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scummvm-cursorfix/engines/wintermute/base/gfx/osystem/base_surface_osystem.cpp
2026-02-02 04:50:13 +01:00

478 lines
15 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/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/gfx/osystem/base_surface_osystem.h"
#include "engines/wintermute/base/gfx/osystem/base_render_osystem.h"
#include "engines/wintermute/base/gfx/base_image.h"
#include "engines/wintermute/platform_osystem.h"
#include "graphics/managed_surface.h"
#include "graphics/transform_tools.h"
#include "graphics/pixelformat.h"
#include "graphics/surface.h"
#include "common/stream.h"
#include "common/system.h"
#define TS_COLOR(wmeColor) \
MS_ARGB(RGBCOLGetA(wmeColor), RGBCOLGetR(wmeColor), RGBCOLGetG(wmeColor), RGBCOLGetB(wmeColor))
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
BaseSurfaceOSystem::BaseSurfaceOSystem(BaseGame *inGame) : BaseSurface(inGame) {
_surface = new Graphics::Surface();
_pixelOpReady = false;
_alphaMask = nullptr;
_alphaType = Graphics::ALPHA_FULL;
_alphaMaskType = Graphics::ALPHA_OPAQUE;
_rotation = 0;
_surfaceModified = false;
}
//////////////////////////////////////////////////////////////////////////
BaseSurfaceOSystem::~BaseSurfaceOSystem() {
if (_surface) {
if (_valid)
_game->addMem(-_width * _height * 4);
_surface->free();
delete _surface;
_surface = nullptr;
}
if (_alphaMask) {
_alphaMask->free();
delete _alphaMask;
_alphaMask = nullptr;
}
BaseRenderOSystem *renderer = static_cast<BaseRenderOSystem *>(_game->_renderer);
renderer->invalidateTicketsFromSurface(this);
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::create(const char *filename, bool texture2D, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime, bool keepLoaded) {
if (defaultCK) {
ckRed = 255;
ckGreen = 0;
ckBlue = 255;
}
BaseImage img = BaseImage();
if (!img.getImageInfo(filename, _width, _height)) {
return false;
}
if (lifeTime != -1 && _lifeTime == 0) {
_valid = false;
}
_ckDefault = defaultCK;
_ckRed = ckRed;
_ckGreen = ckGreen;
_ckBlue = ckBlue;
if (!_filename || scumm_stricmp(_filename, filename) != 0) {
setFilename(filename);
}
if (_lifeTime == 0 || lifeTime == -1 || lifeTime > _lifeTime) {
_lifeTime = lifeTime;
}
_keepLoaded = keepLoaded;
if (_keepLoaded) {
_lifeTime = -1;
}
return STATUS_OK;
}
bool BaseSurfaceOSystem::loadImage() {
if (!_filename || !_filename[0]) {
return false;
}
Common::String filename = _filename;
BaseImage *image = new BaseImage();
if (!image->loadFile(filename)) {
delete image;
return false;
}
if (_surface) {
if (_valid)
_game->addMem(-_width * _height * 4);
_surface->free();
delete _surface;
_surface = nullptr;
}
_width = image->getSurface()->w;
_height = image->getSurface()->h;
bool needsColorKey = false;
bool replaceAlpha = true;
if (image->getSurface()->format.bytesPerPixel == 1) {
if (!image->getPalette()) {
error("Missing palette while loading 8bit image %s", _filename);
}
_surface = image->getSurface()->convertTo(g_system->getScreenFormat(), image->getPalette(), image->getPaletteCount());
} else if (image->getSurface()->format != g_system->getScreenFormat()) {
_surface = image->getSurface()->convertTo(g_system->getScreenFormat());
} else {
_surface = new Graphics::Surface();
_surface->copyFrom(*image->getSurface());
}
_game->addMem(_width * _height * 4);
if (filename.matchString("savegame:*g", true)) {
uint8 r, g, b, a;
for (int x = 0; x < _surface->w; x++) {
for (int y = 0; y < _surface->h; y++) {
_surface->format.colorToARGB(_surface->getPixel(x, y), a, r, g, b);
uint8 grey = (uint8)((0.2126f * r + 0.7152f * g + 0.0722f * b) + 0.5f);
_surface->setPixel(x, y, _surface->format.ARGBToColor(a, grey, grey, grey));
}
}
}
if (filename.hasSuffix(".bmp")) {
// Ignores alpha channel for BMPs
needsColorKey = true;
} else if (filename.hasSuffix(".jpg")) {
// Ignores alpha channel for JPEGs
needsColorKey = true;
} else if (BaseEngine::instance().getTargetExecutable() < WME_LITE) {
// WME 1.x always use colorkey, even for images with transparency
needsColorKey = true;
replaceAlpha = false;
} else if (BaseEngine::instance().isFoxTail()) {
// FoxTail does not use colorkey
needsColorKey = false;
} else if (image->getSurface()->format.aBits() == 0) {
// generic WME Lite does not use colorkey for non-BMPs with transparency
needsColorKey = true;
}
if (needsColorKey) {
// We set the pixel color to transparent black,
// like D3DX, if it matches the color key.
bool applied = _surface->applyColorKey(_ckRed, _ckGreen, _ckBlue, replaceAlpha, 0, 0, 0);
if (replaceAlpha || image->getSurface()->format.aBits() == 0 || image->getSurface()->format.isCLUT8())
_alphaType = applied ? Graphics::ALPHA_BINARY : Graphics::ALPHA_OPAQUE;
else
_alphaType = _surface->detectAlpha();
} else {
_alphaType = image->getSurface()->detectAlpha();
}
_valid = true;
delete image;
// Bug #6572 WME: Rosemary - Sprite flaw on going upwards
// Some Rosemary sprites have non-fully transparent pixels
// In original WME it wasn't seen because sprites were downscaled
// Let's set alpha to 0 if it is smaller then some treshold
if (BaseEngine::instance().getGameId() == "rosemary" && filename.hasPrefix("actors") &&
_alphaType == Graphics::ALPHA_FULL && _surface->format.aBits() > 4) {
uint32 mask = _surface->format.ARGBToColor(255, 0, 0, 0);
uint32 treshold = _surface->format.ARGBToColor(16, 0, 0, 0);
uint32 blank = _surface->format.ARGBToColor(0, 0, 0, 0);
for (int x = 0; x < _surface->w; x++) {
for (int y = 0; y < _surface->h; y++) {
uint32 pixel = _surface->getPixel(x, y);
if ((pixel & mask) > blank && (pixel & mask) < treshold) {
_surface->setPixel(x, y, blank);
}
}
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::create(int width, int height) {
if (_valid)
_game->addMem(-_width * _height * 4);
_surface->free();
_width = width;
_height = height;
_surface->create(_width, _height, g_system->getScreenFormat());
_game->addMem(_width * _height * 4);
_valid = true;
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::invalidate() {
if (_pixelOpReady) {
return STATUS_FAILED;
}
if (_valid) {
_game->addMem(-_width * _height * 4);
_surface->free();
_valid = false;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::isTransparentAtLite(int x, int y) const {
if (!_pixelOpReady) {
return false;
}
if (x < 0 || x >= _surface->w || y < 0 || y >= _surface->h) {
return true;
}
uint32 pixel = _surface->getPixel(x, y);
uint8 r, g, b, a;
_surface->format.colorToARGB(pixel, a, r, g, b);
// This implements the WME Lite logic by comparing alpha against 128.
// This differs from the original WME1 sources, where alpha is compared against 0.
// The likely reason for this discrepancy is a difference in how bitmaps are
// converted after loading.
if (a <= 128) {
return true;
} else {
return false;
}
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::startPixelOp() {
if (!_valid) {
if (DID_FAIL(loadImage())) {
return STATUS_FAILED;
}
}
_pixelOpReady = true;
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::endPixelOp() {
_lastUsedTime = _game->_liveTimer;
_pixelOpReady = false;
if (_surfaceModified) {
BaseRenderOSystem *renderer = static_cast<BaseRenderOSystem *>(_game->_renderer);
renderer->invalidateTicketsFromSurface(this);
_surfaceModified = false;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::display(int x, int y, Common::Rect32 rect, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
_rotation = 0;
return drawSprite(x, y, &rect, nullptr, Graphics::TransformStruct(Graphics::kDefaultZoomX, Graphics::kDefaultZoomY, mirrorX, mirrorY));
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::displayTrans(int x, int y, Common::Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) {
_rotation = 0;
return drawSprite(x, y, &rect, nullptr, Graphics::TransformStruct(Graphics::kDefaultZoomX, Graphics::kDefaultZoomY, Graphics::kDefaultAngle, Graphics::kDefaultHotspotX, Graphics::kDefaultHotspotY, blendMode, TS_COLOR(alpha), mirrorX, mirrorY, offsetX, offsetY));
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::displayTransZoom(int x, int y, Common::Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
_rotation = 0;
return drawSprite(x, y, &rect, nullptr, Graphics::TransformStruct((int32)zoomX, (int32)zoomY, blendMode, TS_COLOR(alpha), mirrorX, mirrorY));
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::displayTransRotate(int x, int y, float rotate, int32 hotspotX, int32 hotspotY, Common::Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
Common::Point newHotspot;
Common::Rect oldRect(rect.left, rect.top, rect.right, rect.bottom);
Graphics::TransformStruct transform = Graphics::TransformStruct(zoomX, zoomY, rotate, hotspotX, hotspotY, blendMode, TS_COLOR(alpha), mirrorX, mirrorY, 0, 0);
Common::Rect newRect = Graphics::TransformTools::newRect(oldRect, transform, &newHotspot);
Common::Rect32 newRect32(newRect.left, newRect.top, newRect.right, newRect.bottom);
x -= newHotspot.x;
y -= newHotspot.y;
_rotation = transform._angle;
if (transform._angle < 0.0f) {
warning("Negative rotation: %d %d", (int32)transform._angle, (int32)_rotation);
_rotation = 360.0f + transform._angle;
warning("Negative post rotation: %d %d", (int32)transform._angle, (int32)_rotation);
}
return drawSprite(x, y, &rect, &newRect32, transform);
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::displayTiled(int x, int y, Common::Rect32 rect, int numTimesX, int numTimesY) {
assert(numTimesX > 0 && numTimesY > 0);
Graphics::TransformStruct transform(numTimesX, numTimesY);
return drawSprite(x, y, &rect, nullptr, transform);
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::drawSprite(int x, int y, Common::Rect32 *rect, Common::Rect32 *newRect, Graphics::TransformStruct transform) {
BaseRenderOSystem *renderer = static_cast<BaseRenderOSystem *>(_game->_renderer);
_lastUsedTime = _game->_liveTimer;
// TODO: Skip this check if we can reuse an existing ticket?
if (!_valid) {
loadImage();
}
if (renderer->_forceAlphaColor != 0) {
transform._rgbaMod = TS_COLOR(renderer->_forceAlphaColor);
}
// TODO: This _might_ miss the intended behaviour by 1 in each direction
// But I think it fits the model used in Wintermute.
Common::Rect srcRect;
srcRect.left = rect->left;
srcRect.top = rect->top;
srcRect.setWidth(rect->right - rect->left);
srcRect.setHeight(rect->bottom - rect->top);
Common::Rect position;
if (newRect) {
position.top = y;
position.left = x;
position.setWidth(newRect->width());
position.setHeight(newRect->height());
} else {
Common::Rect r;
r.top = 0;
r.left = 0;
r.setWidth(rect->width());
r.setHeight(rect->height());
r = Graphics::TransformTools::newRect(r, transform, 0);
position.top = r.top + y + transform._offset.y;
position.left = r.left + x + transform._offset.x;
position.setWidth(r.width() * transform._numTimesX);
position.setHeight(r.height() * transform._numTimesY);
}
renderer->modTargetRect(&position);
// TODO: This actually requires us to have the SAME source-offsets every time,
// But no checking is in place for that yet.
// Optimize by not doing alpha-blits if we lack alpha
// If angle is not 0, then transparent regions are added near the corners
if (_alphaType == Graphics::ALPHA_OPAQUE && _alphaMaskType == Graphics::ALPHA_OPAQUE &&
transform._angle == 0) {
transform._alphaDisable = true;
}
renderer->drawSurface(this, _surface, &srcRect, &position, transform);
return STATUS_OK;
}
bool BaseSurfaceOSystem::putSurface(const Graphics::Surface &surface, bool hasAlpha) {
_surface->copyRectToSurface(surface, 0, 0, Common::Rect(surface.w, surface.h));
writeAlpha(_surface, _alphaMask);
if (hasAlpha) {
_alphaType = _surface->detectAlpha();
} else {
_alphaType = _alphaMaskType;
}
BaseRenderOSystem *renderer = static_cast<BaseRenderOSystem *>(_game->_renderer);
renderer->invalidateTicketsFromSurface(this);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSurfaceOSystem::setAlphaImage(const char *filename) {
BaseImage *alphaImage = new BaseImage();
if (!alphaImage->loadFile(filename)) {
delete alphaImage;
return false;
}
if (_alphaMask) {
_alphaMask->free();
delete _alphaMask;
_alphaMask = nullptr;
}
_alphaMaskType = alphaImage->getSurface()->detectAlpha();
if (_alphaMaskType != Graphics::ALPHA_OPAQUE) {
_alphaMask = alphaImage->getSurface()->convertTo(g_system->getScreenFormat());
}
delete alphaImage;
return true;
}
void BaseSurfaceOSystem::writeAlpha(Graphics::Surface *surface, const Graphics::Surface *mask) {
if (mask && surface->w == mask->w && surface->h == mask->h) {
assert(mask->pitch == mask->w * 4);
assert(mask->format.bytesPerPixel == 4);
assert(surface->pitch == surface->w * 4);
assert(surface->format.bytesPerPixel == 4);
const byte *alphaData = (const byte *)mask->getPixels();
#ifdef SCUMM_LITTLE_ENDIAN
int alphaPlace = (mask->format.aShift / 8);
#else
int alphaPlace = 3 - (mask->format.aShift / 8);
#endif
alphaData += alphaPlace;
byte *imgData = (byte *)surface->getPixels();
#ifdef SCUMM_LITTLE_ENDIAN
imgData += (surface->format.aShift / 8);
#else
imgData += 3 - (surface->format.aShift / 8);
#endif
for (int i = 0; i < surface->w * surface->h; i++) {
*imgData = *alphaData;
alphaData += 4;
imgData += 4;
}
}
}
} // End of namespace Wintermute