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|
/* Copyright (C) 1994-2005 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.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/driver/animation.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/menu.h"
#include "sword2/driver/render.h"
namespace Sword2 {
#define MILLISECSPERCYCLE 83
void Graphics::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 Graphics::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 Graphics::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 Graphics::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 Graphics::plotPoint(int16 x, int16 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);
}
}
/**
* 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
*/
// Uses Bresenham's incremental algorithm!
void Graphics::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
int dxmod, dymod;
int ince, incne;
int d;
int x, y;
int addTo;
// Make sure we're going from left to right
if (x1 < x0) {
SWAP(x0, x1);
SWAP(y0, y1);
}
int dx = x1 - x0;
int dy = y1 - y0;
if (dx < 0)
dxmod = -dx;
else
dxmod = dx;
if (dy < 0)
dymod = -dy;
else
dymod = dy;
if (dxmod >= dymod) {
if (dy > 0) {
d = 2 * dy - dx;
ince = 2 * dy;
incne = 2 * (dy - dx);
x = x0;
y = y0;
plotPoint(x, y, colour);
while (x < x1) {
if (d <= 0) {
d += ince;
x++;
} else {
d += incne;
x++;
y++;
}
plotPoint(x, y, colour);
}
} else {
addTo = y0;
y0 = 0;
y1 -= addTo;
y1 = -y1;
dy = y1 - y0;
d = 2 * dy - dx;
ince = 2 * dy;
incne = 2 * (dy - dx);
x = x0;
y = y0;
plotPoint(x, addTo - y, colour);
while (x < x1) {
if (d <= 0) {
d += ince;
x++;
} else {
d += incne;
x++;
y++;
}
plotPoint(x, addTo - y, colour);
}
}
} else {
// OK, y is now going to be the single increment.
// Ensure the line is going top to bottom
if (y1 < y0) {
SWAP(x0, x1);
SWAP(y0, y1);
}
dx = x1 - x0;
dy = y1 - y0;
if (dx > 0) {
d = 2 * dx - dy;
ince = 2 * dx;
incne = 2 * (dx - dy);
x = x0;
y = y0;
plotPoint(x, y, colour);
while (y < y1) {
if (d <= 0) {
d += ince;
y++;
} else {
d += incne;
x++;
y++;
}
plotPoint(x, y, colour);
}
} else {
addTo = x0;
x0 = 0;
x1 -= addTo;
x1 = -x1;
dx = x1 - x0;
d = 2 * dx - dy;
ince = 2 * dx;
incne = 2 * (dx - dy);
x = x0;
y = y0;
plotPoint(addTo - x, y, colour);
while (y < y1) {
if (d <= 0) {
d += ince;
y++;
} else {
d += incne;
x++;
y++;
}
plotPoint(addTo - x, y, colour);
}
}
}
}
/**
* 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 Graphics::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 Graphics::renderParallax(Parallax *p, int16 l) {
int16 x, y;
Common::Rect r;
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 Graphics::initialiseRenderCycle(void) {
_initialTime = _vm->_system->getMillis();
_totalTime = _initialTime + MILLISECSPERCYCLE;
}
/**
* This function should be called when the game engine is ready to start the
* render cycle.
*/
void Graphics::startRenderCycle(void) {
_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 Graphics::endRenderCycle(void) {
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 += MILLISECSPERCYCLE;
_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 += MILLISECSPERCYCLE;
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 Graphics::resetRenderEngine(void) {
_parallaxScrollX = 0;
_parallaxScrollY = 0;
_scrollX = 0;
_scrollY = 0;
}
/**
* Sets the scroll target position for the end of the game cycle. The driver
* will then automatically scroll as many times as it can to reach this
* position in the allotted time.
*/
void Graphics::setScrollTarget(int16 sx, int16 sy) {
_scrollXTarget = sx;
_scrollYTarget = sy;
}
/**
* 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 Graphics::initialiseBackgroundLayer(Parallax *p) {
uint16 i, j, k;
byte *data;
byte *dst;
debug(2, "initialiseBackgroundLayer");
assert(_layer < MAXLAYERS);
if (!p) {
_layer++;
return RD_OK;
}
_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++) {
if (!p->offset[i])
continue;
byte *pLine = (byte *) p + FROM_LE_32(p->offset[i]);
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 Graphics::closeBackgroundLayer(void) {
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;
}
#ifdef BACKEND_8BIT
void Graphics::plotYUV(byte *lut, int width, int height, byte *const *dat) {
byte *buf = _buffer + ((480 - height) / 2) * RENDERWIDE + (640 - 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)) * (BITDEPTH + 1);
cpos++;
buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[RENDERWIDE + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
buf[linepos ] = lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[RENDERWIDE + linepos++] = lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
}
linepos += (2 * RENDERWIDE - width);
ypos += width;
}
}
#endif
} // End of namespace Sword2
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