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