xml")) {
AnimationResource *pResource = new AnimationResource(filename);
if (pResource->isValid())
return pResource;
else {
delete pResource;
return 0;
}
}
// Load font
if (filename.hasSuffix("_fnt.xml")) {
FontResource *pResource = new FontResource(Kernel::getInstance(), filename);
if (pResource->isValid())
return pResource;
else {
delete pResource;
return 0;
}
}
error("Service cannot load \"%s\".", filename.c_str());
return 0;
}
// -----------------------------------------------------------------------------
bool GraphicEngine::canLoadResource(const Common::String &filename) {
return filename.hasSuffix(".png") ||
filename.hasSuffix("_ani.xml") ||
filename.hasSuffix("_fnt.xml") ||
filename.hasSuffix(".swf") ||
filename.hasSuffix(".b25s");
}
void GraphicEngine::updateLastFrameDuration() {
// Record current time
const uint currentTime = Kernel::getInstance()->getMilliTicks();
// Compute the elapsed time since the last frame and prevent too big ( > 250 msecs) time jumps.
// These can occur when loading save states, during debugging or due to hardware inaccuracies.
_frameTimeSamples[_frameTimeSampleSlot] = static_cast<uint>(currentTime - _lastTimeStamp);
if (_frameTimeSamples[_frameTimeSampleSlot] > 250000)
_frameTimeSamples[_frameTimeSampleSlot] = 250000;
_frameTimeSampleSlot = (_frameTimeSampleSlot + 1) % FRAMETIME_SAMPLE_COUNT;
// Compute the average frame duration over multiple frames to eliminate outliers.
Common::Array<uint>::const_iterator it = _frameTimeSamples.begin();
uint sum = *it;
for (it++; it != _frameTimeSamples.end(); it++)
sum += *it;
_lastFrameDuration = sum * 1000 / FRAMETIME_SAMPLE_COUNT;
// Update m_LastTimeStamp with the current frame's timestamp
_lastTimeStamp = currentTime;
}
bool GraphicEngine::saveThumbnailScreenshot(const Common::String &filename) {
// Note: In ScumMVM, rather than saivng the thumbnail to a file, we store it in memory
// until needed when creating savegame files
delete _thumbnail;
_thumbnail = Screenshot::createThumbnail(&_frameBuffer);
return true;
}
void GraphicEngine::ARGBColorToLuaColor(lua_State *L, uint color) {
lua_Number components[4] = {
(color >> 16) & 0xff, // Rot
(color >> 8) & 0xff, // Gr�n
color & 0xff, // Blau
color >> 24, // Alpha
};
lua_newtable(L);
for (uint i = 1; i <= 4; i++) {
lua_pushnumber(L, i);
lua_pushnumber(L, components[i - 1]);
lua_settable(L, -3);
}
}
uint GraphicEngine::luaColorToARGBColor(lua_State *L, int stackIndex) {
#ifdef DEBUG
int __startStackDepth = lua_gettop(L);
#endif
// Sicherstellen, dass wir wirklich eine Tabelle betrachten
luaL_checktype(L, stackIndex, LUA_TTABLE);
// Gr��e der Tabelle auslesen
uint n = luaL_getn(L, stackIndex);
// RGB oder RGBA Farben werden unterst�tzt und sonst keine
if (n != 3 && n != 4)
luaL_argcheck(L, 0, stackIndex, "at least 3 of the 4 color components have to be specified");
// Red color component reading
lua_rawgeti(L, stackIndex, 1);
uint red = static_cast<uint>(lua_tonumber(L, -1));
if (!lua_isnumber(L, -1) || red >= 256)
luaL_argcheck(L, 0, stackIndex, "red color component must be an integer between 0 and 255");
lua_pop(L, 1);
// Green color component reading
lua_rawgeti(L, stackIndex, 2);
uint green = static_cast<uint>(lua_tonumber(L, -1));
if (!lua_isnumber(L, -1) || green >= 256)
luaL_argcheck(L, 0, stackIndex, "green color component must be an integer between 0 and 255");
lua_pop(L, 1);
// Blue color component reading
lua_rawgeti(L, stackIndex, 3);
uint blue = static_cast<uint>(lua_tonumber(L, -1));
if (!lua_isnumber(L, -1) || blue >= 256)
luaL_argcheck(L, 0, stackIndex, "blue color component must be an integer between 0 and 255");
lua_pop(L, 1);
// Alpha color component reading
uint alpha = 0xff;
if (n == 4) {
lua_rawgeti(L, stackIndex, 4);
alpha = static_cast<uint>(lua_tonumber(L, -1));
if (!lua_isnumber(L, -1) || alpha >= 256)
luaL_argcheck(L, 0, stackIndex, "alpha color component must be an integer between 0 and 255");
lua_pop(L, 1);
}
#ifdef DEBUG
assert(__startStackDepth == lua_gettop(L));
#endif
return (alpha << 24) | (red << 16) | (green << 8) | blue;
}
bool GraphicEngine::persist(OutputPersistenceBlock &writer) {
writer.write(_timerActive);
bool result = _renderObjectManagerPtr->persist(writer);
return result;
}
bool GraphicEngine::unpersist(InputPersistenceBlock &reader) {
reader.read(_timerActive);
_renderObjectManagerPtr->unpersist(reader);
return reader.isGood();
}
} // End of namespace Sword25
|