/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "bladerunner/shape.h" #include "bladerunner/bladerunner.h" #include "bladerunner/mouse.h" #include "common/debug.h" #include "common/ptr.h" #include "common/util.h" #include "graphics/surface.h" namespace BladeRunner { bool Shape::load(Common::SeekableReadStream *stream) { _width = stream->readUint32LE(); _height = stream->readUint32LE(); uint32 size = stream->readUint32LE(); if (size != (uint32)(_width * _height * 2)) { warning("Shape::load size mismatch (w %d, h %d, sz %d)", _width, _height, size); return false; } // Enfoce a reasonable size limit if (_width >= 2048 || _height >= 2048) { warning("Shape::load shape too big (%d, %d)", _width, _height); } _data = new byte[size]; if (stream->read(_data, size) != size) { warning("Shape::load error reading shape (w %d, h %d, sz %d)", _width, _height, size); return false; } return true; } Shape::~Shape() { delete[] _data; } void Shape::drawFilledTriangleAux(Graphics::Surface &surface, const int &dst_x, const int &dst_y, int x1, int y1, int x2, int y2, int x3, int y3, uint32 colorRGB) const { // Code used is based on the Bresenham-like algorithm as described in: // https://mcejp.github.io/2020/11/06/bresenham.html // http://www.sunshine2k.de/coding/java/TriangleRasterization/TriangleRasterization.html const Vector2 triangleV1 = Vector2(x1, y1); const Vector2 triangleV2 = Vector2(x2, y2); // (V2, V3) should be the flat side, so either x2 == x3 or y2 == y3 const Vector2 triangleV3 = Vector2(x3, y3); // vTmp1 will be moving along the "left" side of the triangle, and vTmp2 along the "right" side. Vector2 vTmp1 = triangleV1; Vector2 vTmp2 = triangleV1; bool swappedDx1WithDy1 = false; bool swappedDx2WithDy2 = false; int dx1 = abs(triangleV2.x - triangleV1.x); int dy1 = abs(triangleV2.y - triangleV1.y); if (dy1 > dx1) { SWAP(dy1, dx1); swappedDx1WithDy1 = true; } int dx2 = abs(triangleV3.x - triangleV1.x); int dy2 = abs(triangleV3.y - triangleV1.y); if (dy2 > dx2) { SWAP(dy2, dx2); swappedDx2WithDy2 = true; } int signx1 = (triangleV2.x - triangleV1.x) > 0 ? 1: -1; if (triangleV2.x == triangleV1.x) { signx1 = 0; } int signx2 = (triangleV3.x - triangleV1.x) > 0 ? 1: -1; if (triangleV3.x == triangleV1.x) { signx2 = 0; } int signy1 = (triangleV2.y - triangleV1.y) > 0 ? 1: -1; if (triangleV2.y == triangleV1.y) { signy1 = 0; } int signy2 = (triangleV3.y - triangleV1.y) > 0 ? 1: -1; if (triangleV3.y == triangleV1.y) { signy2 = 0; } int e1 = 2 * dy1 - dx1; int e2 = 2 * dy2 - dx2; for (int i = 0; i <= dx1; ++i) { // dx1 here may be dy1 (if they swapped above). It is whichever was the largest of the two. // We loop over each pixel of "horizontal" (triangle filling) line // check if paint goes from left endpoint of "horizontal" (triangle filling) line to right or other way round int leftEndPoint, rightEndPoint; if (triangleV2.y == triangleV3.y) { if (vTmp1.x < vTmp2.x) { leftEndPoint = ceil(vTmp1.x); rightEndPoint = int(vTmp2.x); } else { leftEndPoint = ceil(vTmp2.x); rightEndPoint = int(vTmp1.x); } } else { if (vTmp1.y < vTmp2.y) { leftEndPoint = ceil(vTmp1.y); rightEndPoint = int(vTmp2.y); } else { leftEndPoint = ceil(vTmp2.y); rightEndPoint = int(vTmp1.y); } } void *dstPtr; for (int xPos = leftEndPoint; xPos <= rightEndPoint; ++xPos) { if (triangleV2.y == triangleV3.y) { dstPtr = surface.getBasePtr(CLIP(dst_x + xPos, 0, surface.w - 1), CLIP(dst_y + (int)ceil(vTmp1.y), 0, surface.h - 1)); } else { dstPtr = surface.getBasePtr(CLIP(dst_x + (int)ceil(vTmp1.x), 0, surface.w - 1), CLIP(dst_y + xPos, 0, surface.h - 1)); } drawPixel(surface, dstPtr, colorRGB); } while (e1 >= 0) { if (swappedDx1WithDy1) { vTmp1.x += signx1; } else { vTmp1.y += signy1; } e1 = e1 - 2 * dx1; } if (swappedDx1WithDy1) { vTmp1.y += signy1; } else { vTmp1.x += signx1; } e1 = e1 + 2 * dy1; // Here we've rendered the next point on the "left" edge triangle line. // We now do the same for the "right" edge triangle line, until we are on // the same y-value as on the "left" edge triangle line. if (triangleV2.y == triangleV3.y) { while (vTmp2.y != vTmp1.y) { while (e2 >= 0) { if (swappedDx2WithDy2) { vTmp2.x += signx2; } else { vTmp2.y += signy2; } e2 = e2 - 2 * dx2; } if (swappedDx2WithDy2) { vTmp2.y += signy2; } else { vTmp2.x += signx2; } e2 = e2 + 2 * dy2; } } else { while (vTmp2.x != vTmp1.x) { while (e2 >= 0) { if (swappedDx2WithDy2) { vTmp2.x += signx2; } else { vTmp2.y += signy2; } e2 = e2 - 2 * dx2; } if (swappedDx2WithDy2) { vTmp2.y += signy2; } else { vTmp2.x += signx2; } e2 = e2 + 2 * dy2; } } } } void Shape::draw(Graphics::Surface &surface, int x, int y, uint16 drawModeBitFlags) const { int src_x = CLIP(-x, 0, _width); int src_y = CLIP(-y, 0, _height); int dst_x = CLIP(x, 0, surface.w); int dst_y = CLIP(y, 0, surface.h); int rect_w = MIN(CLIP(_width + x, 0, _width), surface.w - x); int rect_h = MIN(CLIP(_height + y, 0, _height), surface.h - y); if (rect_w <= 0 || rect_h <= 0) { // Checking here for negative values also, // prevents segmentation fault (in the for loop below) return; } if (drawModeBitFlags & Mouse::MouseDrawFlags::CUSTOM) { // for both scene exit cursors and static ESPER edge cursors // we choose 25x25px -- odd dimensions chosen so that pixel 12 is the absolute middle (with edges 0-24) rect_w = MIN(CLIP(25 + x, 0, 25), surface.w - x); rect_h = MIN(CLIP(25 + y, 0, 25), surface.h - y); const uint32 exitDemoShapeColors[3] = { surface.format.RGBToColor(255, 255, 143), surface.format.RGBToColor(228, 108, 10), surface.format.RGBToColor(140, 0, 37) }; const uint32 esperExitDemoShapeColor = surface.format.RGBToColor(230, 230, 230); // For ESPER arrows Common::Rect tailRect; // We mask out the irrelevant bitflags and exploit the fact // that these exit cursor bitflags do not combine, // so only one of them can be set at any time. switch (drawModeBitFlags & ~0x007F) { case Mouse::MouseDrawFlags::EXIT_RIGHT: // 6 px h, 6 px w drawFilledTriangleAux(surface, dst_x, dst_y, 24, 12, 18, 6, 18, 18, exitDemoShapeColors[ (drawModeBitFlags & 0x7)/2 % 3]); drawFilledTriangleAux(surface, dst_x, dst_y, 16, 12, 10, 6, 10, 18, exitDemoShapeColors[((drawModeBitFlags & 0x7)/2 + 1) % 3]); drawFilledTriangleAux(surface, dst_x, dst_y, 8, 12, 2, 6, 2, 18, exitDemoShapeColors[((drawModeBitFlags & 0x7)/2 + 2) % 3]); break; case Mouse::MouseDrawFlags::EXIT_LEFT: drawFilledTriangleAux(surface, dst_x, dst_y, 0, 12, 6, 6, 6, 18, exitDemoShapeColors[ (drawModeBitFlags & 0x7)/2 % 3]); drawFilledTriangleAux(surface, dst_x, dst_y, 8, 12, 14, 6, 14, 18, exitDemoShapeColors[((drawModeBitFlags & 0x7)/2 + 1) % 3]); drawFilledTriangleAux(surface, dst_x, dst_y, 16, 12, 22, 6, 22, 18, exitDemoShapeColors[((drawModeBitFlags & 0x7)/2 + 2) % 3]); break; case Mouse::MouseDrawFlags::EXIT_UP: drawFilledTriangleAux(surface, dst_x, dst_y, 12, 0, 6, 6, 18, 6, exitDemoShapeColors[ (drawModeBitFlags & 0x7)/2 % 3]); drawFilledTriangleAux(surface, dst_x, dst_y, 12, 8, 6, 14, 18, 14, exitDemoShapeColors[((drawModeBitFlags & 0x7)/2 + 1) % 3]); drawFilledTriangleAux(surface, dst_x, dst_y, 12, 16, 6, 22, 18, 22, exitDemoShapeColors[((drawModeBitFlags & 0x7)/2 + 2) % 3]); break; case Mouse::MouseDrawFlags::EXIT_DOWN: drawFilledTriangleAux(surface, dst_x, dst_y, 12, 24, 6, 18, 18, 18, exitDemoShapeColors[ (drawModeBitFlags & 0x7)/2 % 3]); drawFilledTriangleAux(surface, dst_x, dst_y, 12, 16, 6, 10, 18, 10, exitDemoShapeColors[((drawModeBitFlags & 0x7)/2 + 1) % 3]); drawFilledTriangleAux(surface, dst_x, dst_y, 12, 8, 6, 2, 18, 2, exitDemoShapeColors[((drawModeBitFlags & 0x7)/2 + 2) % 3]); break; case Mouse::MouseDrawFlags::ESPER_RIGHT: drawFilledTriangleAux(surface, dst_x, dst_y, 24, 12, 12, 0, 12, 24, esperExitDemoShapeColor); tailRect = Common::Rect(dst_x + 4, dst_y + 6, dst_x + 12, dst_y + 18); surface.fillRect(tailRect, esperExitDemoShapeColor); break; case Mouse::MouseDrawFlags::ESPER_LEFT: drawFilledTriangleAux(surface, dst_x, dst_y, 0, 12, 12, 0, 12, 24, esperExitDemoShapeColor); tailRect = Common::Rect(dst_x + 12, dst_y + 6, dst_x + 20, dst_y + 18); surface.fillRect(tailRect, esperExitDemoShapeColor); break; case Mouse::MouseDrawFlags::ESPER_UP: drawFilledTriangleAux(surface, dst_x, dst_y, 12, 0, 0, 12, 24, 12, esperExitDemoShapeColor); tailRect = Common::Rect(dst_x + 6, dst_y + 12, dst_x + 18, dst_y + 20); surface.fillRect(tailRect, esperExitDemoShapeColor); break; case Mouse::MouseDrawFlags::ESPER_DOWN: drawFilledTriangleAux(surface, dst_x, dst_y, 12, 24, 0, 12, 24, 12, esperExitDemoShapeColor); tailRect = Common::Rect(dst_x + 6, dst_y + 4, dst_x + 18, dst_y + 12); surface.fillRect(tailRect, esperExitDemoShapeColor); break; default: debug("Unsupported custom shape %d", drawModeBitFlags &~ 0xEF); break; } } else { const uint8 *src_p = _data + 2 * (src_y * _width + src_x); uint16 shpColor = 0; uint32 surfaceColorRGBPrev = 0; uint32 newSurfaceColorRGB = 0; uint8 a, r, g, b; uint8 rPrev, gPrev, bPrev; uint16 rgb16bitPrev = 0; uint16 rgb16bitAdd = 0; for (int yi = 0; yi != rect_h; ++yi) { for (int xi = 0; xi != rect_w; ++xi) { shpColor = READ_LE_UINT16(src_p); src_p += 2; getGameDataColor(shpColor, a, r, g, b); if (!a) { // Ignore the alpha in the output as it is inversed in the input void *dstPtr = surface.getBasePtr(CLIP(dst_x + xi, 0, surface.w - 1), CLIP(dst_y + yi, 0, surface.h - 1)); if (drawModeBitFlags & Mouse::MouseDrawFlags::SPECIAL) { // It seems that the additive mode was supposed to be used only for cursor shapes // From testing, the only cursor shape that seems to work with it is the green rotating cursor // We add extra code here to cover the cases of the beta crosshairs cursor // being drawn a different color based on bullet power // The code for creating the specific color is custom. if (drawModeBitFlags & Mouse::MouseDrawFlags::REDCROSSHAIRS) { newSurfaceColorRGB = surface.format.RGBToColor((b & 0x8B) | (g >> 1), 0, 0); } else if (drawModeBitFlags & Mouse::MouseDrawFlags::YELLOWCROSSHAIRS) { newSurfaceColorRGB = surface.format.RGBToColor(b & 0xDF, (b & 0xA5) | (g >> 1), 0); } else if (drawModeBitFlags & Mouse::MouseDrawFlags::BLUECROSSHAIRS) { newSurfaceColorRGB = surface.format.RGBToColor(r, g, b); } else { // Additive modes getPixel(surface, dstPtr, surfaceColorRGBPrev); if (drawModeBitFlags & Mouse::MouseDrawFlags::ADDITIVE_MODE0) { // This code makes the cursor semi-transparent // but it may not be what the disassembly of the original was going for. newSurfaceColorRGB = surface.format.RGBToColor(r, g, b); newSurfaceColorRGB = (((uint16)surfaceColorRGBPrev >> 1) & 0xFBEF) + (((uint16)newSurfaceColorRGB >> 1) & 0xFBEF); } else if (drawModeBitFlags & Mouse::MouseDrawFlags::ADDITIVE_MODE1) { // This code may be closer to what the disassembly of the original was doing // for additive draw mode but it doesn't look well. surface.format.colorToRGB(surfaceColorRGBPrev, rPrev, gPrev, bPrev); rgb16bitPrev = ( ((uint16)(rPrev >> 3) << 10) | ((uint16)(gPrev >> 3) << 5) | ((uint16)(bPrev >> 3))); rgb16bitAdd = (((uint16)rgb16bitPrev >> 1) & 0xFBEF) + ((shpColor >> 1) & 0xFBEF); getGameDataColor(rgb16bitAdd, a, r, g, b); newSurfaceColorRGB = surface.format.RGBToColor(r, g, b); } } } else { newSurfaceColorRGB = surface.format.RGBToColor(r, g, b); } drawPixel(surface, dstPtr, newSurfaceColorRGB); } } src_p += 2 * (_width - rect_w); } } } Shapes::Shapes(BladeRunnerEngine *vm) { _vm = vm; } Shapes::~Shapes() { unload(); } bool Shapes::load(const Common::String &container) { unload(); Common::ScopedPtr stream(_vm->getResourceStream(container)); if (!stream) { warning("Shape::open failed to open '%s'", container.c_str()); return false; } uint32 count = stream->readUint32LE(); _shapes.resize(count); for (uint32 i = 0; i < count; ++i) { if (!_shapes[i].load(stream.get())) { return false; } } return true; } void Shapes::unload() { _shapes.clear(); } } // End of namespace BladeRunner