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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/actor.h"
#include "engines/stark/model/model.h"
#include "engines/stark/model/animhandler.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/texture.h"
#include "engines/stark/scene.h"
#include "engines/stark/services/services.h"
namespace Stark {
VisualActor::VisualActor() :
Visual(TYPE),
_animHandler(nullptr),
_model(nullptr),
_textureSet(nullptr),
_textureSetFacial(nullptr),
_time(0),
_modelIsDirty(true),
_faceTextureName(' '),
_castsShadow(false) {
}
VisualActor::~VisualActor() {
}
void VisualActor::setModel(Model *model) {
if (_model == model) {
return; // Nothing to do
}
_model = model;
_modelIsDirty = true;
}
void VisualActor::setAnimHandler(AnimHandler *animHandler) {
_animHandler = animHandler;
}
void VisualActor::setTexture(Gfx::TextureSet *texture) {
_textureSet = texture;
}
void VisualActor::setTextureFacial(Gfx::TextureSet *textureFacial) {
_textureSetFacial = textureFacial;
}
void VisualActor::setNewFace(char shape) {
_faceTextureName = shape;
}
const Gfx::Texture *VisualActor::resolveTexture(const Material *material) const {
const Gfx::Texture *texture = nullptr;
// Emma's face material is incorrectly named "faceEmma".
// This workaround enables Emma's lipsync, which does not work in the original game engine.
if (_textureSetFacial && (material->name == "face" || material->name == "faceEmma")) {
texture = _textureSetFacial->getTexture(Common::String::format("%c.bmp", _faceTextureName));
if (!texture) {
// Default face texture in case the requested shape was not found
texture = _textureSetFacial->getTexture("i.bmp");
}
}
if (!texture) {
texture = _textureSet->getTexture(material->texture);
}
return texture;
}
void VisualActor::setTime(uint32 time) {
_time = time;
}
Math::Matrix4 VisualActor::getModelMatrix(const Math::Vector3d &position, float direction) const {
Math::Matrix4 modelMatrix;
modelMatrix.setPosition(position);
Math::Angle swayAngle = StarkScene->getSwayAngle();
if (swayAngle != 0) {
Math::Quaternion swayRotation = Math::Quaternion(StarkScene->getSwayDirection(), swayAngle / 2.0);
modelMatrix = modelMatrix * swayRotation.toMatrix();
}
float floatOffset = StarkScene->getFloatOffset();
if (floatOffset != 0) {
Math::Matrix4 floatTranslation;
floatTranslation.setPosition(Math::Vector3d(0, 0, floatOffset));
modelMatrix = modelMatrix * floatTranslation;
}
Math::Matrix4 rot1;
rot1.buildAroundX(90);
Math::Matrix4 rot2;
rot2.buildAroundY(270 - direction);
Math::Matrix4 scale;
scale.setValue(2, 2, -1.0f);
return modelMatrix * rot1 * rot2 * scale;
}
bool VisualActor::intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction) {
Math::Matrix4 inverseModelMatrix = getModelMatrix(position, direction);
inverseModelMatrix.inverse();
// Build an object local ray from the world ray
Math::Ray localRay = ray;
localRay.transform(inverseModelMatrix);
return _model->intersectRay(localRay);
}
Common::Rect VisualActor::getBoundingRect(const Math::Vector3d &position3d, float direction) const {
Math::Matrix4 modelMatrix = getModelMatrix(position3d, direction);
Math::AABB modelSpaceBB = _model->getBoundingBox();
Math::Vector3d min = modelSpaceBB.getMin();
Math::Vector3d max = modelSpaceBB.getMax();
Math::Vector3d verts[8];
verts[0].set(min.x(), min.y(), min.z());
verts[1].set(max.x(), min.y(), min.z());
verts[2].set(min.x(), max.y(), min.z());
verts[3].set(min.x(), min.y(), max.z());
verts[4].set(max.x(), max.y(), min.z());
verts[5].set(max.x(), min.y(), max.z());
verts[6].set(min.x(), max.y(), max.z());
verts[7].set(max.x(), max.y(), max.z());
Common::Rect boundingRect;
for (int i = 0; i < 8; ++i) {
modelMatrix.transform(&verts[i], true);
Common::Point point = StarkScene->convertPosition3DToGameScreenOriginal(verts[i]);
if (i == 0) {
boundingRect.top = point.y;
boundingRect.bottom = point.y;
boundingRect.left = point.x;
boundingRect.right = point.x;
} else {
if (boundingRect.left > point.x) {
boundingRect.left = point.x;
}
if (boundingRect.right < point.x) {
boundingRect.right = point.x;
}
if (boundingRect.top > point.y) {
boundingRect.top = point.y;
}
if (boundingRect.bottom < point.y) {
boundingRect.bottom = point.y;
}
}
}
return boundingRect;
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_ACTOR_H
#define STARK_VISUAL_ACTOR_H
#include "engines/stark/visual/visual.h"
#include "common/array.h"
#include "common/rect.h"
#include "math/matrix4.h"
#include "math/ray.h"
#include "math/vector3d.h"
namespace Stark {
namespace Gfx {
class Texture;
class TextureSet;
struct LightEntry;
}
class Model;
struct Face;
struct Material;
class SkeletonAnim;
class AnimHandler;
class VisualActor : public Visual {
public:
static const VisualType TYPE = Visual::kActor;
VisualActor();
~VisualActor() override;
void setModel(Model *model);
void setTexture(Gfx::TextureSet *texture);
void setTextureFacial(Gfx::TextureSet *textureFacial);
void setNewFace(char shape);
void setAnimHandler(AnimHandler *animHandler);
void setTime(uint32 time);
void setCastShadow(bool cast) { _castsShadow = cast; }
bool intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction);
Common::Rect getBoundingRect(const Math::Vector3d &position3d, float direction) const;
virtual void render(const Math::Vector3d &position, float direction, const Common::Array<Gfx::LightEntry *> &lights) = 0;
protected:
AnimHandler *_animHandler;
Model *_model;
Gfx::TextureSet *_textureSet;
Gfx::TextureSet *_textureSetFacial;
char _faceTextureName;
uint32 _time;
bool _modelIsDirty;
bool _castsShadow;
Math::Matrix4 getModelMatrix(const Math::Vector3d &position, float direction) const;
const Gfx::Texture *resolveTexture(const Material *material) const;
};
} // End of namespace Stark
#endif // STARK_VISUAL_ACTOR_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/effects/bubbles.h"
#include "common/random.h"
#include "common/tokenizer.h"
#include "graphics/surface.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
namespace Stark {
VisualEffectBubbles::VisualEffectBubbles(Gfx::Driver *gfx, const Common::Point &size) :
VisualEffect(TYPE, size, gfx),
_bubbleCount(50),
_kind(kSmall),
_sourcePositionRatioX(50),
_maxVerticalSpeed(3),
_maxHorizontalSpeed(1),
_mainColorR(128),
_mainColorG(128),
_mainColorB(180),
_mainColor(0),
_darkColor(0) {
}
VisualEffectBubbles::~VisualEffectBubbles() {
}
void VisualEffectBubbles::render(const Common::Point &position) {
// Stop rendering if special effect is off
if (!StarkSettings->getBoolSetting(Settings::kSpecialFX)) return;
_timeRemainingUntilNextUpdate -= StarkGlobal->getMillisecondsPerGameloop();
if (_timeRemainingUntilNextUpdate <= 0) {
update();
_timeRemainingUntilNextUpdate = _timeBetweenTwoUpdates;
}
// Fill with transparent color
_surface->fillRect(Common::Rect(_surface->w, _surface->h), 0);
for (uint i = 0; i < _bubbles.size(); i++) {
drawBubble(_bubbles[i]);
}
_bitmap->update(_surface);
_surfaceRenderer->render(_bitmap, position);
}
void VisualEffectBubbles::setParams(const Common::String &params) {
Common::StringTokenizer tokenizer(params, "(), ");
// Example input: GFX_Bubbles( 1, 25, 3, 50, 3, 2, (50, 50, 75))
int index = 0;
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
switch (index) {
case 0:
if (token != "GFX_Bubbles") {
error("Unexpected effect type '%s'", token.c_str());
}
break;
case 1:
_timeBetweenTwoUpdates = CLIP<uint>(strtol(token.c_str(), nullptr, 10), 0, 1000) * 33;
break;
case 2:
_bubbleCount = CLIP<uint>(strtol(token.c_str(), nullptr, 10), 1, 300);
break;
case 3:
_kind = static_cast<Kind>(CLIP<int>(strtol(token.c_str(), nullptr, 10), 1, 3));
break;
case 4:
_sourcePositionRatioX = CLIP<int>(strtol(token.c_str(), nullptr, 10), 0, 100);
break;
case 5:
_maxVerticalSpeed = CLIP<int>(strtol(token.c_str(), nullptr, 10), 1, 5);
break;
case 6:
_maxHorizontalSpeed = CLIP<int>(strtol(token.c_str(), nullptr, 10), 1, 10);
break;
case 7:
_mainColorR = strtol(token.c_str(), nullptr, 10);
break;
case 8:
_mainColorG = strtol(token.c_str(), nullptr, 10);
break;
case 9:
_mainColorB = strtol(token.c_str(), nullptr, 10);
break;
default:
warning("Unexpected parameter %d: %s", index, token.c_str());
}
index++;
}
_sourcePosition.x = _size.x * _sourcePositionRatioX / 100;
_sourcePosition.y = _size.y;
_mainColor = _surface->format.RGBToColor(_mainColorR, _mainColorG, _mainColorB);
byte darkColorR = 3 * (_mainColorR >> 2);
byte darkColorG = 3 * (_mainColorG >> 2);
byte darkColorB = 3 * (_mainColorB >> 2);
_darkColor = _surface->format.RGBToColor(darkColorR, darkColorG, darkColorB);
_bubbles.resize(_bubbleCount);
for (uint i = 0; i < _bubbles.size(); i++) {
Bubble &bubble = _bubbles[i];
bubble.position.x = -1;
bubble.position.y = -1;
if (_kind == kRandom) {
bubble.kind = (StarkRandomSource->getRandomNumber(255) & 3) ? kLarge : kSmall;
} else {
bubble.kind = _kind;
}
}
}
void VisualEffectBubbles::update() {
for (uint i = 0; i < _bubbles.size(); i++) {
Bubble &bubble = _bubbles[i];
if (bubble.position.x == -1 && bubble.position.y == -1) {
bubble.position = _sourcePosition;
break;
}
if (bubble.position.y <= 1) {
bubble.position = _sourcePosition;
} else {
uint deltaUp = StarkRandomSource->getRandomNumberRng(1, _maxVerticalSpeed);
int deltaLeft = (bubble.position.x > _maxHorizontalSpeed) * StarkRandomSource->getRandomNumberRng(0, _maxHorizontalSpeed);
int deltaRight = (bubble.position.x < _size.x - _maxHorizontalSpeed) * StarkRandomSource->getRandomNumberRng(0, _maxHorizontalSpeed);
bubble.position.x += deltaRight - deltaLeft;
bubble.position.y -= deltaUp;
}
}
}
void VisualEffectBubbles::drawBubble(const Bubble &bubble) const {
if (bubble.position.x == -1 && bubble.position.y == -1) {
return;
}
if (bubble.kind == kSmall) {
drawSmallBubble(bubble);
} else {
drawLargeBubble(bubble);
}
}
void VisualEffectBubbles::drawSmallBubble(const Bubble &bubble) const {
if (bubble.position.x < 0 || bubble.position.x >= _surface->w
|| bubble.position.y < 0 || bubble.position.y >= _surface->h) {
return;
}
uint32 *pixel = static_cast<uint32 *>(_surface->getBasePtr(bubble.position.x, bubble.position.y));
*pixel = _mainColor;
}
void VisualEffectBubbles::drawLargeBubble(const Bubble &bubble) const {
if (bubble.position.x < 1 || bubble.position.x >= _surface->w - 1
|| bubble.position.y < 1 || bubble.position.y >= _surface->h - 1) {
return;
}
uint32 *pixel = static_cast<uint32 *>(_surface->getBasePtr(bubble.position.x, bubble.position.y - 1));
*pixel = _darkColor;
pixel = static_cast<uint32 *>(_surface->getBasePtr(bubble.position.x - 1, bubble.position.y));
*pixel++ = _darkColor;
*pixel++ = _mainColor;
*pixel = _darkColor;
pixel = static_cast<uint32 *>(_surface->getBasePtr(bubble.position.x, bubble.position.y + 1));
*pixel = _darkColor;
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_EFFECTS_BUBBLES_H
#define STARK_VISUAL_EFFECTS_BUBBLES_H
#include "engines/stark/visual/effects/effect.h"
#include "common/array.h"
#include "common/rect.h"
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
}
/**
* A visual effect for drawing small bubbles moving up on top of the scene
*/
class VisualEffectBubbles : public VisualEffect {
public:
static const VisualType TYPE = Visual::kEffectBubbles;
explicit VisualEffectBubbles(Gfx::Driver *gfx, const Common::Point &size);
~VisualEffectBubbles() override;
/** Set the effect's parameters using the string based data format found in the game data files */
void setParams(const Common::String &params);
/** Draw the effect at the designated position */
void render(const Common::Point &position);
private:
enum Kind {
kSmall = 1,
kLarge = 2,
kRandom = 3
};
struct Bubble {
Common::Point position;
Kind kind;
};
// Parameters
uint _bubbleCount;
Kind _kind;
int _sourcePositionRatioX;
int _maxVerticalSpeed;
int _maxHorizontalSpeed;
byte _mainColorR;
byte _mainColorG;
byte _mainColorB;
// State
Common::Point _sourcePosition;
uint32 _mainColor;
uint32 _darkColor;
Common::Array<Bubble> _bubbles;
void update();
void drawBubble(const Bubble &bubble) const;
void drawSmallBubble(const Bubble &bubble) const;
void drawLargeBubble(const Bubble &bubble) const;
};
} // End of namespace Stark
#endif // STARK_VISUAL_EFFECTS_BUBBLES_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/effects/effect.h"
#include "graphics/surface.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
namespace Stark {
VisualEffect::VisualEffect(VisualType type, const Common::Point &size, Gfx::Driver *gfx) :
Visual(type),
_size(size),
_gfx(gfx),
_timeBetweenTwoUpdates(3 * 33), // ms (frames @ 30 fps)
_timeRemainingUntilNextUpdate(0) {
_surface = new Graphics::Surface();
_surface->create(size.x, size.y, Gfx::Driver::getRGBAPixelFormat());
_bitmap = _gfx->createBitmap(_surface);
_bitmap->setSamplingFilter(StarkSettings->getImageSamplingFilter());
_surfaceRenderer = _gfx->createSurfaceRenderer();
}
VisualEffect::~VisualEffect() {
if (_surface) {
_surface->free();
}
delete _surface;
delete _bitmap;
delete _surfaceRenderer;
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_EFFECTS_EFFECT_H
#define STARK_VISUAL_EFFECTS_EFFECT_H
#include "engines/stark/visual/visual.h"
#include "common/rect.h"
#include "graphics/pixelformat.h"
namespace Graphics {
struct Surface;
}
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
class Bitmap;
}
/**
* A 2D visual effect overlay
*
* The backing surface is alpha blended on top of the scene
*/
class VisualEffect : public Visual {
public:
explicit VisualEffect(VisualType type, const Common::Point &size, Gfx::Driver *gfx);
~VisualEffect() override;
protected:
Gfx::Driver *_gfx;
Gfx::SurfaceRenderer *_surfaceRenderer;
Gfx::Bitmap *_bitmap;
Graphics::Surface *_surface;
uint _timeBetweenTwoUpdates;
int _timeRemainingUntilNextUpdate;
Common::Point _size;
};
} // End of namespace Stark
#endif // STARK_VISUAL_EFFECTS_EFFECT_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/effects/fireflies.h"
#include "common/random.h"
#include "common/tokenizer.h"
#include "graphics/surface.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
namespace Stark {
VisualEffectFireFlies::VisualEffectFireFlies(Gfx::Driver *gfx, const Common::Point &size) :
VisualEffect(TYPE, size, gfx),
_fireFlyCount(10),
_mainColorR(44),
_mainColorG(20),
_mainColorB(33) {
}
VisualEffectFireFlies::~VisualEffectFireFlies() {
}
void VisualEffectFireFlies::render(const Common::Point &position) {
// Stop rendering if special effect is off
if (!StarkSettings->getBoolSetting(Settings::kSpecialFX)) return;
_timeRemainingUntilNextUpdate -= StarkGlobal->getMillisecondsPerGameloop();
if (_timeRemainingUntilNextUpdate <= 0) {
update();
_timeRemainingUntilNextUpdate = _timeBetweenTwoUpdates;
}
// Fill with transparent color
_surface->fillRect(Common::Rect(_surface->w, _surface->h), 0);
for (uint i = 0; i < _fireFlies.size(); i++) {
drawFireFly(_fireFlies[i]);
}
_bitmap->update(_surface);
_surfaceRenderer->render(_bitmap, position);
}
void VisualEffectFireFlies::setParams(const Common::String &params) {
// Example input: GFX_FireFlies( 2, 70 )
Common::StringTokenizer tokenizer(params, "(), ");
int index = 0;
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
switch (index) {
case 0:
if (token != "GFX_FireFlies") {
error("Unexpected effect type '%s'", token.c_str());
}
break;
case 1:
_timeBetweenTwoUpdates = CLIP<uint>(strtol(token.c_str(), nullptr, 10), 0, 1000) * 33;
break;
case 2:
_fireFlyCount = CLIP<uint>(strtol(token.c_str(), nullptr, 10), 1, 300);
break;
case 3:
_mainColorR = strtol(token.c_str(), nullptr, 10);
break;
case 4:
_mainColorG = strtol(token.c_str(), nullptr, 10);
break;
case 5:
_mainColorB = strtol(token.c_str(), nullptr, 10);
break;
default:
warning("Unexpected parameter %d: %s", index, token.c_str());
}
index++;
}
_frames.resize(40);
for (uint i = 0; i < _frames.size(); i++) {
Frame &frame = _frames[i];
// Barycentric coordinates
float t = (cos((_frames.size() - i) / (float)_frames.size() * 2.1415f + 0.5f) + 1.0f) * 0.5f;
frame.weight1 = (1.0f - t) * (1.0f - t) * (1.0f - t) / 6.0f;
frame.weight2 = (t * t * t * 3.0f - t * t * 6.0f + 4.0f) / 6.0f;
frame.weight3 = (((3.0f - t * 3.0f) * t + 3.0f) * t + 1.0f) / 6.0f;
frame.weight4 = t * t * t / 6.0f;
int green;
if (i < 5) {
green = _mainColorG + (255 - _mainColorG) * (5 - i) / 5;
} else if (i + 4 >= _frames.size()) {
green = _mainColorG + (255 - _mainColorG) * (i + 4 - _frames.size()) / 5;
} else {
green = _mainColorG;
}
frame.color = _surface->format.RGBToColor(_mainColorR, green, _mainColorB);
}
_fireFlies.resize(_fireFlyCount);
for (uint i = 0; i < _fireFlies.size(); i++) {
FireFly &fireFly = _fireFlies[i];
fireFly.point1.x = StarkRandomSource->getRandomNumber(_size.x - 1);
fireFly.point1.y = StarkRandomSource->getRandomNumber(_size.y - 1);
fireFly.point2.x = StarkRandomSource->getRandomNumber(_size.x - 1);
fireFly.point2.y = StarkRandomSource->getRandomNumber(_size.y - 1);
fireFly.point3.x = StarkRandomSource->getRandomNumber(_size.x - 1);
fireFly.point3.y = StarkRandomSource->getRandomNumber(_size.y - 1);
fireFly.point4.x = StarkRandomSource->getRandomNumber(_size.x - 1);
fireFly.point4.y = StarkRandomSource->getRandomNumber(_size.y - 1);
fireFly.currentFrame = StarkRandomSource->getRandomNumber(_frames.size() - 1);
}
}
void VisualEffectFireFlies::update() {
for (uint i = 0; i < _fireFlies.size(); i++) {
FireFly &fireFly = _fireFlies[i];
fireFly.currentFrame++;
if (fireFly.currentFrame >= _frames.size()) {
fireFly.currentFrame %= _frames.size();
fireFly.point1 = fireFly.point2;
fireFly.point2 = fireFly.point3;
fireFly.point3 = fireFly.point4;
fireFly.point4.x = StarkRandomSource->getRandomNumber(_size.x - 1);
fireFly.point4.y = StarkRandomSource->getRandomNumber(_size.y - 1);
}
}
for (uint i = 0; i < _fireFlies.size(); i++) {
FireFly &fireFly = _fireFlies[i];
const Frame &frame = _frames[fireFly.currentFrame];
fireFly.currentPosition.x = fireFly.point1.x * frame.weight1 + fireFly.point2.x * frame.weight2
+ fireFly.point3.x * frame.weight3 + fireFly.point4.x * frame.weight4;
fireFly.currentPosition.y = fireFly.point1.y * frame.weight1 + fireFly.point2.y * frame.weight2
+ fireFly.point3.y * frame.weight3 + fireFly.point4.y * frame.weight4;
}
}
void VisualEffectFireFlies::drawFireFly(const FireFly &fly) {
if (fly.currentPosition.x < 0 || fly.currentPosition.x >= _surface->w
|| fly.currentPosition.y < 0 || fly.currentPosition.y >= _surface->h) {
return;
}
uint32 *pixel = static_cast<uint32 *>(_surface->getBasePtr(fly.currentPosition.x, fly.currentPosition.y));
*pixel = _frames[fly.currentFrame].color;
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_EFFECTS_FIREFLIES_H
#define STARK_VISUAL_EFFECTS_FIREFLIES_H
#include "engines/stark/visual/effects/effect.h"
#include "common/array.h"
#include "common/rect.h"
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
}
/**
* A visual effect for drawing fire flies glowing on top of the scene
*/
class VisualEffectFireFlies : public VisualEffect {
public:
static const VisualType TYPE = Visual::kEffectFirefly;
explicit VisualEffectFireFlies(Gfx::Driver *gfx, const Common::Point &size);
~VisualEffectFireFlies() override;
/** Set the effect's parameters using the string based data format found in the game data files */
void setParams(const Common::String &params);
/** Draw the effect at the designated position */
void render(const Common::Point &position);
private:
struct Frame {
float weight1;
float weight2;
float weight3;
float weight4;
uint32 color;
};
struct FireFly {
Common::Point currentPosition;
uint32 currentFrame;
Common::Point point1;
Common::Point point2;
Common::Point point3;
Common::Point point4;
};
// Parameters
uint _fireFlyCount;
byte _mainColorR;
byte _mainColorG;
byte _mainColorB;
// State
Common::Array<Frame> _frames;
Common::Array<FireFly> _fireFlies;
void update();
void drawFireFly(const FireFly &fly);
};
} // End of namespace Stark
#endif // STARK_VISUAL_EFFECTS_FIREFLIES_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/effects/fish.h"
#include "common/random.h"
#include "common/tokenizer.h"
#include "graphics/surface.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
namespace Stark {
VisualEffectFish::VisualEffectFish(Gfx::Driver *gfx, const Common::Point &size) :
VisualEffect(TYPE, size, gfx),
_fishCount(10),
_currentFrame(0),
_numFrames(20),
_maxRadius(100),
_fishPathWidthRatio(20),
_fishPathHeightRatio(30),
_fishPathWidth(0),
_fishPathHeight(0),
_masterPathWidth(0),
_masterPathHeight(0),
_mainColorR(44),
_mainColorG(97),
_mainColorB(133),
_mainColor(0),
_otherColor(0) {
}
VisualEffectFish::~VisualEffectFish() {
}
void VisualEffectFish::render(const Common::Point &position) {
// Stop rendering if special effect is off
if (!StarkSettings->getBoolSetting(Settings::kSpecialFX)) return;
_timeRemainingUntilNextUpdate -= StarkGlobal->getMillisecondsPerGameloop();
if (_timeRemainingUntilNextUpdate <= 0) {
update();
_timeRemainingUntilNextUpdate = _timeBetweenTwoUpdates;
}
// Fill with transparent color
_surface->fillRect(Common::Rect(_surface->w, _surface->h), 0);
for (uint i = 0; i < _fishList.size(); i++) {
drawFish(_fishList[i]);
}
_bitmap->update(_surface);
_surfaceRenderer->render(_bitmap, position);
}
void VisualEffectFish::setParams(const Common::String &params) {
// Example input: GFX_Fish( 2, 30, 20, 30, (20, 50, 70), 20, 100 )
Common::StringTokenizer tokenizer(params, "(), ");
int index = 0;
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
switch (index) {
case 0:
if (token != "GFX_Fish") {
error("Unexpected effect type '%s'", token.c_str());
}
break;
case 1:
_timeBetweenTwoUpdates = CLIP<uint>(strtol(token.c_str(), nullptr, 10), 0, 1000) * 33;
break;
case 2:
_fishCount = CLIP<uint>(strtol(token.c_str(), nullptr, 10), 1, 300);
break;
case 3:
_fishPathWidthRatio = CLIP<int>(strtol(token.c_str(), nullptr, 10), 0, 100);
break;
case 4:
_fishPathHeightRatio = CLIP<int>(strtol(token.c_str(), nullptr, 10), 0, 100);
break;
case 5:
_mainColorR = strtol(token.c_str(), nullptr, 10);
break;
case 6:
_mainColorG = strtol(token.c_str(), nullptr, 10);
break;
case 7:
_mainColorB = strtol(token.c_str(), nullptr, 10);
break;
case 8:
_numFrames = CLIP<uint>(strtol(token.c_str(), nullptr, 10), 10, 100);
break;
case 9:
_maxRadius = CLIP<uint>(strtol(token.c_str(), nullptr, 10), 30, 200);
break;
default:
warning("Unexpected parameter %d: %s", index, token.c_str());
}
index++;
}
_mainColor = _surface->format.RGBToColor(_mainColorR, _mainColorG, _mainColorB);
_otherColor = _surface->format.RGBToColor(
_mainColorR + (255 - _mainColorR) / 4,
_mainColorG + (255 - _mainColorG) / 4,
_mainColorB + (255 - _mainColorB) / 3
);
_fishPathWidth = _size.x * _fishPathWidthRatio / 100;
_fishPathHeight = _size.y * _fishPathHeightRatio / 100;
_masterPathWidth = _size.x - _fishPathWidth;
_masterPathHeight = _size.y - _fishPathHeight;
_numFrames = 20; // The original also ignores the parameter
_frames.resize(_numFrames);
for (uint i = 0; i < _frames.size(); i++) {
Frame &frame = _frames[i];
// Barycentric coordinates
float t = (i + 1) / (float)_frames.size();
frame.weight1 = (1.0f - t) * (1.0f - t) * (1.0f - t) / 6.0f;
frame.weight2 = (t * t * t * 3.0f - t * t * 6.0f + 4.0f) / 6.0f;
frame.weight3 = (((3.0f - t * 3.0f) * t + 3.0f) * t + 1.0f) / 6.0f;
frame.weight4 = t * t * t / 6.0f;
}
_fishList.resize(_fishCount);
for (uint i = 0; i < _fishList.size(); i++) {
Fish &fish = _fishList[i];
fish.point1.x = StarkRandomSource->getRandomNumber(_fishPathWidth - 1);
fish.point1.y = StarkRandomSource->getRandomNumber(_fishPathHeight - 1);
fish.point2.x = StarkRandomSource->getRandomNumber(_fishPathWidth - 1);
fish.point2.y = StarkRandomSource->getRandomNumber(_fishPathHeight - 1);
fish.point3.x = StarkRandomSource->getRandomNumber(_fishPathWidth - 1);
fish.point3.y = StarkRandomSource->getRandomNumber(_fishPathHeight - 1);
fish.point4.x = StarkRandomSource->getRandomNumber(_fishPathWidth - 1);
fish.point4.y = StarkRandomSource->getRandomNumber(_fishPathHeight - 1);
}
_masterPath.point1.x = StarkRandomSource->getRandomNumber(_masterPathWidth - 1);
_masterPath.point1.y = StarkRandomSource->getRandomNumber(_masterPathHeight - 1);
_masterPath.point2 = _masterPath.point1;
_masterPath.point3 = _masterPath.point1;
_masterPath.point4 = _masterPath.point1;
}
void VisualEffectFish::update() {
_currentFrame++;
if (_currentFrame >= _frames.size()) {
_currentFrame %= _frames.size();
for (uint i = 0; i < _fishList.size(); i++) {
Fish &fish = _fishList[i];
fish.point1 = fish.point2;
fish.point2 = fish.point3;
fish.point3 = fish.point4;
fish.point4.x = StarkRandomSource->getRandomNumber(_fishPathWidth - 1);
fish.point4.y = StarkRandomSource->getRandomNumber(_fishPathHeight - 1);
}
_masterPath.point1 = _masterPath.point2;
_masterPath.point2 = _masterPath.point3;
_masterPath.point3 = _masterPath.point4;
uint radius;
do {
_masterPath.point4.x = StarkRandomSource->getRandomNumber(_masterPathWidth - 1);
_masterPath.point4.y = StarkRandomSource->getRandomNumber(_masterPathHeight - 1);
int deltaX = _masterPath.point4.x - _masterPath.point3.x;
int deltaY = _masterPath.point4.y - _masterPath.point3.y;
radius = sqrt(deltaX * deltaX + deltaY * deltaY);
} while (radius > _maxRadius);
}
const Frame &frame = _frames[_currentFrame];
_masterPath.currentPosition.x = _masterPath.point1.x * frame.weight1 + _masterPath.point2.x * frame.weight2
+ _masterPath.point3.x * frame.weight3 + _masterPath.point4.x * frame.weight4;
_masterPath.currentPosition.y = _masterPath.point1.y * frame.weight1 + _masterPath.point2.y * frame.weight2
+ _masterPath.point3.y * frame.weight3 + _masterPath.point4.y * frame.weight4;
for (uint i = 0; i < _fishList.size(); i++) {
Fish &fish = _fishList[i];
fish.previousPosition = fish.currentPosition;
fish.currentPosition.x = fish.point1.x * frame.weight1 + fish.point2.x * frame.weight2
+ fish.point3.x * frame.weight3 + fish.point4.x * frame.weight4;
fish.currentPosition.y = fish.point1.y * frame.weight1 + fish.point2.y * frame.weight2
+ fish.point3.y * frame.weight3 + fish.point4.y * frame.weight4;
fish.currentPosition += _masterPath.currentPosition;
}
}
void VisualEffectFish::drawFish(const Fish &fish) {
if (fish.currentPosition.x < 0 || fish.currentPosition.x >= _surface->w
|| fish.currentPosition.y < 0 || fish.currentPosition.y >= _surface->h) {
return;
}
if (fish.previousPosition.x < 0 || fish.previousPosition.x >= _surface->w
|| fish.previousPosition.y < 0 || fish.previousPosition.y >= _surface->h) {
return;
}
int dot = (fish.previousPosition.x - fish.currentPosition.x)
* (fish.previousPosition.x - fish.currentPosition.x)
+ (fish.previousPosition.y - fish.currentPosition.y)
* (fish.previousPosition.y - fish.currentPosition.y);
uint color;
if (dot >= 4) {
color = _mainColor;
} else {
color = _otherColor;
}
_surface->drawLine(fish.previousPosition.x, fish.previousPosition.y,
fish.currentPosition.x, fish.currentPosition.y, color);
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_EFFECTS_FISH_H
#define STARK_VISUAL_EFFECTS_FISH_H
#include "engines/stark/visual/effects/effect.h"
#include "common/array.h"
#include "common/rect.h"
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
}
/**
* A visual effect for drawing a group of fish swimming around on top of the scene
*/
class VisualEffectFish : public VisualEffect {
public:
static const VisualType TYPE = Visual::kEffectFish;
explicit VisualEffectFish(Gfx::Driver *gfx, const Common::Point &size);
~VisualEffectFish() override;
/** Set the effect's parameters using the string based data format found in the game data files */
void setParams(const Common::String &params);
/** Draw the effect at the designated position */
void render(const Common::Point &position);
private:
struct Frame {
float weight1;
float weight2;
float weight3;
float weight4;
};
struct Fish {
Common::Point currentPosition;
Common::Point previousPosition;
Common::Point point1;
Common::Point point2;
Common::Point point3;
Common::Point point4;
};
// Parameters
uint _fishCount;
int _fishPathWidthRatio;
int _fishPathHeightRatio;
int _fishPathWidth;
int _fishPathHeight;
int _masterPathWidth;
int _masterPathHeight;
byte _mainColorR;
byte _mainColorG;
byte _mainColorB;
uint32 _mainColor;
uint32 _otherColor;
uint _numFrames;
uint _maxRadius;
// State
uint32 _currentFrame;
Common::Array<Frame> _frames;
Common::Array<Fish> _fishList;
Fish _masterPath;
void update();
void drawFish(const Fish &fish);
};
} // End of namespace Stark
#endif // STARK_VISUAL_EFFECTS_FISH_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/explodingimage.h"
#include "common/random.h"
#include "graphics/surface.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
namespace Stark {
VisualExplodingImage::VisualExplodingImage(Gfx::Driver *gfx) :
Visual(TYPE),
_gfx(gfx),
_bitmap(nullptr),
_surface(nullptr),
_originalWidth(0),
_originalHeight(0) {
_surfaceRenderer = _gfx->createSurfaceRenderer();
}
VisualExplodingImage::~VisualExplodingImage() {
if (_surface) {
_surface->free();
}
delete _surface;
delete _bitmap;
delete _surfaceRenderer;
}
void VisualExplodingImage::initFromSurface(const Graphics::Surface *surface, uint originalWidth, uint originalHeight) {
assert(!_surface && !_bitmap);
_surface = new Graphics::Surface();
_surface->copyFrom(*surface);
_originalWidth = originalWidth;
_originalHeight = originalHeight;
_bitmap = _gfx->createBitmap(_surface);
_bitmap->setSamplingFilter(StarkSettings->getImageSamplingFilter());
// Create an explosion unit for each pixel in the surface
_units.resize(_surface->w * _surface->h);
Common::Point explosionCenter(_surface->w / 2, _surface->h / 2);
Common::Point explosionAmplitude(48, 16);
explosionAmplitude.x *= _surface->w / (float)originalWidth;
explosionAmplitude.y *= _surface->h / (float)originalHeight;
uint index = 0;
for (int y = 0; y < _surface->h; y++) {
for (int x = 0; x < _surface->w; x++, index++) {
_units[index].setPosition(x, y);
_units[index].setExplosionSettings(explosionCenter, explosionAmplitude, _surface->w / (float)originalWidth);
_units[index].setColor(*static_cast<uint32 *>(_surface->getBasePtr(x, y)), _surface->format);
}
}
}
void VisualExplodingImage::render(const Common::Point &position) {
// Fill with transparent color
_surface->fillRect(Common::Rect(_surface->w, _surface->h), 0);
for (uint i = 0; i < _units.size(); i++) {
_units[i].update();
_units[i].draw(_surface);
}
_bitmap->update(_surface);
_surfaceRenderer->render(_bitmap, position, _originalWidth, _originalHeight);
}
VisualExplodingImage::ExplosionUnit::ExplosionUnit() :
_scale(1.f),
_stillImageTimeRemaining(33 * 33),
_explosionFastAccelerationTimeRemaining(25 * 33),
_mainColor(0),
_darkColor(0) {
}
void VisualExplodingImage::ExplosionUnit::setPosition(int x, int y) {
_position = Math::Vector2d(x, y);
}
void VisualExplodingImage::ExplosionUnit::setExplosionSettings(const Common::Point &center, const Common::Point &amplitude, float scale) {
_center = Math::Vector2d(center.x, center.y);
_speed.setX(cos(StarkRandomSource->getRandomNumber((float)M_PI * 100)) * (float)amplitude.x);
_speed.setY(sin(StarkRandomSource->getRandomNumber((float)M_PI * 100)) * (float)amplitude.y);
// Really? ensuring all fragments go in the same direction?
float magnitude = _position.getDistanceTo(_speed);
_speed -= _position;
_speed = _speed / _speed.getMagnitude() * -magnitude;
_scale = scale;
}
void VisualExplodingImage::ExplosionUnit::setColor(uint32 color, const Graphics::PixelFormat &format) {
_mainColor = color;
byte a, r, g, b;
format.colorToARGB(color, a, r, g, b);
r >>= 1;
g >>= 1;
b >>= 1;
_darkColor = format.ARGBToColor(a, r, g, b);
}
void VisualExplodingImage::ExplosionUnit::update() {
if (_stillImageTimeRemaining > 0) {
_stillImageTimeRemaining -= StarkGlobal->getMillisecondsPerGameloop();
return;
}
if (_position.getDistanceTo(_center) <= 1.f * _scale) {
// Units near the center stay there (to make it look like they enter the chest)
return;
}
Math::Vector2d speed = _speed.getNormalized() * 0.6f * _scale;
_position += speed;
// Update the acceleration to units move towards the center
Math::Vector2d acceleration = _center - _position;
if (_explosionFastAccelerationTimeRemaining > 0) {
acceleration *= 3.0f;
_explosionFastAccelerationTimeRemaining -= StarkGlobal->getMillisecondsPerGameloop();
}
_speed += acceleration;
_speed -= speed * 2.5f;
}
void VisualExplodingImage::ExplosionUnit::draw(Graphics::Surface *surface) {
if (_position.getX() <= 1.f || _position.getX() >= surface->w - 1
|| _position.getY() <= 1.f || _position.getY() >= surface->h - 1) {
return; // Ignore units outside of the surface
}
if (_stillImageTimeRemaining <= 0 && _position.getDistanceTo(_center) <= 2.f) {
return; // Ignore units close to the center (to make it look like they enter the chest)
}
uint32 *pixel = static_cast<uint32 *>(surface->getBasePtr(_position.getX(), _position.getY() - 1));
*pixel = _darkColor;
pixel = static_cast<uint32 *>(surface->getBasePtr(_position.getX() - 1, _position.getY()));
*pixel++ = _darkColor;
*pixel++ = _mainColor;
*pixel = _darkColor;
pixel = static_cast<uint32 *>(surface->getBasePtr(_position.getX(), _position.getY() + 1));
*pixel = _darkColor;
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_EXPLODING_IMAGE_H
#define STARK_VISUAL_EXPLODING_IMAGE_H
#include "engines/stark/visual/visual.h"
#include "common/array.h"
#include "common/rect.h"
#include "graphics/pixelformat.h"
#include "math/vector2d.h"
namespace Graphics {
struct Surface;
}
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
class Bitmap;
}
/**
* An image with an animated explosion effect
*
* Used by the top bar when picking up an inventory item
*/
class VisualExplodingImage : public Visual {
public:
static const VisualType TYPE = Visual::kExplodingImage;
explicit VisualExplodingImage(Gfx::Driver *gfx);
~VisualExplodingImage() override;
/** Prepare exploding the specified image */
void initFromSurface(const Graphics::Surface *surface, uint originalWidth, uint originalHeight);
/** Render the image at the specified position */
void render(const Common::Point &position);
private:
struct ExplosionUnit {
ExplosionUnit();
void setPosition(int x, int y);
void setExplosionSettings(const Common::Point &center, const Common::Point &amplitude, float scale);
void setColor(uint32 color, const Graphics::PixelFormat &format);
void update();
void draw(Graphics::Surface *surface);
Math::Vector2d _position;
Math::Vector2d _speed;
Math::Vector2d _center;
float _scale;
int _stillImageTimeRemaining;
int _explosionFastAccelerationTimeRemaining;
uint32 _mainColor;
uint32 _darkColor;
};
Gfx::Driver *_gfx;
Gfx::SurfaceRenderer *_surfaceRenderer;
Gfx::Bitmap *_bitmap;
Graphics::Surface *_surface;
uint _originalWidth;
uint _originalHeight;
Common::Array<ExplosionUnit> _units;
};
} // End of namespace Stark
#endif // STARK_VISUAL_EXPLODING_IMAGE_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/flashingimage.h"
#include "common/random.h"
#include "graphics/surface.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
namespace Stark {
const float VisualFlashingImage::_fadeValueMax = 0.55f;
VisualFlashingImage::VisualFlashingImage(Gfx::Driver *gfx) :
Visual(TYPE),
_gfx(gfx),
_bitmap(nullptr),
_fadeLevelIncreasing(true),
_fadeLevel(0),
_flashingTimeRemaining(150 * 33),
_originalWidth(0),
_originalHeight(0) {
_surfaceRenderer = _gfx->createSurfaceRenderer();
}
VisualFlashingImage::~VisualFlashingImage() {
delete _bitmap;
delete _surfaceRenderer;
}
void VisualFlashingImage::initFromSurface(const Graphics::Surface *surface, uint originalWidth, uint originalHeight) {
assert(!_bitmap);
_originalWidth = originalWidth;
_originalHeight = originalHeight;
_bitmap = _gfx->createBitmap(surface);
_bitmap->setSamplingFilter(StarkSettings->getImageSamplingFilter());
}
void VisualFlashingImage::updateFadeLevel() {
uint millisecondsPerGameloop = StarkGlobal->getMillisecondsPerGameloop();
if (_flashingTimeRemaining > 0) {
_flashingTimeRemaining -= millisecondsPerGameloop;
if (_fadeLevelIncreasing) {
_fadeLevel += 0.0022f * millisecondsPerGameloop;
}
else {
_fadeLevel -= 0.0022f * millisecondsPerGameloop;
}
if (ABS(_fadeLevel) >= _fadeValueMax) {
_fadeLevelIncreasing = !_fadeLevelIncreasing;
_fadeLevel = CLIP(_fadeLevel, -_fadeValueMax, _fadeValueMax);
}
} else {
_fadeLevel = 0;
}
}
void VisualFlashingImage::render(const Common::Point &position) {
updateFadeLevel();
_surfaceRenderer->setFadeLevel(_fadeLevel);
_surfaceRenderer->render(_bitmap, position, _originalWidth, _originalHeight);
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_FLASHING_IMAGE_H
#define STARK_VISUAL_FLASHING_IMAGE_H
#include "engines/stark/visual/visual.h"
#include "common/array.h"
#include "common/rect.h"
#include "graphics/pixelformat.h"
#include "math/vector2d.h"
namespace Graphics {
struct Surface;
}
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
class Bitmap;
}
/**
* An image with an animated flashing effect
*
* Used by the top bar when a new entry has been added to the player's diary
*/
class VisualFlashingImage : public Visual {
public:
static const VisualType TYPE = Visual::kFlashingImage;
explicit VisualFlashingImage(Gfx::Driver *gfx);
~VisualFlashingImage() override;
/** Prepare flashing the specified image */
void initFromSurface(const Graphics::Surface *surface, uint originalWidth, uint originalHeight);
/** Render the image at the specified position */
void render(const Common::Point &position);
private:
void updateFadeLevel();
Gfx::Driver *_gfx;
Gfx::SurfaceRenderer *_surfaceRenderer;
Gfx::Bitmap *_bitmap;
uint _originalWidth;
uint _originalHeight;
int _flashingTimeRemaining;
float _fadeLevel;
bool _fadeLevelIncreasing;
static const float _fadeValueMax;
};
} // End of namespace Stark
#endif // STARK_VISUAL_FLASHING_IMAGE_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/image.h"
#include "graphics/surface.h"
#include "image/png.h"
#include "engines/stark/formats/xmg.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
namespace Stark {
VisualImageXMG::VisualImageXMG(Gfx::Driver *gfx) :
Visual(TYPE),
_gfx(gfx),
_bitmap(nullptr),
_surface(nullptr),
_originalWidth(0),
_originalHeight(0) {
_surfaceRenderer = _gfx->createSurfaceRenderer();
}
VisualImageXMG::~VisualImageXMG() {
if (_surface) {
_surface->free();
}
delete _surface;
delete _bitmap;
delete _surfaceRenderer;
}
void VisualImageXMG::setHotSpot(const Common::Point &hotspot) {
_hotspot = hotspot;
}
void VisualImageXMG::load(Common::ReadStream *stream) {
assert(!_surface && !_bitmap);
// Decode the XMG
_surface = Formats::XMGDecoder::decode(stream);
_bitmap = _gfx->createBitmap(_surface);
_bitmap->setSamplingFilter(StarkSettings->getImageSamplingFilter());
_originalWidth = _surface->w;
_originalHeight = _surface->h;
}
void VisualImageXMG::readOriginalSize(Common::ReadStream *stream) {
Formats::XMGDecoder::readSize(stream, _originalWidth, _originalHeight);
}
bool VisualImageXMG::loadPNG(Common::SeekableReadStream *stream) {
assert(!_surface && !_bitmap);
// Decode the XMG
Image::PNGDecoder pngDecoder;
if (!pngDecoder.loadStream(*stream)) {
return false;
}
if (pngDecoder.hasPalette()) {
warning("Indexed colors PNG images are not supported");
return false;
}
if (StarkSettings->shouldPreMultiplyReplacementPNGs()) {
// We can do alpha pre-multiplication when loading for
// convenience when testing modded graphics.
_surface = multiplyColorWithAlpha(pngDecoder.getSurface());
} else {
_surface = pngDecoder.getSurface()->convertTo(Gfx::Driver::getRGBAPixelFormat());
}
_bitmap = _gfx->createBitmap(_surface);
_bitmap->setSamplingFilter(StarkSettings->getImageSamplingFilter());
return true;
}
Graphics::Surface *VisualImageXMG::multiplyColorWithAlpha(const Graphics::Surface *source) {
assert(source->format == Gfx::Driver::getRGBAPixelFormat());
Graphics::Surface *dest = new Graphics::Surface();
dest->create(source->w, source->h, Gfx::Driver::getRGBAPixelFormat());
for (int y = 0; y < source->h; y++) {
const uint8 *src = (const uint8 *) source->getBasePtr(0, y);
uint8 *dst = (uint8 *) dest->getBasePtr(0, y);
for (int x = 0; x < source->w; x++) {
uint8 a, r, g, b;
r = *src++;
g = *src++;
b = *src++;
a = *src++;
if (a != 0xFF) {
r = (int) r * a / 255;
g = (int) g * a / 255;
b = (int) b * a / 255;
}
*dst++ = r;
*dst++ = g;
*dst++ = b;
*dst++ = a;
}
}
return dest;
}
void VisualImageXMG::render(const Common::Point &position, bool useOffset) {
render(position, useOffset, true);
}
void VisualImageXMG::render(const Common::Point &position, bool useOffset, bool unscaled) {
Common::Point drawPos = useOffset ? position - _hotspot : position;
if (!unscaled) {
uint width = _gfx->scaleWidthOriginalToCurrent(_originalWidth);
uint height = _gfx->scaleHeightOriginalToCurrent(_originalHeight);
_surfaceRenderer->render(_bitmap, drawPos, width, height);
} else {
_surfaceRenderer->render(_bitmap, drawPos, _originalWidth, _originalHeight);
}
}
void VisualImageXMG::setFadeLevel(float fadeLevel) {
_surfaceRenderer->setFadeLevel(fadeLevel);
}
bool VisualImageXMG::isPointSolid(const Common::Point &point) const {
assert(_surface);
if (_originalWidth < 32 || _originalHeight < 32) {
return true; // Small images are always solid
}
Common::Point scaledPoint;
scaledPoint.x = point.x * _surface->w / _originalWidth;
scaledPoint.y = point.y * _surface->h / _originalHeight;
scaledPoint.x = CLIP<uint16>(scaledPoint.x, 0, _surface->w);
scaledPoint.y = CLIP<uint16>(scaledPoint.y, 0, _surface->h);
// Maybe implement this method in some other way to avoid having to keep the surface in memory
const byte *ptr = (const byte *) _surface->getBasePtr(scaledPoint.x, scaledPoint.y);
return *(ptr + 3) == 0xFF;
}
int VisualImageXMG::getWidth() const {
return _originalWidth;
}
int VisualImageXMG::getHeight() const {
return _originalHeight;
}
const Graphics::Surface *VisualImageXMG::getSurface() const {
assert(_surface);
return _surface;
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_IMAGE_H
#define STARK_VISUAL_IMAGE_H
#include "engines/stark/visual/visual.h"
#include "common/rect.h"
#include "common/stream.h"
namespace Graphics {
struct Surface;
}
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
class Bitmap;
}
/**
* XMG (still image) renderer
*/
class VisualImageXMG : public Visual {
public:
static const VisualType TYPE = Visual::kImageXMG;
explicit VisualImageXMG(Gfx::Driver *gfx);
~VisualImageXMG() override;
/**
* Load the pixel data from a XMG image
*/
void load(Common::ReadStream *stream);
/**
* Load the size from an XMG image
*/
void readOriginalSize(Common::ReadStream *stream);
/**
* Load the pixel data from a PNG image
*/
bool loadPNG(Common::SeekableReadStream *stream);
void render(const Common::Point &position, bool useOffset);
void render(const Common::Point &position, bool useOffset, bool unscaled);
/** Set an offset used when rendering */
void setHotSpot(const Common::Point &hotspot);
Common::Point getHotspot() const { return _hotspot; }
/**
* The fade level is added to the color value of each pixel
*
* It is a value between -1 and 1
*/
void setFadeLevel(float fadeLevel);
/** Perform a transparency hit test on an image point */
bool isPointSolid(const Common::Point &point) const;
/** Get the width in pixels */
int getWidth() const;
/** Get the height in pixels */
int getHeight() const;
/** Get a read only pointer to the surface backing the image */
const Graphics::Surface *getSurface() const;
private:
Graphics::Surface *multiplyColorWithAlpha(const Graphics::Surface *source);
Gfx::Driver *_gfx;
Gfx::SurfaceRenderer *_surfaceRenderer;
Gfx::Bitmap *_bitmap;
Graphics::Surface *_surface;
Common::Point _hotspot;
uint _originalWidth;
uint _originalHeight;
};
} // End of namespace Stark
#endif // STARK_VISUAL_IMAGE_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/prop.h"
#include "engines/stark/formats/biffmesh.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/texture.h"
namespace Stark {
VisualProp::VisualProp() :
Visual(TYPE),
_model(nullptr),
_texture(nullptr) {
}
VisualProp::~VisualProp() {
delete _model;
delete _texture;
}
void VisualProp::setModel(Formats::BiffMesh *model) {
assert(!_model);
_model = model;
const Common::Array<Formats::BiffMesh::Vertex> &vertices = _model->getVertices();
for (uint i = 0; i < vertices.size(); i++) {
_boundingBox.expand(vertices[i].position);
}
}
void VisualProp::setTexture(Gfx::TextureSet *texture) {
assert(!_texture);
_texture = texture;
}
Math::Matrix4 VisualProp::getModelMatrix(const Math::Vector3d& position, float direction) {
Math::Matrix4 posMatrix;
posMatrix.setPosition(position);
Math::Matrix4 rot1;
rot1.buildAroundX(90);
Math::Matrix4 rot2;
rot2.buildAroundY(270 - direction);
Math::Matrix4 modelTransform = _model->getTransform();
return posMatrix * rot1 * rot2 * modelTransform;
}
bool VisualProp::intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction) {
Math::Matrix4 inverseModelMatrix = getModelMatrix(position, direction);
inverseModelMatrix.inverse();
// Build an object local ray from the world ray
Math::Ray localRay = ray;
localRay.transform(inverseModelMatrix);
return localRay.intersectAABB(_boundingBox);
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_PROP_H
#define STARK_VISUAL_PROP_H
#include "math/matrix4.h"
#include "math/ray.h"
#include "math/vector3d.h"
#include "engines/stark/visual/visual.h"
#include "engines/stark/gfx/renderentry.h"
namespace Stark {
namespace Formats {
class BiffMesh;
}
namespace Gfx {
class TextureSet;
}
class VisualProp : public Visual {
public:
static const VisualType TYPE = Visual::kRendered;
VisualProp();
~VisualProp() override;
void setModel(Formats::BiffMesh *model);
void setTexture(Gfx::TextureSet *texture);
bool intersectRay(const Math::Ray &ray, const Math::Vector3d &position, float direction);
virtual void render(const Math::Vector3d &position, float direction, const Gfx::LightEntryArray &lights) = 0;
protected:
Formats::BiffMesh *_model;
Gfx::TextureSet *_texture;
Math::AABB _boundingBox;
Math::Matrix4 getModelMatrix(const Math::Vector3d& position, float direction);
};
} // End of namespace Stark
#endif // STARK_VISUAL_PROP_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/smacker.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/scene.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
#include "common/str.h"
#include "common/archive.h"
#include "video/bink_decoder.h"
#include "video/smk_decoder.h"
namespace Stark {
VisualSmacker::VisualSmacker(Gfx::Driver *gfx) :
Visual(TYPE),
_gfx(gfx),
_surface(nullptr),
_bitmap(nullptr),
_decoder(nullptr),
_position(0, 0),
_originalWidth(0),
_originalHeight(0),
_overridenFramerate(-1) {
_surfaceRenderer = _gfx->createSurfaceRenderer();
}
VisualSmacker::~VisualSmacker() {
delete _bitmap;
delete _decoder;
delete _surfaceRenderer;
}
void VisualSmacker::loadSmacker(Common::SeekableReadStream *stream) {
delete _bitmap;
delete _decoder;
_decoder = new Video::SmackerDecoder();
_decoder->setSoundType(Audio::Mixer::kSFXSoundType);
_decoder->loadStream(stream);
init();
}
void VisualSmacker::loadBink(Common::SeekableReadStream *stream) {
delete _bitmap;
delete _decoder;
_decoder = new Video::BinkDecoder();
_decoder->setSoundType(Audio::Mixer::kSFXSoundType);
_decoder->loadStream(stream);
// We need a format with alpha transparency, so we can't use _bitmap->getBestPixelFormat() here.
_decoder->setOutputPixelFormat(Gfx::Driver::getRGBAPixelFormat());
init();
}
void VisualSmacker::init() {
_originalWidth = _decoder->getWidth();
_originalHeight = _decoder->getHeight();
rewind();
_bitmap = _gfx->createBitmap();
_bitmap->setSamplingFilter(StarkSettings->getImageSamplingFilter());
update();
}
void VisualSmacker::readOriginalSize(Common::SeekableReadStream *stream) {
Video::SmackerDecoder smacker;
smacker.loadStream(stream);
_originalWidth = smacker.getWidth();
_originalHeight = smacker.getHeight();
}
void VisualSmacker::render(const Common::Point &position) {
assert(_decoder->getCurFrame() >= 0);
// The position argument contains the scroll offset
_surfaceRenderer->render(_bitmap, _position - position, _originalWidth, _originalHeight);
}
void VisualSmacker::update() {
if (_decoder->needsUpdate()) {
_surface = _decoder->decodeNextFrame();
const byte *palette = _decoder->getPalette();
if (palette) {
// Convert the surface to RGBA
Graphics::Surface convertedSurface;
convertedSurface.create(_surface->w, _surface->h, Gfx::Driver::getRGBAPixelFormat());
for (int y = 0; y < _surface->h; y++) {
const byte *srcRow = (const byte *)_surface->getBasePtr(0, y);
byte *dstRow = (byte *)convertedSurface.getBasePtr(0, y);
for (int x = 0; x < _surface->w; x++) {
byte index = *srcRow++;
byte r = palette[index * 3];
byte g = palette[index * 3 + 1];
byte b = palette[index * 3 + 2];
if (r != 0 || g != 255 || b != 255) {
*dstRow++ = r;
*dstRow++ = g;
*dstRow++ = b;
*dstRow++ = 0xFF;
} else {
// Cyan is the transparent color
*dstRow++ = 0;
*dstRow++ = 0;
*dstRow++ = 0;
*dstRow++ = 0;
}
}
}
_bitmap->update(&convertedSurface);
convertedSurface.free();
} else {
_bitmap->update(_surface);
}
}
}
bool VisualSmacker::isPointSolid(const Common::Point &point) const {
if (!_decoder || !_surface) {
return false;
}
Common::Point scaledPoint;
scaledPoint.x = point.x * _surface->w / _originalWidth;
scaledPoint.y = point.y * _surface->h / _originalHeight;
scaledPoint.x = CLIP<uint16>(scaledPoint.x, 0, _surface->w);
scaledPoint.y = CLIP<uint16>(scaledPoint.y, 0, _surface->h);
const byte *ptr = (const byte *)_surface->getBasePtr(scaledPoint.x, scaledPoint.y);
const byte *palette = _decoder->getPalette();
if (palette) {
byte r = palette[*ptr * 3];
byte g = palette[*ptr * 3 + 1];
byte b = palette[*ptr * 3 + 2];
// Cyan is the transparent color
return r != 0x00 || g != 0xFF || b != 0xFF;
} else {
// Maybe implement this method in some other way to avoid having to keep the surface in memory
return *(ptr + 3) == 0xFF;
}
}
int VisualSmacker::getFrameNumber() const {
if (_decoder && _decoder->isPlaying()) {
return _decoder->getCurFrame();
}
return -1;
}
bool VisualSmacker::isDone() {
return getCurrentTime() >= getDuration();
}
int VisualSmacker::getWidth() const {
return _originalWidth;
}
int VisualSmacker::getHeight() const {
return _originalHeight;
}
uint32 VisualSmacker::getDuration() const {
return (_decoder->getRate().getInverse() * _decoder->getDuration().msecs()).toInt();
}
void VisualSmacker::rewind() {
_decoder->rewind();
_decoder->start();
if (_overridenFramerate != -1) {
Common::Rational originalFrameRate;
Video::SmackerDecoder *smacker = dynamic_cast<Video::SmackerDecoder *>(_decoder);
if (smacker) {
originalFrameRate = smacker->getFrameRate();
}
Video::BinkDecoder *bink = dynamic_cast<Video::BinkDecoder *>(_decoder);
if (bink) {
originalFrameRate = bink->getFrameRate();
}
Common::Rational playbackRate = _overridenFramerate / originalFrameRate;
_decoder->setRate(playbackRate);
}
}
uint32 VisualSmacker::getCurrentTime() const {
return (_decoder->getRate().getInverse() * _decoder->getTime()).toInt();
}
void VisualSmacker::overrideFrameRate(int32 framerate) {
_overridenFramerate = framerate;
}
void VisualSmacker::pause(bool pause) {
_decoder->pauseVideo(pause);
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_SMACKER_H
#define STARK_VISUAL_SMACKER_H
#include "engines/stark/visual/visual.h"
#include "common/rect.h"
#include "common/stream.h"
namespace Video {
class VideoDecoder;
}
namespace Graphics {
struct Surface;
}
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
class Bitmap;
}
class VisualSmacker : public Visual {
public:
static const VisualType TYPE = Visual::kSmackerStream;
VisualSmacker(Gfx::Driver *gfx);
virtual ~VisualSmacker();
void loadSmacker(Common::SeekableReadStream *stream);
void loadBink(Common::SeekableReadStream *stream);
void update();
void render(const Common::Point &position);
bool isDone();
/** Reset the video to resume playing from the beginning */
void rewind();
/** Perform a transparency hit test on a point */
bool isPointSolid(const Common::Point &point) const;
/**
* Load the size from a Smacker video
*/
void readOriginalSize(Common::SeekableReadStream *stream);
int getWidth() const;
int getHeight() const;
int getFrameNumber() const;
Common::Point getPosition() const { return _position; }
void setPosition(const Common::Point &pos) { _position = pos; }
/** Get the total duration in milliseconds for the video */
uint32 getDuration() const;
/** Get the current time in the video since the beginning */
uint32 getCurrentTime() const;
void overrideFrameRate(int32 framerate);
/** Pause or resume the video */
void pause(bool pause);
private:
void init();
Video::VideoDecoder *_decoder;
const Graphics::Surface *_surface;
Common::Point _position;
int32 _originalWidth;
int32 _originalHeight;
Gfx::Driver *_gfx;
Gfx::SurfaceRenderer *_surfaceRenderer;
Gfx::Bitmap *_bitmap;
int32 _overridenFramerate;
};
} // End of namespace Stark
#endif // STARK_VISUAL_SMACKER_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/text.h"
#include "graphics/font.h"
#include "graphics/pixelformat.h"
#include "graphics/surface.h"
#include "engines/stark/debug.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/scene.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
#include "common/util.h"
#include "common/unicode-bidi.h"
namespace Stark {
VisualText::VisualText(Gfx::Driver *gfx) :
Visual(TYPE),
_gfx(gfx),
_bitmap(nullptr),
_color(Gfx::Color(0, 0, 0)),
_backgroundColor(Gfx::Color(0, 0, 0, 0)),
_align(Graphics::kTextAlignLeft),
_targetWidth(600),
_targetHeight(600),
_fontType(FontProvider::kBigFont),
_fontCustomIndex(-1) {
_surfaceRenderer = _gfx->createSurfaceRenderer();
_surfaceRenderer->setNoScalingOverride(true);
_surfaceRenderer->setSnapToGrid(true);
}
VisualText::~VisualText() {
freeBitmap();
delete _surfaceRenderer;
}
Common::Rect VisualText::getRect() {
if (!_bitmap) {
createBitmap();
}
return _originalRect;
}
void VisualText::setText(const Common::String &text) {
if (_text != text) {
freeBitmap();
_text = text;
}
}
void VisualText::setColor(const Gfx::Color &color) {
if (_color == color) {
return;
}
freeBitmap();
_color = color;
}
void VisualText::setBackgroundColor(const Gfx::Color &color) {
if (color == _backgroundColor) {
return;
}
freeBitmap();
_backgroundColor = color;
}
void VisualText::setAlign(Graphics::TextAlign align) {
if (align != _align) {
freeBitmap();
_align = align;
}
}
void VisualText::setTargetWidth(uint32 width) {
if (width != _targetWidth) {
freeBitmap();
_targetWidth = width;
}
}
void VisualText::setTargetHeight(uint32 height) {
if (height != _targetHeight) {
freeBitmap();
_targetHeight = height;
}
}
void VisualText::setFont(FontProvider::FontType type, int32 customFontIndex) {
if (type != _fontType || customFontIndex != _fontCustomIndex) {
freeBitmap();
_fontType = type;
_fontCustomIndex = customFontIndex;
}
}
/**
* Convert a color component from the perceptual to the linear color space
*
* Gamma 1.8 seems to be an accepted value in the font rendering domain.
*/
static float srgbToLinear(float x) {
if (x <= 0.0f)
return 0.0f;
else if (x >= 1.0f)
return 1.0f;
else
return powf(x, 1.8f);
}
/** Convert a color component from the linear to the perceptual color space */
static float linearToSrgb(float x) {
if (x <= 0.0f)
return 0.0f;
else if (x >= 1.0f)
return 1.0f;
else
return powf(x, 1.0f / 1.8f);
}
/**
* Multiply the color components of a surface with the alpha component
*
* Linear colorspace aware variant. Anti-aliased fonts at small sized
* have a very few solid pixels. It's important the semi-transparent
* pixels have the right value after the pre-multiplication.
*/
static void multiplyColorWithAlpha(Graphics::Surface *source) {
assert(source->format == Gfx::Driver::getRGBAPixelFormat());
for (int y = 0; y < source->h; y++) {
const uint8 *src = (const uint8 *) source->getBasePtr(0, y);
uint8 *dst = (uint8 *) source->getBasePtr(0, y);
for (int x = 0; x < source->w; x++) {
uint8 a, r, g, b;
r = *src++;
g = *src++;
b = *src++;
a = *src++;
if (a == 0) {
r = 0;
g = 0;
b = 0;
} else if (a != 0xFF) {
float aFloat = a / 255.f;
float linearR = srgbToLinear(r / 255.f);
float linearG = srgbToLinear(g / 255.f);
float linearB = srgbToLinear(b / 255.f);
linearR *= aFloat;
linearG *= aFloat;
linearB *= aFloat;
r = linearToSrgb(linearR) * 255.f;
g = linearToSrgb(linearG) * 255.f;
b = linearToSrgb(linearB) * 255.f;
}
*dst++ = r;
*dst++ = g;
*dst++ = b;
*dst++ = a;
}
}
}
/**
* Blend a grayscale surface with a color
*
* Color space aware version.
*/
static void blendWithColor(Graphics::Surface *source, const Gfx::Color &color) {
assert(source->format == Gfx::Driver::getRGBAPixelFormat());
float sRL = srgbToLinear(color.r / 255.f);
float sGL = srgbToLinear(color.g / 255.f);
float sBL = srgbToLinear(color.b / 255.f);
for (int y = 0; y < source->h; y++) {
const uint8 *src = (const uint8 *) source->getBasePtr(0, y);
uint8 *dst = (uint8 *) source->getBasePtr(0, y);
for (int x = 0; x < source->w; x++) {
uint8 a, r, g, b;
r = *src++;
g = *src++;
b = *src++;
src++;
a = r;
if (a != 255) {
float aFloat = a / 255.f;
r = linearToSrgb(sRL * aFloat) * 255.f;
g = linearToSrgb(sGL * aFloat) * 255.f;
b = linearToSrgb(sBL * aFloat) * 255.f;
} else {
r = color.r;
g = color.g;
b = color.b;
}
*dst++ = r;
*dst++ = g;
*dst++ = b;
*dst++ = a;
}
}
}
void VisualText::createBitmap() {
Common::CodePage codePage = StarkSettings->getTextCodePage();
Common::U32String unicodeText = Common::convertToU32String(_text.c_str(), codePage);
// Get the font and required metrics
const Graphics::Font *font = StarkFontProvider->getScaledFont(_fontType, _fontCustomIndex);
uint scaledLineHeight = StarkFontProvider->getScaledFontHeight(_fontType, _fontCustomIndex);
uint originalLineHeight = StarkFontProvider->getOriginalFontHeight(_fontType, _fontCustomIndex);
uint maxScaledLineWidth = StarkGfx->scaleWidthOriginalToCurrent(_targetWidth);
// Word wrap the text
Common::Array<Common::U32String> lines;
font->wordWrapText(unicodeText, maxScaledLineWidth, lines);
// Use the actual font bounding box to prevent text from being cut off
Common::Rect scaledRect;
if (!lines.empty()) {
scaledRect = font->getBoundingBox(lines[0]);
for (uint i = 1; i < lines.size(); i++) {
scaledRect.extend(font->getBoundingBox(lines[i], 0, scaledLineHeight * i));
}
}
// Make sure lines have approximately consistent height regardless of the characters they use
scaledRect.bottom = MAX<int16>(scaledRect.bottom, scaledLineHeight * lines.size());
scaledRect.right = MAX<int16>(scaledRect.right, maxScaledLineWidth);
if (!isBlank()) {
_originalRect.right = StarkGfx->scaleWidthCurrentToOriginal(scaledRect.right);
_originalRect.bottom = originalLineHeight * lines.size();
} else {
// For Empty text, preserve the original width and height for being used as clicking area
_originalRect.right = _targetWidth;
_originalRect.bottom = _targetHeight;
}
// Create a surface to render to
Graphics::Surface surface;
surface.create(scaledRect.right, scaledRect.bottom, Gfx::Driver::getRGBAPixelFormat());
// First render the text as white on a black background to produce an alpha mask
uint32 black = surface.format.ARGBToColor(0xFF, 0, 0, 0);
uint32 white = surface.format.ARGBToColor(0xFF, 0xFF, 0xFF, 0xFF);
surface.fillRect(Common::Rect(surface.w, surface.h), black);
Graphics::TextAlign align = Graphics::convertTextAlignH(_align, StarkSettings->getLanguage() == Common::HE_ISR);
// Render the lines to the surface
for (uint i = 0; i < lines.size(); i++) {
Common::U32String line = convertBiDiU32String(lines[i]).visual;
font->drawString(&surface, line, 0, scaledLineHeight * i, surface.w, white, align, 0, false);
}
// Blend the text color with the alpha mask to produce an image of the text
// of the correct color. Anti-aliased pixels use the full alpha range.
blendWithColor(&surface, _color);
multiplyColorWithAlpha(&surface);
// Create a bitmap from the surface
_bitmap = _gfx->createBitmap(&surface);
_bitmap->setSamplingFilter(Gfx::Bitmap::kNearest);
surface.free();
}
void VisualText::freeBitmap() {
delete _bitmap;
_bitmap = nullptr;
}
void VisualText::render(const Common::Point &position) {
if (!_bitmap) {
createBitmap();
}
if (_backgroundColor.a != 0) {
_surfaceRenderer->fill(_backgroundColor, position, _bitmap->width(), _bitmap->height());
}
_surfaceRenderer->render(_bitmap, position);
}
void VisualText::reset() {
freeBitmap();
}
bool VisualText::isBlank() {
for (uint i = 0; i < _text.size(); ++i) {
if (!Common::isSpace(_text[i])) {
return false;
}
}
return true;
}
} // End of namespace Stark

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_TEXT_H
#define STARK_VISUAL_TEXT_H
#include "engines/stark/visual/visual.h"
#include "engines/stark/services/fontprovider.h"
#include "engines/stark/gfx/color.h"
#include "common/rect.h"
#include "graphics/font.h"
namespace Stark {
namespace Gfx {
class Driver;
class SurfaceRenderer;
class Bitmap;
}
/**
* Text renderer
*/
class VisualText : public Visual {
public:
static const VisualType TYPE = Visual::kImageText;
explicit VisualText(Gfx::Driver *gfx);
~VisualText() override;
Common::Rect getRect();
void setText(const Common::String &text);
void setColor(const Gfx::Color &color);
void setBackgroundColor(const Gfx::Color &color);
void setAlign(Graphics::TextAlign align);
void setTargetWidth(uint32 width);
void setTargetHeight(uint32 height);
void setFont(FontProvider::FontType type, int32 customFontIndex = -1);
uint getTargetWidth() { return _targetWidth; }
uint getTargetHeight() { return _targetHeight; }
void render(const Common::Point &position);
void reset();
private:
void createBitmap();
void freeBitmap();
/** Check whether the text is blank */
bool isBlank();
Gfx::Driver *_gfx;
Gfx::SurfaceRenderer *_surfaceRenderer;
Gfx::Bitmap *_bitmap;
Common::String _text;
Gfx::Color _color;
Gfx::Color _backgroundColor;
Graphics::TextAlign _align;
uint32 _targetWidth;
uint32 _targetHeight;
Common::Rect _originalRect;
FontProvider::FontType _fontType;
int32 _fontCustomIndex;
};
} // End of namespace Stark
#endif // STARK_VISUAL_TEXT_H

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_VISUAL_VISUAL_H
#define STARK_VISUAL_VISUAL_H
#include "common/scummsys.h"
namespace Stark {
class Visual {
public:
enum VisualType {
kImageXMG = 2,
kRendered = 3,
kImageText = 4,
kSmackerStream = 5,
kActor = 6,
kSmackerFMV = 7,
kEffectFish = 8,
kEffectBubbles = 9,
kEffectFirefly = 10,
kExplodingImage = 100,
kFlashingImage = 101
};
explicit Visual(VisualType type) : _type(type) {}
virtual ~Visual() {}
/**
* Returns the visual if it has the same type as the template argument
*/
template <class T>
T *get();
private:
VisualType _type;
};
template<class T>
T *Visual::get() {
if (_type != T::TYPE) {
return nullptr;
}
return (T *) this;
}
} // End of namespace Stark
#endif // STARK_VISUAL_VISUAL_H