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2026-02-02 04:50:13 +01:00

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82 KiB
C++

/* 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 "common/std/algorithm.h"
#include "ags/lib/aastr-0.1.1/aastr.h"
#include "ags/shared/core/platform.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/util/compress.h"
#include "ags/shared/util/wgt2_allg.h"
#include "ags/shared/ac/view.h"
#include "ags/engine/ac/character_extras.h"
#include "ags/shared/ac/character_info.h"
#include "ags/engine/ac/display.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/draw_software.h"
#include "ags/engine/ac/game.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/global_gui.h"
#include "ags/engine/ac/global_region.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/move_list.h"
#include "ags/engine/ac/overlay.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/ac/room_object.h"
#include "ags/engine/ac/room_status.h"
#include "ags/engine/ac/runtime_defines.h"
#include "ags/engine/ac/screen_overlay.h"
#include "ags/engine/ac/sprite.h"
#include "ags/engine/ac/sprite_list_entry.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/ac/system.h"
#include "ags/engine/ac/view_frame.h"
#include "ags/engine/ac/walkable_area.h"
#include "ags/engine/ac/dynobj/script_system.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/gui/gui_object.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/plugins/ags_plugin_evts.h"
#include "ags/plugins/plugin_engine.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/gfx/gfx_util.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/engine/gfx/blender.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/ags.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
ObjTexture::ObjTexture(ObjTexture &&o) {
*this = std::move(o);
}
ObjTexture::~ObjTexture() {
Bmp.reset();
if (Ddb) {
assert(_G(gfxDriver));
_G(gfxDriver)->DestroyDDB(Ddb);
}
}
ObjTexture &ObjTexture::operator=(ObjTexture &&o) {
SpriteID = o.SpriteID;
if (Ddb) {
assert(_G(gfxDriver));
_G(gfxDriver)->DestroyDDB(Ddb);
}
Bmp = std::move(o.Bmp);
Ddb = o.Ddb;
o.Ddb = nullptr;
Pos = o.Pos;
Off = o.Off;
return *this;
}
void setpal() {
set_palette_range(_G(palette), 0, 255, 0);
}
// PSP: convert 32 bit RGB to BGR.
Bitmap *convert_32_to_32bgr(Bitmap *tempbl) {
int i = 0;
int j = 0;
unsigned char *current;
while (i < tempbl->GetHeight()) {
current = tempbl->GetScanLineForWriting(i);
while (j < tempbl->GetWidth()) {
current[0] ^= current[2];
current[2] ^= current[0];
current[0] ^= current[2];
current += 4;
j++;
}
i++;
j = 0;
}
return tempbl;
}
// NOTE: Some of these conversions are required even when using
// D3D and OpenGL rendering, for two reasons:
// 1) certain raw drawing operations are still performed by software
// Allegro methods, hence bitmaps should be kept compatible to any native
// software operations, such as blitting two bitmaps of different formats.
// 2) OpenGL renderer assumes native bitmaps are in OpenGL-compatible format,
// so that it could copy them to texture without additional changes.
//
// TODO: make _G(gfxDriver)->GetCompatibleBitmapFormat describe all necessary
// conversions, so that we did not have to guess.
//
Bitmap *AdjustBitmapForUseWithDisplayMode(Bitmap *bitmap, bool has_alpha) {
const int bmp_col_depth = bitmap->GetColorDepth();
const int game_col_depth = _GP(game).GetColorDepth();
const int compat_col_depth = _G(gfxDriver)->GetCompatibleBitmapFormat(game_col_depth);
const bool must_switch_palette = bitmap->GetColorDepth() == 8 && game_col_depth > 8;
if (must_switch_palette)
select_palette(_G(palette));
Bitmap *new_bitmap = bitmap;
//
// The only special case when bitmap needs to be prepared for graphics driver
//
// In 32-bit display mode, 32-bit bitmaps may require component conversion
// to match graphics driver expectation about pixel format.
// TODO: make GetCompatibleBitmapFormat tell this somehow
#if defined (AGS_INVERTED_COLOR_ORDER)
const int sys_col_depth = _G(gfxDriver)->GetDisplayMode().ColorDepth;
if (sys_col_depth > 16 && bmp_col_depth == 32) {
// Convert RGB to BGR.
new_bitmap = convert_32_to_32bgr(bitmap);
}
#endif
//
// The rest is about bringing bitmaps to the native game's format
// (has no dependency on display mode).
//
// In 32-bit game 32-bit bitmaps should have transparent pixels marked
// (this adjustment is probably needed for DrawingSurface ops)
if (game_col_depth == 32 && bmp_col_depth == 32) {
if (has_alpha)
BitmapHelper::ReplaceAlphaWithRGBMask(new_bitmap);
}
// In 32-bit game hicolor bitmaps must be converted to the true color
else if (game_col_depth == 32 && (bmp_col_depth > 8 && bmp_col_depth <= 16)) {
new_bitmap = BitmapHelper::CreateBitmapCopy(bitmap, compat_col_depth);
}
// In non-32-bit game truecolor bitmaps must be downgraded
else if (game_col_depth <= 16 && bmp_col_depth > 16) {
if (has_alpha) // if has valid alpha channel, convert it to regular transparency mask
new_bitmap = remove_alpha_channel(bitmap);
else // else simply convert bitmap
new_bitmap = BitmapHelper::CreateBitmapCopy(bitmap, compat_col_depth);
}
// Finally, if we did not create a new copy already, - convert to driver compatible format
if (new_bitmap == bitmap)
new_bitmap = GfxUtil::ConvertBitmap(bitmap, _G(gfxDriver)->GetCompatibleBitmapFormat(bitmap->GetColorDepth()));
if (must_switch_palette)
unselect_palette();
return new_bitmap;
}
Bitmap *CreateCompatBitmap(int width, int height, int col_depth) {
return new Bitmap(width, height,
_G(gfxDriver)->GetCompatibleBitmapFormat(col_depth == 0 ? _GP(game).GetColorDepth() : col_depth));
}
Bitmap *ReplaceBitmapWithSupportedFormat(Bitmap *bitmap) {
return GfxUtil::ConvertBitmap(bitmap, _G(gfxDriver)->GetCompatibleBitmapFormat(bitmap->GetColorDepth()));
}
Bitmap *PrepareSpriteForUse(Bitmap *bitmap, bool has_alpha) {
Bitmap *new_bitmap = AdjustBitmapForUseWithDisplayMode(bitmap, has_alpha);
if (new_bitmap != bitmap)
delete bitmap;
return new_bitmap;
}
PBitmap PrepareSpriteForUse(PBitmap bitmap, bool has_alpha) {
Bitmap *new_bitmap = AdjustBitmapForUseWithDisplayMode(bitmap.get(), has_alpha);
return new_bitmap == bitmap.get() ? bitmap : PBitmap(new_bitmap); // if bitmap is same, don't create new smart ptr!
}
Bitmap *CopyScreenIntoBitmap(int width, int height, const Rect *src_rect, bool at_native_res, uint32_t batch_skip_filter) {
Bitmap *dst = new Bitmap(width, height, _GP(game).GetColorDepth());
GraphicResolution want_fmt;
// If the size and color depth are supported, then we may copy right into our final bitmap
if (_G(gfxDriver)->GetCopyOfScreenIntoBitmap(dst, src_rect, at_native_res, &want_fmt, batch_skip_filter))
return dst;
// Otherwise we might need to copy between few bitmaps...
// Get screenshot in the suitable format
std::unique_ptr<Bitmap> buf_screenfmt(new Bitmap(want_fmt.Width, want_fmt.Height, want_fmt.ColorDepth));
_G(gfxDriver)->GetCopyOfScreenIntoBitmap(buf_screenfmt.get(), src_rect, at_native_res, nullptr, batch_skip_filter);
// If color depth does not match, and we must stretch-blit, then we need another helper bmp,
// because Allegro does not support stretching with mismatching color depths
std::unique_ptr<Bitmap> buf_fixdepth;
Bitmap *blit_from = buf_screenfmt.get();
if ((dst->GetSize() != blit_from->GetSize()) && (want_fmt.ColorDepth != _GP(game).GetColorDepth())) {
buf_fixdepth.reset(new Bitmap(want_fmt.Width, want_fmt.Height, _GP(game).GetColorDepth()));
buf_fixdepth->Blit(buf_screenfmt.get());
blit_from = buf_fixdepth.get();
}
// Now either blit or stretch-blit
if (dst->GetSize() == blit_from->GetSize()) {
dst->Blit(blit_from);
} else {
dst->StretchBlt(blit_from, RectWH(dst->GetSize()));
}
return dst;
}
// Begin resolution system functions
// Multiplies up the number of pixels depending on the current
// resolution, to give a relatively fixed size at any game res
int get_fixed_pixel_size(int pixels) {
return pixels * _GP(game).GetRelativeUIMult();
}
int data_to_game_coord(int coord) {
return coord * _GP(game).GetDataUpscaleMult();
}
void data_to_game_coords(int *x, int *y) {
const int mul = _GP(game).GetDataUpscaleMult();
x[0] *= mul;
y[0] *= mul;
}
void data_to_game_round_up(int *x, int *y) {
const int mul = _GP(game).GetDataUpscaleMult();
x[0] = x[0] * mul + (mul - 1);
y[0] = y[0] * mul + (mul - 1);
}
int game_to_data_coord(int coord) {
return coord / _GP(game).GetDataUpscaleMult();
}
void game_to_data_coords(int &x, int &y) {
const int mul = _GP(game).GetDataUpscaleMult();
x /= mul;
y /= mul;
}
int game_to_data_round_up(int coord) {
const int mul = _GP(game).GetDataUpscaleMult();
return (coord / mul) + (mul - 1);
}
void ctx_data_to_game_coord(int &x, int &y, bool hires_ctx) {
if (hires_ctx && !_GP(game).IsLegacyHiRes()) {
x /= HIRES_COORD_MULTIPLIER;
y /= HIRES_COORD_MULTIPLIER;
} else if (!hires_ctx && _GP(game).IsLegacyHiRes()) {
x *= HIRES_COORD_MULTIPLIER;
y *= HIRES_COORD_MULTIPLIER;
}
}
void ctx_data_to_game_size(int &w, int &h, bool hires_ctx) {
if (hires_ctx && !_GP(game).IsLegacyHiRes()) {
w = MAX(1, (w / HIRES_COORD_MULTIPLIER));
h = MAX(1, (h / HIRES_COORD_MULTIPLIER));
} else if (!hires_ctx && _GP(game).IsLegacyHiRes()) {
w *= HIRES_COORD_MULTIPLIER;
h *= HIRES_COORD_MULTIPLIER;
}
}
int ctx_data_to_game_size(int size, bool hires_ctx) {
if (hires_ctx && !_GP(game).IsLegacyHiRes())
return MAX(1, (size / HIRES_COORD_MULTIPLIER));
if (!hires_ctx && _GP(game).IsLegacyHiRes())
return size * HIRES_COORD_MULTIPLIER;
return size;
}
int game_to_ctx_data_size(int size, bool hires_ctx) {
if (hires_ctx && !_GP(game).IsLegacyHiRes())
return size * HIRES_COORD_MULTIPLIER;
else if (!hires_ctx && _GP(game).IsLegacyHiRes())
return MAX(1, (size / HIRES_COORD_MULTIPLIER));
return size;
}
void defgame_to_finalgame_coords(int &x, int &y) {
// Note we support only upscale now
x *= _GP(game).GetScreenUpscaleMult();
y *= _GP(game).GetScreenUpscaleMult();
}
// End resolution system functions
// Create blank (black) images used to repaint borders around game frame
void create_blank_image(int coldepth) {
// this is the first time that we try to use the graphics driver,
// so it's the most likey place for a crash
//try
//{
Bitmap *blank = CreateCompatBitmap(16, 16, coldepth);
blank->Clear();
_G(blankImage) = _G(gfxDriver)->CreateDDBFromBitmap(blank, false, true);
_G(blankSidebarImage) = _G(gfxDriver)->CreateDDBFromBitmap(blank, false, true);
delete blank;
/*}
catch (Ali3DException gfxException)
{
quit(gfxException.Message.GetCStr());
}*/
}
void destroy_blank_image() {
if (_G(blankImage))
_G(gfxDriver)->DestroyDDB(_G(blankImage));
if (_G(blankSidebarImage))
_G(gfxDriver)->DestroyDDB(_G(blankSidebarImage));
_G(blankImage) = nullptr;
_G(blankSidebarImage) = nullptr;
}
int MakeColor(int color_index) {
color_t real_color = 0;
__my_setcolor(&real_color, color_index, _GP(game).GetColorDepth());
return real_color;
}
void init_draw_method() {
_G(drawstate).SoftwareRender = !_G(gfxDriver)->HasAcceleratedTransform();
_G(drawstate).FullFrameRedraw = _G(gfxDriver)->RequiresFullRedrawEachFrame();
if (_G(drawstate).SoftwareRender) {
_G(drawstate).SoftwareRender = true;
_G(drawstate).WalkBehindMethod = DrawOverCharSprite;
} else {
_G(drawstate).WalkBehindMethod = DrawAsSeparateSprite;
create_blank_image(_GP(game).GetColorDepth());
size_t tx_cache_size = _GP(usetup).TextureCacheSize * 1024;
// If graphics driver can report available texture memory,
// then limit the setting by, let's say, 66% of it (we use it for other things)
size_t avail_tx_mem = _G(gfxDriver)->GetAvailableTextureMemory();
if (avail_tx_mem > 0)
tx_cache_size = std::min<size_t>(tx_cache_size, avail_tx_mem * 0.66);
// texturecache.SetMaxCacheSize(tx_cache_size);
}
on_mainviewport_changed();
init_room_drawdata();
if (_G(gfxDriver)->UsesMemoryBackBuffer())
_G(gfxDriver)->GetMemoryBackBuffer()->Clear();
}
void dispose_draw_method() {
dispose_room_drawdata();
dispose_invalid_regions(false);
destroy_blank_image();
}
void init_game_drawdata() {
// character and object caches
_GP(charcache).resize(_GP(game).numcharacters);
for (int i = 0; i < MAX_ROOM_OBJECTS; ++i)
_G(objcache)[i] = ObjectCache();
size_t actsps_num = _GP(game).numcharacters + MAX_ROOM_OBJECTS;
_GP(actsps).resize(actsps_num);
_GP(guibg).resize(_GP(game).numgui);
size_t guio_num = 0;
// Prepare GUI cache lists and build the quick reference for controls cache
_GP(guiobjddbref).resize(_GP(game).numgui);
for (const auto &gui : _GP(guis)) {
_GP(guiobjddbref)[gui.ID] = guio_num;
guio_num += gui.GetControlCount();
}
_GP(guiobjbg).resize(guio_num);
}
extern void dispose_engine_overlay();
void dispose_game_drawdata() {
clear_drawobj_cache();
_GP(charcache).clear();
_GP(actsps).clear();
_GP(walkbehindobj).clear();
_GP(guibg).clear();
_GP(guiobjbg).clear();
_GP(guiobjddbref).clear();
dispose_engine_overlay();
}
static void dispose_debug_room_drawdata() {
_GP(debugRoomMaskObj) = ObjTexture();
_GP(debugMoveListObj) = ObjTexture();
}
void dispose_room_drawdata() {
_GP(CameraDrawData).clear();
dispose_invalid_regions(true);
}
void clear_drawobj_cache() {
// clear the character cache
for (auto &cc : _GP(charcache)) {
cc = ObjectCache();
}
// clear the object cache
for (int i = 0; i < MAX_ROOM_OBJECTS; ++i) {
_G(objcache)[i] = ObjectCache();
}
// room overlays cache
_GP(overcache).clear();
// cleanup Character + Room object textures
for (auto &o : _GP(actsps)) o = ObjTexture();
for (auto &o : _GP(walkbehindobj)) o = ObjTexture();
// cleanup GUI and controls textures
for (auto &o : _GP(guibg)) o = ObjTexture();
for (auto &o : _GP(guiobjbg)) o = ObjTexture();
_GP(overtxs).clear();
// Clear sprite update notification blocks
_G(drawstate).SpriteNotifyMap.clear();
dispose_debug_room_drawdata();
}
void on_mainviewport_changed() {
if (!_G(drawstate).FullFrameRedraw) {
const auto &view = _GP(play).GetMainViewport();
set_invalidrects_globaloffs(view.Left, view.Top);
// the black background region covers whole game screen
init_invalid_regions(-1, _GP(game).GetGameRes(), RectWH(_GP(game).GetGameRes()));
if (_GP(game).GetGameRes().ExceedsByAny(view.GetSize()))
clear_letterbox_borders();
}
}
// Allocates a bitmap for rendering camera/viewport pair (software render mode)
void prepare_roomview_frame(Viewport *view) {
if (!view->GetCamera()) return; // no camera link
const int view_index = view->GetID();
const Size view_sz = view->GetRect().GetSize();
const Size cam_sz = view->GetCamera()->GetRect().GetSize();
RoomCameraDrawData &draw_dat = _GP(CameraDrawData)[view_index];
// We use intermediate bitmap to render camera/viewport pair in software mode under these conditions:
// * camera size and viewport size are different (this may be suboptimal to paint dirty rects stretched,
// and also Allegro backend cannot stretch background of different colour depth).
// * viewport is located outside of the virtual screen (even if partially): subbitmaps cannot contain
// regions outside of master bitmap, and we must not clamp surface size to virtual screen because
// plugins may want to also use viewport bitmap, therefore it should retain full size.
if (cam_sz == view_sz && !draw_dat.IsOffscreen) {
// note we keep the buffer allocated in case it will become useful later
draw_dat.Frame.reset();
} else {
PBitmap &camera_frame = draw_dat.Frame;
PBitmap &camera_buffer = draw_dat.Buffer;
if (!camera_buffer || camera_buffer->GetWidth() < cam_sz.Width || camera_buffer->GetHeight() < cam_sz.Height) {
// Allocate new buffer bitmap with an extra size in case they will want to zoom out
int room_width = data_to_game_coord(_GP(thisroom).Width);
int room_height = data_to_game_coord(_GP(thisroom).Height);
Size alloc_sz = Size::Clamp(cam_sz * 2, Size(1, 1), Size(room_width, room_height));
camera_buffer.reset(new Bitmap(alloc_sz.Width, alloc_sz.Height, _G(gfxDriver)->GetMemoryBackBuffer()->GetColorDepth()));
}
if (!camera_frame || camera_frame->GetSize() != cam_sz) {
camera_frame.reset(BitmapHelper::CreateSubBitmap(camera_buffer.get(), RectWH(cam_sz)));
}
}
}
// Syncs room viewport and camera in case either size has changed
void sync_roomview(Viewport *view) {
if (view->GetCamera() == nullptr)
return;
// Note the dirty regions' viewport is found using absolute offset on game screen
init_invalid_regions(view->GetID(),
view->GetCamera()->GetRect().GetSize(),
_GP(play).GetRoomViewportAbs(view->GetID()));
prepare_roomview_frame(view);
}
void init_room_drawdata() {
if (_G(displayed_room) < 0)
return; // not loaded yet
if (_G(drawstate).WalkBehindMethod == DrawAsSeparateSprite) {
walkbehinds_generate_sprites();
}
// Update debug overlays, if any were on
debug_draw_room_mask(_G(debugRoomMask));
debug_draw_movelist(_G(debugMoveListChar));
// Following data is only updated for software renderer
if (_G(drawstate).FullFrameRedraw)
return;
// Make sure all frame buffers are created for software drawing
int view_count = _GP(play).GetRoomViewportCount();
_GP(CameraDrawData).resize(view_count);
for (int i = 0; i < _GP(play).GetRoomViewportCount(); ++i)
sync_roomview(_GP(play).GetRoomViewport(i).get());
}
void on_roomviewport_created(int index) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
if ((size_t)index < _GP(CameraDrawData).size())
return;
_GP(CameraDrawData).resize(index + 1);
}
void on_roomviewport_deleted(int index) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
_GP(CameraDrawData).erase(_GP(CameraDrawData).begin() + index);
delete_invalid_regions(index);
}
void on_roomviewport_changed(Viewport *view) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
if (!view->IsVisible() || view->GetCamera() == nullptr)
return;
const bool off = !IsRectInsideRect(RectWH(_G(gfxDriver)->GetMemoryBackBuffer()->GetSize()), view->GetRect());
const bool off_changed = off != _GP(CameraDrawData)[view->GetID()].IsOffscreen;
_GP(CameraDrawData)[view->GetID()].IsOffscreen = off;
if (view->HasChangedSize())
sync_roomview(view);
else if (off_changed)
prepare_roomview_frame(view);
// TODO: don't have to do this all the time, perhaps do "dirty rect" method
// and only clear previous viewport location?
invalidate_screen();
_G(gfxDriver)->GetMemoryBackBuffer()->Clear();
}
void detect_roomviewport_overlaps(size_t z_index) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
// Find out if we overlap or are overlapped by anything;
const auto &viewports = _GP(play).GetRoomViewportsZOrdered();
for (; z_index < viewports.size(); ++z_index) {
auto this_view = viewports[z_index];
const int this_id = this_view->GetID();
bool is_overlap = false;
if (!this_view->IsVisible()) continue;
for (size_t z_index2 = 0; z_index2 < z_index; ++z_index2) {
if (!viewports[z_index2]->IsVisible()) continue;
if (AreRectsIntersecting(this_view->GetRect(), viewports[z_index2]->GetRect())) {
is_overlap = true;
break;
}
}
if (_GP(CameraDrawData)[this_id].IsOverlap != is_overlap) {
_GP(CameraDrawData)[this_id].IsOverlap = is_overlap;
prepare_roomview_frame(this_view.get());
}
}
}
void on_roomcamera_changed(Camera *cam) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
if (cam->HasChangedSize()) {
auto viewrefs = cam->GetLinkedViewports();
for (auto vr : viewrefs) {
PViewport vp = vr.lock();
if (vp)
sync_roomview(vp.get());
}
}
// TODO: only invalidate what this particular camera sees
invalidate_screen();
}
void mark_object_changed(int objid) {
_G(objcache)[objid].y = -9999;
}
void reset_drawobj_for_overlay(int objnum) {
if (objnum > 0 && static_cast<size_t>(objnum) < _GP(overtxs).size()) {
_GP(overtxs)[objnum] = ObjTexture();
if (_G(drawstate).SoftwareRender)
_GP(overcache)[objnum] = Point(INT32_MIN, INT32_MIN);
}
}
void notify_sprite_changed(int sprnum, bool deleted) {
assert(sprnum >= 0 && sprnum < (int)_GP(game).SpriteInfos.size());
// software renderer
// will need to know to redraw active cached sprite for objects.
// We have this notification for both kinds of renderers though,
// because it makes the code simpler, and also it makes it simpler to
// notify texture-based ones in a specific case when a deleted sprite
// was replaced by another of same ID.
auto it_notify = _G(drawstate).SpriteNotifyMap.find(sprnum);
if (it_notify != _G(drawstate).SpriteNotifyMap.end()) {
*it_notify->_value = UINT32_MAX;
_G(drawstate).SpriteNotifyMap.erase(sprnum);
}
}
void mark_screen_dirty() {
_G(drawstate).ScreenIsDirty = true;
}
bool is_screen_dirty() {
return _G(drawstate).ScreenIsDirty;
}
void invalidate_screen() {
invalidate_all_rects();
}
void invalidate_camera_frame(int index) {
invalidate_all_camera_rects(index);
}
void invalidate_rect(int x1, int y1, int x2, int y2, bool in_room) {
invalidate_rect_ds(x1, y1, x2, y2, in_room);
}
void invalidate_sprite(int x1, int y1, IDriverDependantBitmap *pic, bool in_room) {
invalidate_rect_ds(x1, y1, x1 + pic->GetWidth(), y1 + pic->GetHeight(), in_room);
}
void invalidate_sprite_glob(int x1, int y1, IDriverDependantBitmap *pic) {
invalidate_rect_global(x1, y1, x1 + pic->GetWidth(), y1 + pic->GetHeight());
}
void mark_current_background_dirty() {
_G(current_background_is_dirty) = true;
}
void draw_and_invalidate_text(Bitmap *ds, int x1, int y1, int font, color_t text_color, const char *text) {
wouttext_outline(ds, x1, y1, font, text_color, text);
invalidate_rect(x1, y1, x1 + get_text_width_outlined(text, font),
y1 + get_font_height_outlined(font) + get_fixed_pixel_size(1), false);
}
// Renders black borders for the legacy boxed game mode,
// where whole game screen changes size between large and small rooms
static void render_black_borders() {
const Rect &viewport = _GP(play).GetMainViewport();
if (viewport.Top > 0) {
// letterbox borders
_G(blankImage)->SetStretch(_GP(game).GetGameRes().Width, viewport.Top, false);
_G(gfxDriver)->DrawSprite(0, 0, _G(blankImage));
_G(gfxDriver)->DrawSprite(0, viewport.Bottom + 1, _G(blankImage));
}
if (viewport.Left > 0) {
// sidebar borders for widescreen
_G(blankSidebarImage)->SetStretch(viewport.Left, viewport.GetHeight(), false);
_G(gfxDriver)->DrawSprite(0, 0, _G(blankSidebarImage));
_G(gfxDriver)->DrawSprite(viewport.Right + 1, 0, _G(blankSidebarImage));
}
}
void render_to_screen() {
// Stage: final plugin callback (still drawn on game screen)
if (pl_any_want_hook(AGSE_FINALSCREENDRAW)) {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(),
_GP(play).GetGlobalTransform(_G(drawstate).FullFrameRedraw), (GraphicFlip)_GP(play).screen_flipped);
_G(gfxDriver)->DrawSprite(AGSE_FINALSCREENDRAW, 0, nullptr);
_G(gfxDriver)->EndSpriteBatch();
}
// Stage: engine overlay
construct_engine_overlay();
// Try set new vsync value, and remember the actual result
if (isTimerFpsMaxed()) {
_G(gfxDriver)->SetVsync(false);
} else {
bool new_vsync = _G(gfxDriver)->SetVsync(_GP(scsystem).vsync > 0);
if (new_vsync != (_GP(scsystem).vsync != 0))
System_SetVSyncInternal(new_vsync);
}
bool succeeded = false;
while (!succeeded && !_G(want_exit) && !_G(abort_engine)) {
// try
// {
if (_G(drawstate).FullFrameRedraw) {
_G(gfxDriver)->Render();
}
else {
// NOTE: the shake yoff and global flip here will only be used by a software renderer;
// as hw renderers have these as transform parameters for the parent scene nodes.
// This may be a matter for the future code improvement.
//
// For software renderer, need to blacken upper part of the game frame when shaking screen moves image down
if (_GP(play).shake_screen_yoff > 0) {
const Rect &viewport = _GP(play).GetMainViewport();
_G(gfxDriver)->ClearRectangle(viewport.Left, viewport.Top, viewport.GetWidth() - 1, _GP(play).shake_screen_yoff, nullptr);
}
_G(gfxDriver)->Render(0, _GP(play).shake_screen_yoff, (GraphicFlip)_GP(play).screen_flipped);
}
#if AGS_PLATFORM_OS_ANDROID
if (_GP(game).color_depth == 1)
android_render();
#elif AGS_PLATFORM_OS_IOS
if (_GP(game).color_depth == 1)
ios_render();
#endif
succeeded = true;
/*}
catch (Ali3DFullscreenLostException e) {
Debug::Printf("Renderer exception: %s", e.Message.GetCStr());
do {
sys_evt_process_pending();
platform->Delay(300);
} while (_G(game_update_suspend) && (!_G(want_exit)) && (!_G(abort_engine)));
}*/
}
}
// Blanks out borders around main viewport in case it became smaller (e.g. after loading another room)
void clear_letterbox_borders() {
const Rect &viewport = _GP(play).GetMainViewport();
_G(gfxDriver)->ClearRectangle(0, 0, _GP(game).GetGameRes().Width - 1, viewport.Top - 1, nullptr);
_G(gfxDriver)->ClearRectangle(0, viewport.Bottom + 1, _GP(game).GetGameRes().Width - 1, _GP(game).GetGameRes().Height - 1, nullptr);
}
void draw_game_screen_callback() {
construct_game_scene(true);
construct_game_screen_overlay(false);
}
void putpixel_scaled(Bitmap *ds, int x, int y, int col) {
ds->FillRect(Rect(x, y, x + get_fixed_pixel_size(1) - 1, y + get_fixed_pixel_size(1) - 1), col);
}
void draw_sprite_support_alpha(Bitmap *ds, bool ds_has_alpha, int xpos, int ypos, Bitmap *image, bool src_has_alpha,
BlendMode blend_mode, int alpha) {
if (alpha <= 0)
return;
if (_GP(game).options[OPT_SPRITEALPHA] == kSpriteAlphaRender_Proper) {
GfxUtil::DrawSpriteBlend(ds, Point(xpos, ypos), image, blend_mode, ds_has_alpha, src_has_alpha, alpha);
}
// Backwards-compatible drawing
else if (src_has_alpha && alpha == 0xFF) {
set_alpha_blender();
ds->TransBlendBlt(image, xpos, ypos);
} else {
GfxUtil::DrawSpriteWithTransparency(ds, image, xpos, ypos, alpha);
}
}
void draw_sprite_slot_support_alpha(Bitmap *ds, bool ds_has_alpha, int xpos, int ypos, int src_slot,
BlendMode blend_mode, int alpha) {
draw_sprite_support_alpha(ds, ds_has_alpha, xpos, ypos, _GP(spriteset)[src_slot], (_GP(game).SpriteInfos[src_slot].Flags & SPF_ALPHACHANNEL) != 0,
blend_mode, alpha);
}
Engine::IDriverDependantBitmap* recycle_ddb_sprite(Engine::IDriverDependantBitmap *ddb, uint32_t sprite_id, Shared::Bitmap *source, bool has_alpha, bool opaque) {
// no ddb, - get or create shared object
if (!ddb)
return _G(gfxDriver)->GetSharedDDB(sprite_id, source, has_alpha, opaque);
// same sprite id, - use existing
if ((sprite_id != UINT32_MAX) && (ddb->GetRefID() == sprite_id))
return ddb;
// not related to a sprite ID, but has same resolution, -
// repaint directly from the given bitmap
if ((sprite_id == UINT32_MAX) && (ddb->GetColorDepth() == source->GetColorDepth()) &&
(ddb->GetWidth() == source->GetWidth()) && (ddb->GetHeight() == source->GetHeight())) {
_G(gfxDriver)->UpdateDDBFromBitmap(ddb, source, has_alpha);
return ddb;
}
// have to recreate ddb
_G(gfxDriver)->DestroyDDB(ddb);
return _G(gfxDriver)->GetSharedDDB(sprite_id, source, has_alpha, opaque);
}
// FIXME: make has_alpha and opaque properties of ObjTexture?!
static void sync_object_texture(ObjTexture &obj, bool has_alpha = false, bool opaque = false) {
Bitmap *use_bmp = obj.Bmp.get() ? obj.Bmp.get() : _GP(spriteset)[obj.SpriteID];
obj.Ddb = recycle_ddb_sprite(obj.Ddb, obj.SpriteID, use_bmp, has_alpha, opaque);
// Handle notification control block for the dynamic sprites
if ((obj.SpriteID != UINT32_MAX) && _GP(game).SpriteInfos[obj.SpriteID].IsDynamicSprite()) {
// For dynamic sprite: check and update a notification block for this drawable
if (!obj.SpriteNotify || (*obj.SpriteNotify != obj.SpriteID)) {
auto it_notify = _G(drawstate).SpriteNotifyMap.find(obj.SpriteID);
if (it_notify != _G(drawstate).SpriteNotifyMap.end()) { // assign existing
obj.SpriteNotify = it_notify->_value;
}
} else { // if does not exist, then create and share one
obj.SpriteNotify.reset(new (uint32_t)(obj.SpriteID));
_G(drawstate).SpriteNotifyMap.insert(std::make_pair((sprkey_t)obj.SpriteID, obj.SpriteNotify));
}
} else {
obj.SpriteNotify = nullptr; // reset, for static sprite or without ID
}
}
//------------------------------------------------------------------------
// Functions for filling the lists of sprites to render
static void clear_draw_list() {
_GP(thingsToDrawList).clear();
}
static void add_thing_to_draw(IDriverDependantBitmap *ddb, int x, int y) {
assert(ddb != nullptr);
SpriteListEntry sprite;
sprite.ddb = ddb;
sprite.x = x;
sprite.y = y;
_GP(thingsToDrawList).push_back(sprite);
}
static void add_render_stage(int stage) {
SpriteListEntry sprite;
sprite.renderStage = stage;
_GP(thingsToDrawList).push_back(sprite);
}
static void clear_sprite_list() {
_GP(sprlist).clear();
}
static void add_to_sprite_list(IDriverDependantBitmap *ddb, int x, int y, int zorder, int id = -1) {
assert(ddb);
// completely invisible, so don't draw it at all
if (ddb->GetAlpha() == 0)
return;
SpriteListEntry sprite;
sprite.id = id;
sprite.ddb = ddb;
sprite.zorder = zorder;
sprite.x = x;
sprite.y = y;
_GP(sprlist).push_back(sprite);
}
// Sprite drawing order sorting function,
// where equal zorder is resolved by comparing optional IDs too.
static bool spritelistentry_less(const SpriteListEntry &e1, const SpriteListEntry &e2) {
return (e1.zorder < e2.zorder) ||
((e1.zorder == e2.zorder) && (e1.id < e2.id));
}
// copy the sorted sprites into the Things To Draw list
static void draw_sprite_list() {
std::sort(_GP(sprlist).begin(), _GP(sprlist).end(), spritelistentry_less);
_GP(thingsToDrawList).insert(_GP(thingsToDrawList).end(),
_GP(sprlist).begin(), _GP(sprlist).end());
}
// Push the gathered list of sprites into the active graphic renderer
void put_sprite_list_on_screen(bool in_room);
//
//------------------------------------------------------------------------
void repair_alpha_channel(Bitmap *dest, Bitmap *bgpic) {
// Repair the alpha channel, because sprites may have been drawn
// over it by the buttons, etc
int theWid = (dest->GetWidth() < bgpic->GetWidth()) ? dest->GetWidth() : bgpic->GetWidth();
int theHit = (dest->GetHeight() < bgpic->GetHeight()) ? dest->GetHeight() : bgpic->GetHeight();
for (int y = 0; y < theHit; y++) {
unsigned int *destination = ((unsigned int *)dest->GetScanLineForWriting(y));
unsigned int *source = ((unsigned int *)bgpic->GetScanLineForWriting(y));
for (int x = 0; x < theWid; x++) {
destination[x] |= (source[x] & 0xff000000);
}
}
}
// used by GUI renderer to draw images
// NOTE: use_alpha arg is for backward compatibility (legacy draw modes)
void draw_gui_sprite(Bitmap *ds, int pic, int x, int y, bool use_alpha, BlendMode blend_mode) {
draw_gui_sprite(ds, use_alpha, x, y, _GP(spriteset)[pic],
(_GP(game).SpriteInfos[pic].Flags & SPF_ALPHACHANNEL) != 0, blend_mode);
}
void draw_gui_sprite(Bitmap *ds, bool use_alpha, int x, int y, Bitmap *sprite, bool src_has_alpha,
BlendMode blend_mode, int alpha) {
if (alpha <= 0)
return;
const bool ds_has_alpha = (ds->GetColorDepth() == 32);
if (use_alpha && _GP(game).options[OPT_NEWGUIALPHA] == kGuiAlphaRender_Proper) {
GfxUtil::DrawSpriteBlend(ds, Point(x, y), sprite, blend_mode, ds_has_alpha, src_has_alpha, alpha);
}
// Backwards-compatible drawing
else if (use_alpha && ds_has_alpha && (_GP(game).options[OPT_NEWGUIALPHA] == kGuiAlphaRender_AdditiveAlpha) && (alpha == 0xFF)) {
if (src_has_alpha)
set_additive_alpha_blender();
else
set_opaque_alpha_blender();
ds->TransBlendBlt(sprite, x, y);
} else {
GfxUtil::DrawSpriteWithTransparency(ds, sprite, x, y, alpha);
}
}
void draw_gui_sprite_v330(Bitmap *ds, int pic, int x, int y, bool use_alpha, BlendMode blend_mode) {
draw_gui_sprite(ds, pic, x, y, use_alpha && (_G(loaded_game_file_version) >= kGameVersion_330), blend_mode);
}
// Avoid freeing and reallocating the memory if possible
Bitmap *recycle_bitmap(Bitmap *bimp, int coldep, int wid, int hit, bool make_transparent) {
if (bimp != nullptr) {
// same colour depth, width and height -> reuse
if ((bimp->GetColorDepth() == coldep) && (bimp->GetWidth() == wid)
&& (bimp->GetHeight() == hit)) {
bimp->ResetClip();
if (make_transparent) {
bimp->ClearTransparent();
}
return bimp;
}
delete bimp;
}
bimp = make_transparent ? BitmapHelper::CreateTransparentBitmap(wid, hit, coldep) :
BitmapHelper::CreateBitmap(wid, hit, coldep);
return bimp;
}
void recycle_bitmap(std::unique_ptr<Shared::Bitmap> &bimp, int coldep, int wid, int hit, bool make_transparent) {
bimp.reset(recycle_bitmap(bimp.release(), coldep, wid, hit, make_transparent));
}
// Get the local tint at the specified X & Y co-ordinates, based on
// room regions and SetAmbientTint
// tint_amnt will be set to 0 if there is no tint enabled
// if this is the case, then light_lev holds the light level (0=none)
void get_local_tint(int xpp, int ypp, bool use_region_tint,
int *tint_amnt, int *tint_r, int *tint_g,
int *tint_b, int *tint_lit,
int *light_lev) {
int tint_level = 0, light_level = 0;
int tint_amount = 0;
int tint_red = 0;
int tint_green = 0;
int tint_blue = 0;
int tint_light = 255;
if (use_region_tint) {
int onRegion = 0;
if ((_GP(play).ground_level_areas_disabled & GLED_EFFECTS) == 0) {
// check if the player is on a region, to find its
// light/tint level
onRegion = GetRegionIDAtRoom(xpp, ypp);
if (onRegion == 0) {
// when walking, he might just be off a walkable area
onRegion = GetRegionIDAtRoom(xpp - 3, ypp);
if (onRegion == 0)
onRegion = GetRegionIDAtRoom(xpp + 3, ypp);
if (onRegion == 0)
onRegion = GetRegionIDAtRoom(xpp, ypp - 3);
if (onRegion == 0)
onRegion = GetRegionIDAtRoom(xpp, ypp + 3);
}
}
if ((onRegion > 0) && (onRegion < MAX_ROOM_REGIONS)) {
light_level = _GP(thisroom).Regions[onRegion].Light;
tint_level = _GP(thisroom).Regions[onRegion].Tint;
} else if (onRegion <= 0) {
light_level = _GP(thisroom).Regions[0].Light;
tint_level = _GP(thisroom).Regions[0].Tint;
}
int tint_sat = (tint_level >> 24) & 0xFF;
if ((_GP(game).color_depth == 1) || ((tint_level & 0x00ffffff) == 0) ||
(tint_sat == 0))
tint_level = 0;
if (tint_level) {
tint_red = (unsigned char)(tint_level & 0x000ff);
tint_green = (unsigned char)((tint_level >> 8) & 0x000ff);
tint_blue = (unsigned char)((tint_level >> 16) & 0x000ff);
tint_amount = tint_sat;
tint_light = light_level;
}
if (_GP(play).rtint_enabled) {
if (_GP(play).rtint_level > 0) {
// override with room tint
tint_red = _GP(play).rtint_red;
tint_green = _GP(play).rtint_green;
tint_blue = _GP(play).rtint_blue;
tint_amount = _GP(play).rtint_level;
tint_light = _GP(play).rtint_light;
} else {
// override with room light level
tint_amount = 0;
light_level = _GP(play).rtint_light;
}
}
}
// copy to output parameters
*tint_amnt = tint_amount;
*tint_r = tint_red;
*tint_g = tint_green;
*tint_b = tint_blue;
*tint_lit = tint_light;
if (light_lev)
*light_lev = light_level;
}
// Applies the specified RGB Tint or Light Level to the ObjTexture 'actsp'.
// Used for software render mode only.
static void apply_tint_or_light(ObjTexture &actsp, int light_level,
int tint_amount, int tint_red, int tint_green,
int tint_blue, int tint_light, int coldept,
Bitmap *blitFrom) {
// In a 256-colour game, we cannot do tinting or lightning
// (but we can do darkening, if light_level < 0)
if (_GP(game).color_depth == 1) {
if ((light_level > 0) || (tint_amount != 0))
return;
}
// we can only do tint/light if the colour depths match
if (_GP(game).GetColorDepth() == actsp.Bmp->GetColorDepth()) {
std::unique_ptr<Bitmap> oldwas;
// if the caller supplied a source bitmap, ->Blit from it
// (used as a speed optimisation where possible)
if (blitFrom)
oldwas.reset(blitFrom);
// otherwise, make a new target bmp
else {
oldwas = std::move(actsp.Bmp);
actsp.Bmp.reset(BitmapHelper::CreateBitmap(oldwas->GetWidth(), oldwas->GetHeight(), coldept));
}
Bitmap *active_spr = actsp.Bmp.get();
if (tint_amount) {
// It is an RGB tint
tint_image(active_spr, oldwas.get(), tint_red, tint_green, tint_blue, tint_amount, tint_light);
} else {
// the RGB values passed to set_trans_blender decide whether it will darken
// or lighten sprites ( <128=darken, >128=lighten). The parameter passed
// to LitBlendBlt defines how much it will be darkened/lightened by.
int lit_amnt;
active_spr->FillTransparent();
// It's a light level, not a tint
if (_GP(game).color_depth == 1) {
// 256-col
lit_amnt = (250 - ((-light_level) * 5) / 2);
} else {
// hi-color
if (light_level < 0)
set_my_trans_blender(8, 8, 8, 0);
else
set_my_trans_blender(248, 248, 248, 0);
lit_amnt = abs(light_level) * 2;
}
active_spr->LitBlendBlt(oldwas.get(), 0, 0, lit_amnt);
}
if (oldwas.get() == blitFrom)
oldwas.release();
} else if (blitFrom) {
// sprite colour depth != game colour depth, so don't try and tint
// but we do need to do something, so copy the source
Bitmap *active_spr = actsp.Bmp.get();
active_spr->Blit(blitFrom, 0, 0, 0, 0, active_spr->GetWidth(), active_spr->GetHeight());
}
}
// Generates a transformed sprite, using src image and parameters;
// * if transformation is necessary - writes into dst and returns dst;
// * if no transformation is necessary - simply returns src;
// Used for software render mode only.
static Bitmap *transform_sprite(Bitmap *src, bool src_has_alpha, std::unique_ptr<Bitmap> &dst,
const Size dst_sz, GraphicFlip flip = Shared::kFlip_None) {
if ((src->GetSize() == dst_sz) && (flip == kFlip_None))
return src; // No transform: return source image
recycle_bitmap(dst, src->GetColorDepth(), dst_sz.Width, dst_sz.Height, true);
set_our_eip(339);
// If scaled: first scale then optionally mirror
if (src->GetSize() != dst_sz) {
// 8-bit support: ensure that anti-aliasing routines have a palette
// to use for mapping while faded out.
// TODO: find out if this may be moved out and not repeated?
if (_G(in_new_room) > 0)
select_palette(_G(palette));
if (flip != kFlip_None) {
Bitmap tempbmp;
tempbmp.CreateTransparent(dst_sz.Width, dst_sz.Height, src->GetColorDepth());
if ((IS_ANTIALIAS_SPRITES) && !src_has_alpha)
tempbmp.AAStretchBlt(src, RectWH(dst_sz), kBitmap_Transparency);
else
tempbmp.StretchBlt(src, RectWH(dst_sz), kBitmap_Transparency);
dst->FlipBlt(&tempbmp, 0, 0, kFlip_Horizontal);
} else {
if ((IS_ANTIALIAS_SPRITES) && !src_has_alpha)
dst->AAStretchBlt(src, RectWH(dst_sz), kBitmap_Transparency);
else
dst->StretchBlt(src, RectWH(dst_sz), kBitmap_Transparency);
}
if (_G(in_new_room) > 0)
unselect_palette();
} else {
// If not scaled, then simply blit mirrored
dst->FlipBlt(src, 0, 0, kFlip_Horizontal);
}
return dst.get(); // return transformed result
}
// Draws the specified 'sppic' sprite onto ObjTexture 'actsp' at the
// specified width and height, and flips the sprite if necessary.
// Returns 1 if something was drawn to actsps; returns 0 if no
// scaling or stretching was required, in which case nothing was done.
// Used for software render mode only.
static bool scale_and_flip_sprite(ObjTexture &actsp, int sppic, int width, int height, bool hmirror) {
Bitmap *src = _GP(spriteset)[sppic];
Bitmap *result = transform_sprite(src, (_GP(game).SpriteInfos[sppic].Flags & SPF_ALPHACHANNEL) != 0,
actsp.Bmp, Size(width, height), hmirror ? kFlip_Horizontal : kFlip_None);
return result != src;
}
// Create the actsps[objid] image with the object drawn correctly.
// Returns true if nothing at all has changed and actsps is still
// intact from last time; false otherwise.
// Hardware-accelerated renderers always return true, because they do not
// require altering the raw bitmap itself.
// Except if alwaysUseSoftware is set, in which case even HW renderers
// construct the image in software mode as well.
static bool construct_object_gfx(const ViewFrame *vf, int pic,
const Size &scale_size,
int tint_flags, // OBJF_* flags related to using tint and light fx
const ObjectCache &objsrc, // source item to acquire values from
ObjectCache &objsav, // cache item to use
ObjTexture &actsp, // object texture to draw upon
bool optimize_by_position, // allow to optimize walk-behind merging using object's pos
bool force_software) {
const bool use_hw_transform = !force_software && !_G(drawstate).SoftwareRender;
int tint_red, tint_green, tint_blue;
int tint_level, tint_light, light_level;
tint_red = tint_green = tint_blue = tint_level = tint_light = light_level = 0;
if (tint_flags & OBJF_HASTINT) {
// object specific tint, use it
tint_red = objsrc.tintr;
tint_green = objsrc.tintg;
tint_blue = objsrc.tintb;
tint_level = objsrc.tintamnt;
tint_light = objsrc.tintlight;
light_level = 0;
} else if (tint_flags & OBJF_HASLIGHT) {
light_level = objsrc.tintlight;
} else {
// get the ambient or region tint
get_local_tint(objsrc.x, objsrc.y, (tint_flags & OBJF_USEREGIONTINTS) != 0,
&tint_level, &tint_red, &tint_green, &tint_blue,
&tint_light, &light_level);
}
// check whether the image should be flipped
bool is_mirrored = false;
int specialpic = pic;
if (vf && (vf->pic == pic) && ((vf->flags & VFLG_FLIPSPRITE) != 0)) {
is_mirrored = true;
specialpic = -pic;
}
actsp.SpriteID = pic; // for texture sharing
// Hardware accelerated mode: always use original sprite and apply texture transform
if (use_hw_transform) {
// HW acceleration
const bool is_texture_intact = (objsav.sppic == specialpic) && !actsp.IsChangeNotified();
objsav.sppic = specialpic;
objsav.tintamnt = tint_level;
objsav.tintr = tint_red;
objsav.tintg = tint_green;
objsav.tintb = tint_blue;
objsav.tintlight = tint_light;
objsav.lightlev = light_level;
objsav.zoom = objsrc.zoom;
objsav.mirrored = is_mirrored;
return is_texture_intact;
}
//
// Software mode below
//
// They want to draw it in software mode with the hw driver, so force a redraw (???)
if (!_G(drawstate).SoftwareRender) {
objsav.sppic = INT32_MIN;
}
// If we have the image cached, use it
if ((objsav.image != nullptr) &&
(objsav.sppic == specialpic) &&
// not a dynamic sprite, or not sprite modified lately
(!actsp.IsChangeNotified()) &&
(objsav.tintamnt == tint_level) &&
(objsav.tintlight == tint_light) &&
(objsav.tintr == tint_red) &&
(objsav.tintg == tint_green) &&
(objsav.tintb == tint_blue) &&
(objsav.lightlev == light_level) &&
(objsav.zoom == objsrc.zoom) &&
(objsav.mirrored == is_mirrored)) {
// if the image is the same, we can use it cached
if ((_G(drawstate).WalkBehindMethod != DrawOverCharSprite) &&
(actsp.Bmp != nullptr))
return true;
// Check if the X & Y co-ords are the same, too -- if so, there
// is scope for further optimisations
if (optimize_by_position &&
(objsav.x == objsrc.x) &&
(objsav.y == objsrc.y) &&
(actsp.Bmp != nullptr) &&
(_G(walk_behind_baselines_changed) == 0))
return true;
recycle_bitmap(actsp.Bmp, objsav.image->GetColorDepth(), objsav.image->GetWidth(), objsav.image->GetHeight());
actsp.Bmp->Blit(objsav.image.get(), 0, 0);
return false; // image was modified
}
// Not cached, so draw the image
Bitmap *sprite = _GP(spriteset)[pic];
const int coldept = sprite->GetColorDepth();
const int src_sprwidth = sprite->GetWidth();
const int src_sprheight = sprite->GetHeight();
bool actsps_used = false;
// draw the base sprite, scaled and flipped as appropriate
actsps_used = scale_and_flip_sprite(actsp, pic, scale_size.Width, scale_size.Height, is_mirrored);
if (!actsps_used) {
// ensure actsps exists // CHECKME: why do we need this in hardware accel mode too?
recycle_bitmap(actsp.Bmp, coldept, src_sprwidth, src_sprheight);
}
// apply tints or lightenings where appropriate, else just copy
// the source bitmap
if ((tint_level > 0) || (light_level != 0)) {
// direct read from source bitmap, where possible
Bitmap *blit_from = nullptr;
if (!actsps_used)
blit_from = sprite;
apply_tint_or_light(actsp, light_level, tint_level, tint_red,
tint_green, tint_blue, tint_light, coldept,
blit_from);
} else if (!actsps_used) {
// no scaling, flipping or tinting was done, so just blit it normally
actsp.Bmp->Blit(sprite, 0, 0);
}
// Create the cached image and store it
objsav.in_use = true;
recycle_bitmap(objsav.image, actsp.Bmp->GetColorDepth(), actsp.Bmp->GetWidth(), actsp.Bmp->GetHeight());
objsav.image->Blit(actsp.Bmp.get(), 0, 0);
objsav.sppic = specialpic;
objsav.tintamnt = tint_level;
objsav.tintr = tint_red;
objsav.tintg = tint_green;
objsav.tintb = tint_blue;
objsav.tintlight = tint_light;
objsav.lightlev = light_level;
objsav.zoom = objsrc.zoom;
objsav.mirrored = is_mirrored;
objsav.x = objsrc.x;
objsav.y = objsrc.y;
return false; // image was modified
}
// Generate object's raw sprite bitmap, update the object's texture
// from the sprite, add the object's texture to the draw list.
// - atx and aty are coordinates of the top-left object's corner in the room;
// - usebasel is object's z-order, it may be modified within the function;
// TODO: possibly makes sense to split this function into parts later.
void prepare_and_add_object_gfx(const ObjectCache &objsav, ObjTexture &actsp, bool actsp_modified, const Size &scale_size,
int atx, int aty, int &usebasel, bool use_walkbehinds, int transparency, bool hw_accel) {
// Handle the walk-behinds, according to the walkBehindMethod.
// This potentially may edit actsp's raw bitmap if actsp_modified is set.
if (use_walkbehinds) {
// Only merge sprite with the walk-behinds in software mode
if ((_G(drawstate).WalkBehindMethod == DrawOverCharSprite) && (actsp_modified)) {
walkbehinds_cropout(actsp.Bmp.get(), atx, aty, usebasel);
}
} else {
// Ignore walk-behinds by shifting baseline to a larger value
// CHECKME: may this fail if WB somehow got larger than room baseline?
if (_G(drawstate).WalkBehindMethod == DrawAsSeparateSprite) {
usebasel += _GP(thisroom).Height;
}
}
// Sync object texture with the raw sprite bitmap.
if ((actsp.Ddb == nullptr) || (actsp_modified)) {
sync_object_texture(actsp, (_GP(game).SpriteInfos[actsp.SpriteID].Flags & SPF_ALPHACHANNEL) != 0);
}
// Now when we have a ready texture, assign texture properties
// (transform, effects, and so forth)
if (hw_accel) {
actsp.Ddb->SetStretch(scale_size.Width, scale_size.Height);
actsp.Ddb->SetFlippedLeftRight(objsav.mirrored);
actsp.Ddb->SetTint(objsav.tintr, objsav.tintg, objsav.tintb, (objsav.tintamnt * 256) / 100);
if (objsav.tintamnt > 0) {
if (objsav.tintlight == 0) // luminance of 0 -- pass 1 to enable
actsp.Ddb->SetLightLevel(1);
else if (objsav.tintlight < 250)
actsp.Ddb->SetLightLevel(objsav.tintlight);
else
actsp.Ddb->SetLightLevel(0);
} else if (objsav.lightlev != 0)
actsp.Ddb->SetLightLevel((objsav.lightlev * 25) / 10 + 256);
else
actsp.Ddb->SetLightLevel(0);
}
actsp.Ddb->SetAlpha(GfxDef::LegacyTrans255ToAlpha255(transparency));
}
// Generates RoomObject's raw bitmap and saves in actsps; updates object cache.
bool construct_object_gfx(int objid, bool force_software) {
const RoomObject &obj = _G(objs)[objid];
if (!_GP(spriteset).DoesSpriteExist(obj.num))
quitprintf("There was an error drawing object %d. Its current sprite, %d, is invalid.", objid, obj.num);
ObjectCache objsrc(obj.num, obj.tint_r, obj.tint_g, obj.tint_b,
obj.tint_level, obj.tint_light, 0 /* skip */, obj.zoom, false /* skip */,
obj.x, obj.y);
return construct_object_gfx(
(obj.view != UINT16_MAX) ? &_GP(views)[obj.view].loops[obj.loop].frames[obj.frame] : nullptr,
obj.num,
Size(obj.last_width, obj.last_height),
obj.flags & OBJF_TINTLIGHTMASK,
objsrc,
_G(objcache)[objid],
_GP(actsps)[objid],
true,
force_software);
}
void prepare_objects_for_drawing() {
set_our_eip(32);
const bool hw_accel = !_G(drawstate).SoftwareRender;
for (uint32_t objid = 0; objid < _G(croom)->numobj; ++objid) {
const RoomObject &obj = _G(objs)[objid];
if (obj.on != 1) // WARNING: 'on' may have other values than 0 and 1 !!
continue; // disabled
// offscreen, don't draw
if ((obj.x >= _GP(thisroom).Width) || (obj.y < 1))
continue; // offscreen
_G(eip_guinum) = objid;
const ObjectCache &objsav = _G(objcache)[objid];
ObjTexture &actsp = _GP(actsps)[objid];
// Calculate sprite top-left position in the room and baseline
const int atx = data_to_game_coord(obj.x);
const int aty = data_to_game_coord(obj.y) - obj.last_height;
int usebasel = obj.get_baseline();
// Generate raw bitmap in ObjTexture and store parameters in ObjectCache.
bool actsp_modified = !construct_object_gfx(objid, false);
// Prepare the object texture
prepare_and_add_object_gfx(objsav, actsp, actsp_modified,
Size(obj.last_width, obj.last_height), atx, aty, usebasel,
(obj.flags & OBJF_NOWALKBEHINDS) == 0, obj.transparent, hw_accel);
// Finally, add the texture to the draw list
add_to_sprite_list(actsp.Ddb, atx, aty, usebasel);
}
}
// Draws srcimg onto destimg, tinting to the specified level
// Totally overwrites the contents of the destination image
void tint_image(Bitmap *ds, Bitmap *srcimg, int red, int grn, int blu, int light_level, int luminance) {
if ((srcimg->GetColorDepth() != ds->GetColorDepth()) ||
(srcimg->GetColorDepth() <= 8)) {
debug_script_warn("Image tint failed - images must both be hi-color");
// the caller expects something to have been copied
ds->Blit(srcimg, 0, 0, 0, 0, srcimg->GetWidth(), srcimg->GetHeight());
return;
}
// Some games have incorrect data that result in a negative luminance.
// Do the same as the accelerated drivers that use 255 luminance for that case.
if (luminance < 0)
luminance = 255;
// For performance reasons, we have a separate blender for
// when light is being adjusted and when it is not.
// If luminance >= 250, then normal brightness, otherwise darken
if (luminance >= 250)
set_blender_mode(kTintBlenderMode, red, grn, blu, 0);
else
set_blender_mode(kTintLightBlenderMode, red, grn, blu, 0);
if (light_level >= 100) {
// fully colourised
ds->FillTransparent();
ds->LitBlendBlt(srcimg, 0, 0, luminance);
} else {
// light_level is between -100 and 100 normally; 0-100 in
// this case when it's a RGB tint
light_level = (light_level * 25) / 10;
// Copy the image to the new bitmap
ds->Blit(srcimg, 0, 0, 0, 0, srcimg->GetWidth(), srcimg->GetHeight());
// Render the colourised image to a temporary bitmap,
// then transparently draw it over the original image
Bitmap *finaltarget = BitmapHelper::CreateTransparentBitmap(srcimg->GetWidth(), srcimg->GetHeight(), srcimg->GetColorDepth());
finaltarget->LitBlendBlt(srcimg, 0, 0, luminance);
// customized trans blender to preserve alpha channel
set_my_trans_blender(0, 0, 0, light_level);
ds->TransBlendBlt(finaltarget, 0, 0);
delete finaltarget;
}
}
// Generates Character's raw bitmap and saves in actsps; updates character cache.
bool construct_char_gfx(int charid, bool force_software) {
// const bool use_hw_transform = !force_software && _G(gfxDriver)->HasAcceleratedTransform();
const CharacterInfo &chin = _GP(game).chars[charid];
const CharacterExtras &chex = _GP(charextra)[charid];
const ViewFrame *vf = &_GP(views)[chin.view].loops[chin.loop].frames[chin.frame];
const int pic = vf->pic;
if (!_GP(spriteset).DoesSpriteExist(pic))
quitprintf("There was an error drawing character %d. Its current frame's sprite, %d, is invalid.", charid, pic);
ObjectCache chsrc(pic, chex.tint_r, chex.tint_g, chex.tint_b,
chex.tint_level, chex.tint_light, 0 /* skip */, chex.zoom, false /* skip */,
chin.x, chin.y);
return construct_object_gfx(
vf,
pic,
Size(chex.width, chex.height),
CharFlagsToObjFlags(chin.flags) & OBJF_TINTLIGHTMASK,
chsrc,
_GP(charcache)[charid],
_GP(actsps)[charid + ACTSP_OBJSOFF],
false, // characters cannot optimize by pos, probably because of z coord and view offsets (?)
force_software);
}
void prepare_characters_for_drawing() {
set_our_eip(33);
const bool hw_accel = !_G(drawstate).SoftwareRender;
// draw characters
for (int charid = 0; charid < _GP(game).numcharacters; ++charid) {
const CharacterInfo &chin = _GP(game).chars[charid];
if (chin.on == 0)
continue; // disabled
if (chin.room != _G(displayed_room))
continue; // in another room
_G(eip_guinum) = charid;
const CharacterExtras &chex = _GP(charextra)[charid];
const ObjectCache &chsav = _GP(charcache)[charid];
ObjTexture &actsp = _GP(actsps)[charid + ACTSP_OBJSOFF];
// Calculate sprite top-left position in the room and baseline
const int atx = chin.actx + chin.pic_xoffs * chex.zoom_offs / 100;
const int aty = chin.acty + chin.pic_yoffs * chex.zoom_offs / 100;
int usebasel = chin.get_baseline();
// Generate raw bitmap in ObjTexture and store parameters in ObjectCache.
bool actsp_modified = !construct_char_gfx(charid, false);
// Prepare the object texture
prepare_and_add_object_gfx(chsav, actsp, actsp_modified,
Size(chex.width, chex.height), atx, aty, usebasel,
(chin.flags & CHF_NOWALKBEHINDS) == 0, chin.transparency, hw_accel);
// Finally, add the texture to the draw list
add_to_sprite_list(actsp.Ddb, atx, aty, usebasel);
}
}
Bitmap *get_cached_character_image(int charid) {
return _GP(actsps)[charid + ACTSP_OBJSOFF].Bmp.get();
}
Bitmap *get_cached_object_image(int objid) {
return _GP(actsps)[objid].Bmp.get();
}
void add_walkbehind_image(size_t index, Shared::Bitmap *bmp, int x, int y) {
if (_GP(walkbehindobj).size() <= index)
_GP(walkbehindobj).resize(index + 1);
_GP(walkbehindobj)[index].Bmp.reset(); // don't store bitmap if added this way
_GP(walkbehindobj)[index].Ddb = recycle_ddb_bitmap(_GP(walkbehindobj)[index].Ddb, bmp);
_GP(walkbehindobj)[index].Pos = Point(x, y);
}
// Add active room overlays to the sprite list
static void add_roomovers_for_drawing() {
const auto &overs = get_overlays();
for (const auto &over : overs) {
if (over.type < 0) continue; // empty slot
if (!over.IsRoomLayer()) continue; // not a room layer
if (over.transparency == 255) continue; // skip fully transparent
Point pos = get_overlay_position(over);
add_to_sprite_list(_GP(overtxs)[over.type].Ddb, pos.X, pos.Y, over.zorder, over.creation_id);
}
}
// Compiles a list of room sprites (characters, objects, background)
void prepare_room_sprites() {
// Background sprite is required for the non-software renderers always,
// and for software renderer in case there are overlapping viewports.
// Note that software DDB is just a tiny wrapper around bitmap, so overhead is negligible.
if (_G(current_background_is_dirty) || !_G(roomBackgroundBmp)) {
_G(roomBackgroundBmp) =
recycle_ddb_bitmap(_G(roomBackgroundBmp), _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic.get(), false, true);
}
if (_G(drawstate).FullFrameRedraw) {
if (_G(current_background_is_dirty) || _G(walkBehindsCachedForBgNum) != _GP(play).bg_frame) {
if (_G(drawstate).WalkBehindMethod == DrawAsSeparateSprite) {
walkbehinds_generate_sprites();
}
}
add_thing_to_draw(_G(roomBackgroundBmp), 0, 0);
}
_G(current_background_is_dirty) = false; // Note this is only place where this flag is checked
clear_sprite_list();
if ((_G(debug_flags) & DBG_NOOBJECTS) == 0) {
prepare_objects_for_drawing();
prepare_characters_for_drawing();
add_roomovers_for_drawing();
if ((_G(debug_flags) & DBG_NODRAWSPRITES) == 0) {
set_our_eip(34);
if (_G(drawstate).WalkBehindMethod == DrawAsSeparateSprite) {
for (size_t wb = 1 /* 0 is "no area" */;
(wb < MAX_WALK_BEHINDS) && (wb < (size_t)_GP(walkbehindobj).size()); ++wb) {
const auto &wbobj = _GP(walkbehindobj)[wb];
if (wbobj.Ddb) {
// when baselines are equal, walk-behinds must be sorted back, so tag as INT32_MIN
add_to_sprite_list(wbobj.Ddb, wbobj.Pos.X, wbobj.Pos.Y, _G(croom)->walkbehind_base[wb], INT32_MIN);
}
}
}
if (pl_any_want_hook(AGSE_PRESCREENDRAW))
add_render_stage(AGSE_PRESCREENDRAW);
draw_sprite_list();
}
}
set_our_eip(36);
// Debug room overlay
update_room_debug();
if ((_G(debugRoomMask) != kRoomAreaNone) && _GP(debugRoomMaskObj).Ddb)
add_thing_to_draw(_GP(debugRoomMaskObj).Ddb, 0, 0);
if ((_G(debugMoveListChar) >= 0) && _GP(debugMoveListObj).Ddb)
add_thing_to_draw(_GP(debugMoveListObj).Ddb, 0, 0);
if (pl_any_want_hook(AGSE_POSTROOMDRAW))
add_render_stage(AGSE_POSTROOMDRAW);
}
// Draws the black surface behind (or rather between) the room viewports
void draw_preroom_background() {
if (_G(drawstate).FullFrameRedraw)
return;
update_black_invreg_and_reset(_G(gfxDriver)->GetMemoryBackBuffer());
}
// Draws the room background on the given surface.
//
// NOTE that this is **strictly** for software rendering.
// ds is a full game screen surface, and roomcam_surface is a surface for drawing room camera content to.
// ds and roomcam_surface may be the same bitmap.
// no_transform flag tells to copy dirty regions on roomcam_surface without any coordinate conversion
// whatsoever.
PBitmap draw_room_background(Viewport *view) {
set_our_eip(31);
// For the sake of software renderer, if there is any kind of camera transform required
// except screen offset, we tell it to draw on separate bitmap first with zero transformation.
// There are few reasons for this, primary is that Allegro does not support StretchBlt
// between different colour depths (i.e. it won't correctly stretch blit 16-bit rooms to
// 32-bit virtual screen).
// Also see comment to ALSoftwareGraphicsDriver::RenderToBackBuffer().
const int view_index = view->GetID();
Bitmap *ds = _G(gfxDriver)->GetMemoryBackBuffer();
// If separate bitmap was prepared for this view/camera pair then use it, draw untransformed
// and blit transformed whole surface later.
const bool draw_to_camsurf = _GP(CameraDrawData)[view_index].Frame != nullptr;
Bitmap *roomcam_surface = draw_to_camsurf ? _GP(CameraDrawData)[view_index].Frame.get() : ds;
{
// For software renderer: copy dirty rects onto the virtual screen.
// TODO: that would be SUPER NICE to reorganize the code and move this operation into SoftwareGraphicDriver somehow.
// Because basically we duplicate sprite batch transform here.
auto camera = view->GetCamera();
set_invalidrects_cameraoffs(view_index, camera->GetRect().Left, camera->GetRect().Top);
// TODO: (by CJ)
// the following line takes up to 50% of the game CPU time at
// high resolutions and colour depths - if we can optimise it
// somehow, significant performance gains to be had
update_room_invreg_and_reset(view_index, roomcam_surface, _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic.get(), draw_to_camsurf);
}
return _GP(CameraDrawData)[view_index].Frame;
}
void dispose_engine_overlay() {
_G(gl_DrawFPS).bmp.reset();
if (_G(gl_DrawFPS).ddb)
_G(gfxDriver)->DestroyDDB(_G(gl_DrawFPS).ddb);
_G(gl_DrawFPS).ddb = nullptr;
_G(gl_DrawFPS).font = -1;
}
void draw_fps(const Rect &viewport) {
const int font = FONT_NORMAL;
auto &fpsDisplay = _G(gl_DrawFPS).bmp;
if (fpsDisplay == nullptr || _G(gl_DrawFPS).font != font) {
recycle_bitmap(fpsDisplay, _GP(game).GetColorDepth(), viewport.GetWidth(), (get_font_surface_height(font) + get_fixed_pixel_size(5)));
_G(gl_DrawFPS).font = font;
}
fpsDisplay->ClearTransparent();
const color_t text_color = fpsDisplay->GetCompatibleColor(14);
char base_buffer[20];
if (!isTimerFpsMaxed()) {
snprintf(base_buffer, sizeof(base_buffer), "%d", _G(frames_per_second));
} else {
snprintf(base_buffer, sizeof(base_buffer), "unlimited");
}
char fps_buffer[60];
// Don't display fps if we don't have enough information (because loop count was just reset)
float fps = get_real_fps();
if (!isnan(fps)) {
snprintf(fps_buffer, sizeof(fps_buffer), "FPS: %2.1f / %s", fps, base_buffer);
} else {
snprintf(fps_buffer, sizeof(fps_buffer), "FPS: --.- / %s", base_buffer);
}
char loop_buffer[60];
snprintf(loop_buffer, sizeof(loop_buffer), "Loop %u", _G(loopcounter));
int text_off = get_font_surface_extent(font).first; // TODO: a generic function that accounts for this?
wouttext_outline(fpsDisplay.get(), 1, 1 - text_off, font, text_color, fps_buffer);
wouttext_outline(fpsDisplay.get(), viewport.GetWidth() / 2, 1 - text_off, font, text_color, loop_buffer);
_G(gl_DrawFPS).ddb = recycle_ddb_bitmap(_G(gl_DrawFPS).ddb, _G(gl_DrawFPS).bmp.get());
int yp = viewport.GetHeight() - fpsDisplay->GetHeight();
_G(gfxDriver)->DrawSprite(1, yp, _G(gl_DrawFPS).ddb);
invalidate_sprite_glob(1, yp, _G(gl_DrawFPS).ddb);
}
// Draw GUI controls as separate sprites
void draw_gui_controls(GUIMain &gui) {
if (_G(all_buttons_disabled >= 0) && (GUI::Options.DisabledStyle == kGuiDis_Blackout))
return; // don't draw GUI controls
int draw_index = _GP(guiobjddbref)[gui.ID];
for (int i = 0; i < gui.GetControlCount(); ++i, ++draw_index) {
GUIObject *obj = gui.GetControl(i);
if (!obj->IsVisible() ||
(obj->GetSize().IsNull()) ||
(!obj->IsEnabled() && (GUI::Options.DisabledStyle == kGuiDis_Blackout)))
continue;
if (!obj->HasChanged())
continue;
auto &objbg = _GP(guiobjbg)[draw_index];
Rect obj_surf = obj->CalcGraphicRect(GUI::Options.ClipControls);
recycle_bitmap(objbg.Bmp, _GP(game).GetColorDepth(), obj_surf.GetWidth(), obj_surf.GetHeight(), true);
obj->Draw(objbg.Bmp.get(), -obj_surf.Left, -obj_surf.Top);
sync_object_texture(objbg, obj->HasAlphaChannel());
objbg.Off = Point(obj_surf.GetLT());
obj->ClearChanged();
}
}
// Draw GUI and overlays of all kinds, anything outside the room space
void draw_gui_and_overlays() {
// Draw gui controls on separate textures if:
// - it is a 3D renderer (software one may require adjustments -- needs testing)
// - not legacy alpha blending (may we implement specific texture blend?)
const bool draw_controls_as_textures =
_G(gfxDriver)->HasAcceleratedTransform()
&& (_GP(game).options[OPT_NEWGUIALPHA] == kGuiAlphaRender_Proper);
if (pl_any_want_hook(AGSE_PREGUIDRAW))
_G(gfxDriver)->DrawSprite(AGSE_PREGUIDRAW, 0, nullptr); // render stage
clear_sprite_list();
// Add active overlays to the sprite list
const auto &overs = get_overlays();
for (const auto &over : overs) {
if (over.type < 0) continue; // empty slot
if (over.IsRoomLayer()) continue; // not a ui layer
if (over.transparency == 255) continue; // skip fully transparent
Point pos = get_overlay_position(over);
add_to_sprite_list(_GP(overtxs)[over.type].Ddb, pos.X, pos.Y, over.zorder, over.creation_id);
}
// Add GUIs
set_our_eip(35);
if (((_G(debug_flags) & DBG_NOIFACE) == 0) && (_G(displayed_room) >= 0)) {
if (_G(playerchar)->activeinv >= MAX_INV) {
quit("!The player.activeinv variable has been corrupted, probably as a result\n"
"of an incorrect assignment in the game script.");
}
if (_G(playerchar)->activeinv < 1) _G(gui_inv_pic) = -1;
else _G(gui_inv_pic) = _GP(game).invinfo[_G(playerchar)->activeinv].pic;
set_our_eip(37);
// Prepare and update GUI textures
{
for (int index = 0; index < _GP(game).numgui; ++index) {
auto &gui = _GP(guis)[index];
if (!gui.IsDisplayed()) continue; // not on screen
if (!gui.HasChanged() && !gui.HasControlsChanged()) continue; // no changes: no need to update image
if (gui.Transparency == 255) continue; // 100% transparent
_G(eip_guinum) = index;
set_our_eip(372);
const bool draw_with_controls = !draw_controls_as_textures;
if (gui.HasChanged() || (draw_with_controls && gui.HasControlsChanged())) {
auto &gbg = _GP(guibg)[index];
recycle_bitmap(gbg.Bmp, _GP(game).GetColorDepth(), gui.Width, gui.Height, true);
if (draw_with_controls)
gui.DrawWithControls(gbg.Bmp.get());
else
gui.DrawSelf(gbg.Bmp.get());
const bool is_alpha = gui.HasAlphaChannel();
if (is_alpha)
{
if ((_GP(game).options[OPT_NEWGUIALPHA] == kGuiAlphaRender_Legacy) && (gui.BgImage > 0))
{
// old-style (pre-3.0.2) GUI alpha rendering
repair_alpha_channel(gbg.Bmp.get(), _GP(spriteset)[gui.BgImage]);
}
}
sync_object_texture(gbg, is_alpha);
}
set_our_eip(373);
if (!draw_with_controls && gui.HasControlsChanged()) {
draw_gui_controls(gui);
}
set_our_eip(374);
gui.ClearChanged();
}
}
set_our_eip(38);
// Draw the GUIs
for (int index = 0; index < _GP(game).numgui; ++index) {
const auto &gui = _GP(guis)[index];
if (!gui.IsDisplayed()) continue; // not on screen
if (gui.Transparency == 255) continue; // 100% transparent
// Don't draw GUI if "GUIs Turn Off When Disabled"
if ((_GP(game).options[OPT_DISABLEOFF] == kGuiDis_Off) &&
(_G(all_buttons_disabled) >= 0) &&
(gui.PopupStyle != kGUIPopupNoAutoRemove))
continue;
auto *gui_ddb = _GP(guibg)[index].Ddb;
assert(gui_ddb); // Test for missing texture, might happen if not marked for update
if (!gui_ddb) continue;
gui_ddb->SetAlpha(GfxDef::LegacyTrans255ToAlpha255(gui.Transparency));
add_to_sprite_list(gui_ddb, gui.X, gui.Y, gui.ZOrder, index);
}
}
// If not adding gui controls as textures, simply move the resulting sprlist to render
if (!draw_controls_as_textures ||
(_G(all_buttons_disabled >= 0) && (GUI::Options.DisabledStyle == kGuiDis_Blackout))) {
draw_sprite_list();
put_sprite_list_on_screen(false);
return;
}
// If adding control textures, sort the ui list, and then pass into renderer,
// adding controls and creating sub-batches as necessary
std::sort(_GP(sprlist).begin(), _GP(sprlist).end(), spritelistentry_less);
for (const auto &s : _GP(sprlist)) {
invalidate_sprite(s.x, s.y, s.ddb, false);
_G(gfxDriver)->DrawSprite(s.x, s.y, s.ddb);
if (s.id < 0) continue; // not a group parent (gui)
// Create a sub-batch
_G(gfxDriver)->BeginSpriteBatch(RectWH(s.x, s.y, s.ddb->GetWidth(), s.ddb->GetHeight()),
SpriteTransform(s.x, s.y, 1.f, 1.f, 0.f, s.ddb->GetAlpha()));
const int draw_index = _GP(guiobjddbref)[s.id];
for (const auto &obj_id : _GP(guis)[s.id].GetControlsDrawOrder()) {
GUIObject *obj = _GP(guis)[s.id].GetControl(obj_id);
if (!obj->IsVisible() ||
(obj->GetSize().IsNull()) ||
(!obj->IsEnabled() && (GUI::Options.DisabledStyle == kGuiDis_Blackout)))
continue;
const auto &obj_tx = _GP(guiobjbg)[draw_index + obj_id];
auto *obj_ddb = obj_tx.Ddb;
assert(obj_ddb); // Test for missing texture, might happen if not marked for update
if (!obj_ddb) continue;
obj_ddb->SetAlpha(GfxDef::LegacyTrans255ToAlpha255(obj->GetTransparency()));
_G(gfxDriver)->DrawSprite(obj->X + obj_tx.Off.X, obj->Y + obj_tx.Off.Y, obj_ddb);
}
_G(gfxDriver)->EndSpriteBatch();
}
set_our_eip(1099);
}
// Push the gathered list of sprites into the active graphic renderer
void put_sprite_list_on_screen(bool in_room) {
for (const auto &t : _GP(thingsToDrawList)) {
assert(t.ddb || (t.renderStage >= 0));
if (t.ddb) {
if (t.ddb->GetAlpha() == 0)
continue; // skip completely invisible things
// mark the image's region as dirty
invalidate_sprite(t.x, t.y, t.ddb, in_room);
// push to the graphics driver
_G(gfxDriver)->DrawSprite(t.x, t.y, t.ddb);
} else if (t.renderStage >= 0) {
// meta entry to run the plugin hook
_G(gfxDriver)->DrawSprite(t.renderStage, 0, nullptr);
}
}
set_our_eip(1100);
}
bool GfxDriverSpriteEvtCallback(int evt, int data) {
if (_G(displayed_room) < 0) {
// if no room loaded, various stuff won't be initialized yet
return false;
}
return (pl_run_plugin_hooks(evt, data) != 0);
}
void GfxDriverOnInitCallback(void *data) {
pl_run_plugin_init_gfx_hooks(_G(gfxDriver)->GetDriverID(), data);
}
// Schedule room rendering: background, objects, characters
static void construct_room_view() {
draw_preroom_background();
prepare_room_sprites();
// reset the zorders Changed flag now that we've drawn stuff
_G(walk_behind_baselines_changed) = 0;
for (const auto &viewport : _GP(play).GetRoomViewportsZOrdered()) {
if (!viewport->IsVisible())
continue;
auto camera = viewport->GetCamera();
if (!camera)
continue;
const Rect &view_rc = viewport->GetRect();
const Rect &cam_rc = camera->GetRect();
const float view_sx = (float)view_rc.GetWidth() / (float)cam_rc.GetWidth();
const float view_sy = (float)view_rc.GetHeight() / (float)cam_rc.GetHeight();
const SpriteTransform view_trans(view_rc.Left, view_rc.Top, view_sx, view_sy);
const SpriteTransform cam_trans(-cam_rc.Left, -cam_rc.Top);
if (_G(drawstate).FullFrameRedraw) {
// For hw renderer we draw everything as a sprite stack;
// viewport-camera pair is done as 2 nested scene nodes,
// where first defines how camera's image translates into the viewport on screen,
// and second - how room's image translates into the camera.
_G(gfxDriver)->BeginSpriteBatch(view_rc, view_trans);
_G(gfxDriver)->BeginSpriteBatch(Rect(), cam_trans);
_G(gfxDriver)->SetStageScreen(cam_rc.GetSize(), cam_rc.Left, cam_rc.Top);
put_sprite_list_on_screen(true);
_G(gfxDriver)->EndSpriteBatch();
_G(gfxDriver)->EndSpriteBatch();
} else {
// For software renderer - combine viewport and camera in one batch,
// due to how the room drawing is implemented currently in the software mode.
// TODO: review this later?
_G(gfxDriver)->BeginSpriteBatch(view_rc, view_trans);
if (_GP(CameraDrawData)[viewport->GetID()].Frame == nullptr && _GP(CameraDrawData)[viewport->GetID()].IsOverlap) {
// room background is prepended to the sprite stack
// TODO: here's why we have blit whole piece of background now:
// if we draw directly to the virtual screen overlapping another
// viewport, then we'd have to also mark and repaint every our
// region located directly over their dirty regions. That would
// require to update regions up the stack, converting their
// coordinates (cam1 -> screen -> cam2).
// It's not clear whether this is worth the effort, but if it is,
// then we'd need to optimise view/cam data first.
_G(gfxDriver)->BeginSpriteBatch(Rect(), cam_trans);
_G(gfxDriver)->DrawSprite(0, 0, _G(roomBackgroundBmp));
} else {
// room background is drawn by dirty rects system
PBitmap bg_surface = draw_room_background(viewport.get());
_G(gfxDriver)->BeginSpriteBatch(Rect(), cam_trans, kFlip_None, bg_surface);
}
put_sprite_list_on_screen(true);
_G(gfxDriver)->EndSpriteBatch();
_G(gfxDriver)->EndSpriteBatch();
}
}
clear_draw_list();
}
// Schedule ui rendering
static void construct_ui_view() {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetUIViewport());
draw_gui_and_overlays();
_G(gfxDriver)->EndSpriteBatch();
clear_draw_list();
}
// Prepares overlay textures;
// but does not put them on screen yet - that's done in respective construct_*_view functions
static void construct_overlays() {
const bool is_software_mode = _G(drawstate).SoftwareRender;
const bool crop_walkbehinds = (_G(drawstate).WalkBehindMethod == DrawOverCharSprite);
auto &overs = get_overlays();
if ( _GP(overtxs).size() < overs.size()) {
_GP(overtxs).resize(overs.size());
if (is_software_mode)
_GP(overcache).resize(overs.size(), Point(INT32_MIN, INT32_MIN));
}
for (size_t i = 0; i < overs.size(); ++i) {
auto &over = overs[i];
if (over.type < 0) continue; // empty slot
if (over.transparency == 255) continue; // skip fully transparent
auto &overtx = _GP(overtxs)[i];
bool has_changed = over.HasChanged();
// If walk behinds are drawn over the cached object sprite, then check if positions were updated
if (crop_walkbehinds && over.IsRoomLayer()) {
Point pos = get_overlay_position(over);
has_changed |= (pos.X != _GP(overcache)[i].X || pos.Y != _GP(overcache)[i].Y);
_GP(overcache)[i].X = pos.X; _GP(overcache)[i].Y = pos.Y;
}
if (has_changed || overtx.IsChangeNotified()) {
overtx.SpriteID = over.GetSpriteNum();
// For software mode - prepare transformed bitmap if necessary;
// for hardware-accelerated - use the sprite ID if possible, to avoid redundant sprite load
// TODO: find a way to unify this code with the character & object ObjTexture preparation;
// they use practically same approach, except of different fields cache.
Bitmap *use_bmp = nullptr;
if (is_software_mode) {
use_bmp = transform_sprite(over.GetImage(), over.HasAlphaChannel(), overtx.Bmp, Size(over.scaleWidth, over.scaleHeight));
if (crop_walkbehinds && over.IsRoomLayer()) {
if (use_bmp != overtx.Bmp.get()) {
recycle_bitmap(overtx.Bmp, use_bmp->GetColorDepth(), use_bmp->GetWidth(), use_bmp->GetHeight(), true);
overtx.Bmp->Blit(use_bmp);
}
Point pos = get_overlay_position(over);
walkbehinds_cropout(overtx.Bmp.get(), pos.X, pos.Y, over.zorder);
use_bmp = overtx.Bmp.get();
}
}
sync_object_texture(overtx, over.HasAlphaChannel());
over.ClearChanged();
}
assert(overtx.Ddb); // Test for missing texture, might happen if not marked for update
if (!overtx.Ddb) continue;
overtx.Ddb->SetStretch(over.scaleWidth, over.scaleHeight);
overtx.Ddb->SetAlpha(GfxDef::LegacyTrans255ToAlpha255(over.transparency));
}
}
void construct_game_scene(bool full_redraw) {
_G(gfxDriver)->ClearDrawLists();
if (_GP(play).fast_forward)
return;
set_our_eip(3);
// React to changes to viewports and cameras (possibly from script) just before the render
_GP(play).UpdateViewports();
_G(gfxDriver)->UseSmoothScaling(IS_ANTIALIAS_SPRITES);
_G(gfxDriver)->RenderSpritesAtScreenResolution(_GP(usetup).RenderAtScreenRes);
pl_run_plugin_hooks(AGSE_PRERENDER, 0);
// Possible reasons to invalidate whole screen for the software renderer
if (full_redraw || _GP(play).screen_tint > 0 || _GP(play).shakesc_length > 0)
invalidate_screen();
// Overlays may be both in rooms and ui layer, prepare their textures beforehand
construct_overlays();
// TODO: move to game update! don't call update during rendering pass!
// IMPORTANT: keep the order same because sometimes script may depend on it
if (_G(displayed_room) >= 0)
_GP(play).UpdateRoomCameras();
// Begin with the parent scene node, defining global offset and flip
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(),
_GP(play).GetGlobalTransform(_G(drawstate).FullFrameRedraw),
(GraphicFlip)_GP(play).screen_flipped);
// Stage: room viewports
if (_GP(play).screen_is_faded_out == 0 && _GP(play).complete_overlay_on == 0) {
if (_G(displayed_room) >= 0) {
construct_room_view();
} else if (!_G(drawstate).FullFrameRedraw) {
// black it out so we don't get cursor trails
// TODO: this is possible to do with dirty rects system now too (it can paint black rects outside of room viewport)
_G(gfxDriver)->GetMemoryBackBuffer()->Fill(0);
}
}
set_our_eip(4);
// Stage: UI overlay
if (_GP(play).screen_is_faded_out == 0) {
construct_ui_view();
}
// End the parent scene node
_G(gfxDriver)->EndSpriteBatch();
}
void construct_game_screen_overlay(bool draw_mouse) {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(),
_GP(play).GetGlobalTransform(_G(drawstate).FullFrameRedraw),
(GraphicFlip)_GP(play).screen_flipped);
if (pl_any_want_hook(AGSE_POSTSCREENDRAW)) {
_G(gfxDriver)->DrawSprite(AGSE_POSTSCREENDRAW, 0, nullptr);
}
// Mouse cursor
if (_GP(play).screen_is_faded_out == 0) {
if (draw_mouse && !_GP(play).mouse_cursor_hidden) {
// Exclusive sub-batch for mouse cursor, to let filter it out (CHECKME later?)
_G(gfxDriver)->BeginSpriteBatch(Rect(), SpriteTransform(), kFlip_None, nullptr, RENDER_BATCH_MOUSE_CURSOR);
_G(gfxDriver)->DrawSprite(_G(mousex) - _G(hotx), _G(mousey) - _G(hoty), _G(mouseCursor));
invalidate_sprite(_G(mousex) - _G(hotx), _G(mousey) - _G(hoty), _G(mouseCursor), false);
_G(gfxDriver)->EndSpriteBatch();
}
}
// Full screen tint fx, covers everything except for fade fx(?) and engine overlay
if ((_GP(play).screen_tint >= 1) && (_GP(play).screen_is_faded_out == 0))
_G(gfxDriver)->SetScreenTint(_GP(play).screen_tint & 0xff, (_GP(play).screen_tint >> 8) & 0xff, (_GP(play).screen_tint >> 16) & 0xff);
_G(gfxDriver)->EndSpriteBatch();
// For hardware-accelerated renderers: legacy letterbox and global screen fade effect
if (_G(drawstate).FullFrameRedraw) {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(), SpriteTransform());
// Stage: legacy letterbox mode borders
if (_GP(play).screen_is_faded_out == 0)
render_black_borders();
// Stage: full screen fade fx
if (_GP(play).screen_is_faded_out != 0)
_G(gfxDriver)->SetScreenFade(_GP(play).fade_to_red, _GP(play).fade_to_green, _GP(play).fade_to_blue);
_G(gfxDriver)->EndSpriteBatch();
}
}
void construct_engine_overlay() {
const Rect &viewport = RectWH(_GP(game).GetGameRes());
_G(gfxDriver)->BeginSpriteBatch(viewport, SpriteTransform(), kFlip_None, nullptr, RENDER_BATCH_ENGINE_OVERLAY);
if (_G(display_fps) != kFPS_Hide)
draw_fps(viewport);
_G(gfxDriver)->EndSpriteBatch();
}
static void update_shakescreen() {
// TODO: unify blocking and non-blocking shake update
_GP(play).shake_screen_yoff = 0;
if (_GP(play).shakesc_length > 0) {
if ((_G(loopcounter) % _GP(play).shakesc_delay) < (_GP(play).shakesc_delay / 2))
_GP(play).shake_screen_yoff = _GP(play).shakesc_amount;
}
}
void debug_draw_room_mask(RoomAreaMask mask) {
_G(debugRoomMask) = mask;
if (mask == kRoomAreaNone)
return;
Bitmap *bmp;
switch (mask) {
case kRoomAreaHotspot: bmp = _GP(thisroom).HotspotMask.get(); break;
case kRoomAreaWalkBehind: bmp = _GP(thisroom).WalkBehindMask.get(); break;
case kRoomAreaWalkable: bmp = prepare_walkable_areas(-1); break;
case kRoomAreaRegion: bmp = _GP(thisroom).RegionMask.get(); break;
default: return;
}
// Software mode scaling
// note we don't use transparency in software mode - may be slow in hi-res games
if (_G(drawstate).SoftwareRender &&
(mask != kRoomAreaWalkBehind) &&
(bmp->GetSize() != Size(_GP(thisroom).Width, _GP(thisroom).Height))) {
recycle_bitmap(_GP(debugRoomMaskObj).Bmp,
bmp->GetColorDepth(), _GP(thisroom).Width, _GP(thisroom).Height);
_GP(debugRoomMaskObj).Bmp->StretchBlt(bmp, RectWH(0, 0, _GP(thisroom).Width, _GP(thisroom).Height));
bmp = _GP(debugRoomMaskObj).Bmp.get();
}
_GP(debugRoomMaskObj).Ddb = recycle_ddb_bitmap(_GP(debugRoomMaskObj).Ddb, bmp, false, true);
_GP(debugRoomMaskObj).Ddb->SetAlpha(150);
_GP(debugRoomMaskObj).Ddb->SetStretch(_GP(thisroom).Width, _GP(thisroom).Height);
}
void debug_draw_movelist(int charnum) {
_G(debugMoveListChar) = charnum;
}
void update_room_debug() {
if (_G(debugRoomMask) == kRoomAreaWalkable) {
Bitmap *bmp = prepare_walkable_areas(-1);
// Software mode scaling
if (_G(drawstate).SoftwareRender && (_GP(thisroom).MaskResolution > 1)) {
recycle_bitmap(_GP(debugRoomMaskObj).Bmp,
bmp->GetColorDepth(), _GP(thisroom).Width, _GP(thisroom).Height);
_GP(debugRoomMaskObj).Bmp->StretchBlt(bmp, RectWH(0, 0, _GP(thisroom).Width, _GP(thisroom).Height));
bmp = _GP(debugRoomMaskObj).Bmp.get();
}
_GP(debugRoomMaskObj).Ddb = recycle_ddb_bitmap(_GP(debugRoomMaskObj).Ddb, bmp, false, true);
_GP(debugRoomMaskObj).Ddb->SetAlpha(150);
_GP(debugRoomMaskObj).Ddb->SetStretch(_GP(thisroom).Width, _GP(thisroom).Height);
}
if (_G(debugMoveListChar) >= 0) {
const int mult = _G(drawstate).SoftwareRender ? 1 : _GP(thisroom).MaskResolution;
if (_G(drawstate).SoftwareRender)
recycle_bitmap(_GP(debugMoveListObj).Bmp, _GP(game).GetColorDepth(),
_GP(thisroom).Width, _GP(thisroom).Height, true);
else
recycle_bitmap(_GP(debugMoveListObj).Bmp, _GP(game).GetColorDepth(),
_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight(), true);
if (_GP(game).chars[_G(debugMoveListChar)].walking > 0) {
int mlsnum = _GP(game).chars[_G(debugMoveListChar)].walking;
if (_GP(game).chars[_G(debugMoveListChar)].walking >= TURNING_AROUND)
mlsnum %= TURNING_AROUND;
const MoveList &cmls = _GP(mls)[mlsnum];
for (int i = 0; i < cmls.numstage - 1; i++) {
short srcx = cmls.pos[i].X;
short srcy = cmls.pos[i].Y;
short targetx = cmls.pos[i + 1].X;
short targety = cmls.pos[i + 1].Y;
_GP(debugMoveListObj).Bmp->DrawLine(Line(srcx / mult, srcy / mult, targetx / mult, targety / mult),
MakeColor(i + 1));
}
}
sync_object_texture(_GP(debugMoveListObj));
_GP(debugMoveListObj).Ddb->SetAlpha(150);
_GP(debugMoveListObj).Ddb->SetStretch(_GP(thisroom).Width, _GP(thisroom).Height);
}
}
// Draw everything
void render_graphics(IDriverDependantBitmap *extraBitmap, int extraX, int extraY) {
// Don't render if skipping cutscene
if (_GP(play).fast_forward)
return;
// Don't render if we've just entered new room and are before fade-in
// TODO: find out why this is not skipped for 8-bit games
if ((_G(in_new_room) > 0) && (_GP(game).color_depth > 1))
return;
// TODO: find out if it's okay to move shake to update function
update_shakescreen();
construct_game_scene(false);
set_our_eip(5);
// TODO: extraBitmap is a hack, used to place an additional gui element
// on top of the screen. Normally this should be a part of the game UI stage.
if (extraBitmap != nullptr) {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(), _GP(play).GetGlobalTransform(_G(drawstate).FullFrameRedraw),
(GraphicFlip)_GP(play).screen_flipped);
invalidate_sprite(extraX, extraY, extraBitmap, false);
_G(gfxDriver)->DrawSprite(extraX, extraY, extraBitmap);
_G(gfxDriver)->EndSpriteBatch();
}
construct_game_screen_overlay(true);
render_to_screen();
if (!SHOULD_QUIT && !_GP(play).screen_is_faded_out) {
// always update the palette, regardless of whether the plugin
// vetos the screen update
if (_G(bg_just_changed)) {
setpal();
_G(bg_just_changed) = 0;
}
}
_G(drawstate).ScreenIsDirty = false;
}
} // namespace AGS3