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/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2004 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "common/stdafx.h"
#include "graphics/animation.h"
#include "common/file.h"
#include "sound/audiostream.h"
#include "common/config-manager.h"
namespace Graphics {
BaseAnimationState::BaseAnimationState(SoundMixer *snd, OSystem *sys, int width, int height)
: MOVIE_WIDTH(width), MOVIE_HEIGHT(height), _snd(snd), _sys(sys) {
}
BaseAnimationState::~BaseAnimationState() {
#ifdef USE_MPEG2
_snd->stopHandle(bgSound);
if (decoder)
mpeg2_close(decoder);
delete mpgfile;
#ifndef BACKEND_8BIT
_sys->hideOverlay();
free(overlay);
#endif
delete bgSoundStream;
#endif
}
bool BaseAnimationState::init(const char *name, void *audioArg) {
#ifdef USE_MPEG2
char tempFile[512];
decoder = NULL;
mpgfile = NULL;
bgSoundStream = NULL;
#ifdef BACKEND_8BIT
uint i, p;
// Load lookup palettes
sprintf(tempFile, "%s.pal", name);
File f;
if (!f.open(tempFile)) {
warning("Cutscene: %s palette missing", tempFile);
return false;
}
p = 0;
while (1) {
palettes[p].end = f.readUint16LE();
palettes[p].cnt = f.readUint16LE();
if (f.ioFailed())
break;
for (i = 0; i < palettes[p].cnt; i++) {
palettes[p].pal[4 * i] = f.readByte();
palettes[p].pal[4 * i + 1] = f.readByte();
palettes[p].pal[4 * i + 2] = f.readByte();
palettes[p].pal[4 * i + 3] = 0;
}
for (; i < 256; i++) {
palettes[p].pal[4 * i] = 0;
palettes[p].pal[4 * i + 1] = 0;
palettes[p].pal[4 * i + 2] = 0;
palettes[p].pal[4 * i + 3] = 0;
}
p++;
}
f.close();
palnum = 0;
maxPalnum = p;
setPalette(palettes[palnum].pal);
lut = lut2 = lookup[0];
curpal = -1;
cr = 0;
buildLookup(palnum, 256);
lut2 = lookup[1];
lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2);
#else
buildLookup();
overlay = (OverlayColor*)calloc(MOVIE_WIDTH * MOVIE_HEIGHT, sizeof(OverlayColor));
_sys->showOverlay();
#endif
// Open MPEG2 stream
mpgfile = new File();
sprintf(tempFile, "%s.mp2", name);
if (!mpgfile->open(tempFile)) {
warning("Cutscene: Could not open %s", tempFile);
return false;
}
// Load and configure decoder
decoder = mpeg2_init();
if (decoder == NULL) {
warning("Cutscene: Could not allocate an MPEG2 decoder");
return false;
}
info = mpeg2_info(decoder);
framenum = 0;
frameskipped = 0;
ticks = _sys->getMillis();
// Play audio
bgSoundStream = createAudioStream(name, audioArg);
if (bgSoundStream != NULL) {
_snd->playInputStream(&bgSound, bgSoundStream, false, -1, 255, 0, false);
} else {
warning("Cutscene: Could not open Audio Track for %s", name);
}
return true;
#else /* USE_MPEG2 */
return false;
#endif
}
AudioStream *BaseAnimationState::createAudioStream(const char *name, void *arg) {
return AudioStream::openStreamFile(name);
}
bool BaseAnimationState::decodeFrame() {
#ifdef USE_MPEG2
mpeg2_state_t state;
const mpeg2_sequence_t *sequence_i;
size_t size = (size_t) -1;
do {
state = mpeg2_parse(decoder);
sequence_i = info->sequence;
switch (state) {
case STATE_BUFFER:
size = mpgfile->read(buffer, BUFFER_SIZE);
mpeg2_buffer(decoder, buffer, buffer + size);
break;
case STATE_SLICE:
case STATE_END:
if (info->display_fbuf) {
/* simple audio video sync code:
* we calculate the actual frame by taking the elapsed audio time and try
* to stay inside +- 1 frame of this calculated frame number by dropping
* frames if we run behind and delaying if we are too fast
*/
/* Avoid deadlock is sound was too far ahead */
if (bgSoundStream && !bgSound.isActive())
return false;
if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
((_snd->getSoundElapsedTime(bgSound) * 12) / 1000 < framenum + 1) ||
frameskipped > 10) {
if (frameskipped > 10) {
warning("force frame %i redraw", framenum);
frameskipped = 0;
}
drawYUV(sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((_snd->getSoundElapsedTime(bgSound) * 12) / 1000 < framenum)
_sys->delayMillis(10);
} else {
ticks += 83;
while (_sys->getMillis() < ticks)
_sys->delayMillis(10);
// FIXME: This used to be used for the Sword2 version of this
// method. I do not see any compelling reason why it should be
// used, but maybe I am wrong; so if you know more, either
// remove this comment, or change the implementation of the
// method to use "sleepUntil" for BS2.
//_vm->sleepUntil(ticks);
}
} else {
warning("dropped frame %i", framenum);
frameskipped++;
}
#ifdef BACKEND_8BIT
buildLookup(palnum + 1, lutcalcnum);
#endif
framenum++;
return true;
}
break;
default:
break;
}
} while (size);
#endif
return false;
}
bool BaseAnimationState::checkPaletteSwitch() {
#ifdef BACKEND_8BIT
// if we have reached the last image with this palette, switch to new one
if (framenum == palettes[palnum].end) {
unsigned char *l = lut2;
palnum++;
setPalette(palettes[palnum].pal);
lutcalcnum = (BITDEPTH + palettes[palnum].end - (framenum + 1) + 2) / (palettes[palnum].end - (framenum + 1) + 2);
lut2 = lut;
lut = l;
return true;
}
#endif
return false;
}
#ifdef BACKEND_8BIT
/**
* Build 'Best-Match' RGB lookup table
*/
void BaseAnimationState::buildLookup(int p, int lines) {
int y, cb;
int r, g, b, ii;
if (p >= maxPalnum)
return;
if (p != curpal) {
curpal = p;
cr = 0;
pos = 0;
}
if (cr > BITDEPTH)
return;
for (ii = 0; ii < lines; ii++) {
r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
for (cb = 0; cb <= BITDEPTH; cb++) {
g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
for (y = 0; y <= BITDEPTH; y++) {
int idx, bst = 0;
int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]);
for (idx = 1; idx < 256; idx++) {
long d2 = 2 * SQR(r - palettes[p].pal[4 * idx]) + 4 * SQR(g - palettes[p].pal[4 * idx + 1]) + SQR(b - palettes[p].pal[4 * idx + 2]);
if (d2 < dis) {
bst = idx;
dis = d2;
}
}
lut2[pos++] = bst;
r += (1 << SHIFT);
g += (1 << SHIFT);
b += (1 << SHIFT);
}
r -= (BITDEPTH+1)*(1 << SHIFT);
}
cr++;
if (cr > BITDEPTH)
return;
}
}
#else
OverlayColor *BaseAnimationState::lookup = 0;
/**
* This function should be called when the screen changes to invalidate and,
* optionally, rebuild the lookup table.
* @param rebuild If true, rebuild the table.
*/
// FIXME: We will need to call the function from the game's main event loop
// as well, not just the cutscene players' ones.
// FIXME: It would be nice with a heuristic to check if the table really does
// need to be rebuilt.
void BaseAnimationState::invalidateLookup(bool rebuild) {
free(lookup);
lookup = 0;
if (rebuild)
buildLookup();
}
void BaseAnimationState::buildLookup() {
if (lookup)
return;
lookup = (OverlayColor *)calloc((BITDEPTH+1) * (BITDEPTH+1) * 256, sizeof(OverlayColor));
if (!lookup) {
warning("Not enough memory to allocate LUT - cannot play sequence");
return;
}
int y, cb, cr;
int r, g, b;
int pos = 0;
for (cr = 0; cr <= BITDEPTH; cr++) {
for (cb = 0; cb <= BITDEPTH; cb++) {
for (y = 0; y < 256; y++) {
r = ((y - 16) * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
g = ((y - 16) * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
b = ((y - 16) * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
if (r < 0) r = 0;
else if (r > 255) r = 255;
if (g < 0) g = 0;
else if (g > 255) g = 255;
if (b < 0) b = 0;
else if (b > 255) b = 255;
lookup[pos++] = _sys->RGBToColor(r, g, b);
}
}
}
}
void BaseAnimationState::plotYUV(OverlayColor *lut, int width, int height, byte *const *dat) {
if (!lut)
return;
OverlayColor *ptr = overlay + (MOVIE_HEIGHT - height) / 2 * MOVIE_WIDTH + (MOVIE_WIDTH - width) / 2;
int x, y;
int ypos = 0;
int cpos = 0;
int linepos = 0;
for (y = 0; y < height; y += 2) {
for (x = 0; x < width; x += 2) {
int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * (BITDEPTH+1)) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * 256;
cpos++;
ptr[linepos ] = lut[i + dat[0][ ypos ]];
ptr[MOVIE_WIDTH + linepos++] = lut[i + dat[0][width + ypos++]];
ptr[linepos ] = lut[i + dat[0][ ypos ]];
ptr[MOVIE_WIDTH + linepos++] = lut[i + dat[0][width + ypos++]];
}
linepos += (2 * MOVIE_WIDTH - width);
ypos += width;
}
}
#endif
} // End of namespace Graphics
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