/* 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 . * */ #include "common/algorithm.h" #include "m4/graphics/gr_surface.h" #include "m4/graphics/gr_sprite.h" namespace M4 { M4Surface::M4Surface(int sw, int sh) : Buffer() { this->w = sw; this->h = sh; this->stride = sw; this->encoding = NO_COMPRESS; this->data = new byte[sw * sh]; Common::fill(this->data, this->data + sw * sh, 0); _disposeAfterUse = DisposeAfterUse::YES; } M4Surface::M4Surface(const byte *src, int sw, int sh) { this->w = sw; this->h = sh; this->stride = sw; this->encoding = NO_COMPRESS; this->data = new byte[sw * sh]; Common::fill(this->data, this->data + sw * sh, 0); _disposeAfterUse = DisposeAfterUse::YES; rleDraw(src); } M4Surface::~M4Surface() { if (_disposeAfterUse == DisposeAfterUse::YES) delete[] data; } void M4Surface::rleDraw(const byte *src, int x, int y) { const byte *srcP = src; byte *destData = data + y * w + x; byte *destP = destData; int destWidth = w; byte count, val; int line = 0; assert(x >= 0 && y >= 0 && x < w && y < h); for (;;) { count = *srcP++; if (count) { // Basic run length val = *srcP++; // 0 pixels are transparent, and are skipped. Otherwise, draw pixels if (val != 0) Common::fill(destP, destP + count, val); destP += count; } else { count = *srcP++; if (count >= 3) { // Block of uncompressed pixels to copy for (; count > 0; --count, ++destP) { val = *srcP++; if (val != 0) *destP = val; } } else if (!(count & 3)) { // End of line code ++line; destP = destData + line * destWidth; } else { // Stop drawing image. Seems weird that it doesn't handle the X/Y offset // form for count & 2, but the original explicitly doesn't implement it break; } } } assert(destP <= (data + h * stride)); } void M4Surface::draw(const Buffer &src, int x, int y, bool forwards, const byte *depthCodes, int srcDepth, const byte *inverseColorTable, const byte *palette) { if ((src.encoding & 0x7f) == RLE8) { // The standard case of RLE sprite drawing onto screen can directly // use RLE decompression for performance if (forwards && !depthCodes && !inverseColorTable && x >= 0 && y >= 0 && (x + src.w) <= this->w && (y + src.h) <= this->h) { rleDraw(src.data, x, y); } else { // All other RLE drawing first decompresses the sprite, and then does // the various clipping, reverse, etc. on that M4Surface tmp(src.data, src.w, src.h); drawInner(tmp, depthCodes, x, y, forwards, srcDepth, palette, inverseColorTable); } } else { // Uncompressed images get passed to inner drawing drawInner(src, depthCodes, x, y, forwards, srcDepth, palette, inverseColorTable); } } void M4Surface::drawInner(const Buffer &src, const byte *depthCodes, int x, int y, bool forwards, int srcDepth, const byte *palette, const byte *inverseColorTable) { assert((src.encoding & 0x7f) == NO_COMPRESS); for (int srcY = 0; srcY < src.h; ++srcY, ++y) { if (y >= h) // Below bottom of screen break; else if (y < 0) // Above top of screen continue; const byte *srcP = forwards ? src.getBasePtr(0, srcY) : src.getBasePtr(src.w - 1, srcY); byte *destP = getBasePtr(x, y); const byte *depthP = depthCodes ? depthCodes + y * w + x : nullptr; int deltaX = forwards ? 1 : -1; int destX = x; uint32 adjusted, total; for (int srcX = 0; srcX < src.w; ++srcX, srcP += deltaX, ++destX) { if (destX >= w) // Beyond right of screen break; byte v = *srcP; byte depth = depthP ? *depthP & 0xf : 0; if (destX >= 0 && v != 0 && (!depthP || depth == 0 || srcDepth < depth)) { if (inverseColorTable) { // Handling for shadows if (v != 128) { const byte *palP = palette + *destP * 3; uint rgb = (uint32)palP[0] | ((uint32)palP[1] << 8) | ((uint32)palP[2] << 16); rgb >>= 2; // Red component adjusted = (rgb & 0xff) * v; adjusted = MIN((uint)(adjusted >> 8), 31U); total = adjusted << 10; // Green component rgb >>= 8; adjusted = (rgb & 0xff) * v; adjusted = MIN((uint)(adjusted >> 8), 31U); total |= (adjusted << 5); // Blue component rgb >>= 8; adjusted = (rgb & 0xff) * v; adjusted = MIN((uint)(adjusted >> 8), 31U); total |= adjusted; // Write out pixel from inverse table *destP = inverseColorTable[total]; } } else { // Normal pixel *destP = v; } } ++destP; if (depthP) ++depthP; } } } } // namespace M4