/* 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 "ags/engine/gfx/gfxfilter_scummvm_renderer.h"
#include "ags/engine/gfx/ali_3d_scummvm.h"
#include "common/std/algorithm.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/gfx/gfxfilter_scummvm_renderer.h"
#include "ags/engine/gfx/gfx_util.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/engine/platform/base/sys_main.h"
#include "ags/engine/ac/timer.h"
#include "ags/ags.h"
#include "ags/globals.h"
namespace AGS3 {
namespace AGS {
namespace Engine {
namespace ALSW {
using namespace Shared;
static RGB faded_out_palette[256];
// ----------------------------------------------------------------------------
// ScummVMRendererGraphicsDriver
// ----------------------------------------------------------------------------
ScummVMRendererGraphicsDriver::ScummVMRendererGraphicsDriver() {
_tint_red = 0;
_tint_green = 0;
_tint_blue = 0;
virtualScreen = nullptr;
_stageVirtualScreen = nullptr;
}
ScummVMRendererGraphicsDriver::~ScummVMRendererGraphicsDriver() {
delete _screen;
ScummVMRendererGraphicsDriver::UnInit();
}
bool ScummVMRendererGraphicsDriver::IsModeSupported(const DisplayMode &mode) {
if (mode.Width <= 0 || mode.Height <= 0 || mode.ColorDepth <= 0) {
warning("Invalid resolution parameters: %d x %d x %d",
mode.Width, mode.Height, mode.ColorDepth);
return false;
}
Graphics::PixelFormat format;
return ::AGS::g_vm->getPixelFormat(mode.ColorDepth, format);
}
int ScummVMRendererGraphicsDriver::GetDisplayDepthForNativeDepth(int native_color_depth) const {
// TODO: check for device caps to know which depth is supported?
if (native_color_depth > 8)
return 32;
return native_color_depth;
}
IGfxModeList *ScummVMRendererGraphicsDriver::GetSupportedModeList(int color_depth) {
std::vector modes;
sys_get_desktop_modes(modes, color_depth);
if ((modes.size() == 0) && color_depth == 32) {
// Pretend that 24-bit are 32-bit
sys_get_desktop_modes(modes, 24);
for (auto &m : modes)
m.ColorDepth = 32;
}
return new ScummVMRendererGfxModeList(modes);
}
PGfxFilter ScummVMRendererGraphicsDriver::GetGraphicsFilter() const {
return _filter;
}
void ScummVMRendererGraphicsDriver::SetGraphicsFilter(PSDLRenderFilter filter) {
_filter = filter;
OnSetFilter();
// TODO: support separate nearest and linear filters, initialize hint by calls to filter object
// e.g like D3D and OGL filters act
// SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
// SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); // make the scaled rendering look smoother.
}
void ScummVMRendererGraphicsDriver::SetTintMethod(TintMethod /*method*/) {
// TODO: support new D3D-style tint method
}
bool ScummVMRendererGraphicsDriver::SetDisplayMode(const DisplayMode &mode) {
ReleaseDisplayMode();
set_color_depth(mode.ColorDepth);
if (_initGfxCallback != nullptr)
_initGfxCallback(nullptr);
if (!IsModeSupported(mode))
return false;
_capsVsync = true; // reset vsync flag, allow to try setting again
const int driver = GFX_SCUMMVM;
if (set_gfx_mode(driver, mode.Width, mode.Height, mode.ColorDepth) != 0)
return false;
if (g_system->hasFeature(OSystem::kFeatureVSync)) {
g_system->beginGFXTransaction();
g_system->setFeatureState(OSystem::kFeatureVSync, mode.Vsync);
g_system->endGFXTransaction();
}
else {
_capsVsync = false;
Debug::Printf(kDbgMsg_Warn, "WARNING: Vertical sync is not supported. Setting will be kept at driver default.");
}
OnInit();
OnModeSet(mode);
return true;
}
void ScummVMRendererGraphicsDriver::UpdateDeviceScreen(const Size &screen_sz) {
_mode.Width = screen_sz.Width;
_mode.Height = screen_sz.Height;
#if AGS_PLATFORM_OS_ANDROID
SDL_RenderSetLogicalSize(_renderer, _mode.Width, _mode.Height);
#endif
}
void ScummVMRendererGraphicsDriver::CreateVirtualScreen() {
if (!IsNativeSizeValid())
return;
DestroyVirtualScreen();
// Initialize virtual screen; size is equal to native resolution
const int vscreen_w = _srcRect.GetWidth();
const int vscreen_h = _srcRect.GetHeight();
_origVirtualScreen.reset(new Bitmap(vscreen_w, vscreen_h, _srcColorDepth));
virtualScreen = _origVirtualScreen.get();
_stageVirtualScreen = virtualScreen;
_lastTexPixels = nullptr;
_lastTexPitch = -1;
}
void ScummVMRendererGraphicsDriver::DestroyVirtualScreen() {
delete[] _fakeTexBitmap; // don't use destroy_bitmap(), because it's a fake structure
_fakeTexBitmap = nullptr;
_origVirtualScreen.reset();
virtualScreen = nullptr;
_stageVirtualScreen = nullptr;
}
void ScummVMRendererGraphicsDriver::ReleaseDisplayMode() {
OnModeReleased();
ClearDrawLists();
}
bool ScummVMRendererGraphicsDriver::SetNativeResolution(const GraphicResolution &native_res) {
OnSetNativeRes(native_res);
CreateVirtualScreen();
return !_srcRect.IsEmpty();
}
bool ScummVMRendererGraphicsDriver::SetRenderFrame(const Rect &dst_rect) {
OnSetRenderFrame(dst_rect);
return !_dstRect.IsEmpty();
}
void ScummVMRendererGraphicsDriver::ClearRectangle(int /*x1*/, int /*y1*/, int /*x2*/, int /*y2*/, RGB * /*colorToUse*/) {
// TODO: but maybe is not necessary, as we use SDL_Renderer with accelerated gfx here?
// See SDL_RenderDrawRect
}
void ScummVMRendererGraphicsDriver::UnInit() {
OnUnInit();
ReleaseDisplayMode();
DestroyVirtualScreen();
sys_window_destroy();
}
bool ScummVMRendererGraphicsDriver::SupportsGammaControl() {
return _hasGamma;
}
void ScummVMRendererGraphicsDriver::SetGamma(int newGamma) {
if (!_hasGamma) {
return;
}
#ifdef TODO
uint16 gamma_red[256];
uint16 gamma_green[256];
uint16 gamma_blue[256];
for (int i = 0; i < 256; i++) {
gamma_red[i] = MIN(((int)_defaultGammaRed[i] * newGamma) / 100, 0xffff);
gamma_green[i] = MIN(((int)_defaultGammaGreen[i] * newGamma) / 100, 0xffff);
gamma_blue[i] = MIN(((int)_defaultGammaBlue[i] * newGamma) / 100, 0xffff);
}
SDL_SetWindowGammaRamp(sys_get_window(), gamma_red, gamma_green, gamma_blue);
_gamma = newGamma;
#endif
}
bool ScummVMRendererGraphicsDriver::DoesSupportVsyncToggle() {
return g_system->hasFeature(OSystem::kFeatureVSync);
}
bool ScummVMRendererGraphicsDriver::SetVsyncImpl(bool enabled, bool &vsync_res) {
if (g_system->hasFeature(OSystem::kFeatureVSync)) {
g_system->beginGFXTransaction();
g_system->setFeatureState(OSystem::kFeatureVSync, enabled);
g_system->endGFXTransaction();
vsync_res = g_system->getFeatureState(OSystem::kFeatureVSync);
if (!vsync_res)
Debug::Printf(kDbgMsg_Warn, "Renderer: SetVsync (%d) failed", enabled);
return vsync_res;
}
return false;
}
int ScummVMRendererGraphicsDriver::GetCompatibleBitmapFormat(int color_depth) {
return color_depth;
}
IDriverDependantBitmap *ScummVMRendererGraphicsDriver::CreateDDB(int width, int height, int color_depth, bool opaque) {
return new ALSoftwareBitmap(width, height, color_depth, opaque);
}
IDriverDependantBitmap *ScummVMRendererGraphicsDriver::CreateDDBFromBitmap(Bitmap *bitmap, bool has_alpha, bool opaque) {
return new ALSoftwareBitmap(bitmap, has_alpha, opaque);
}
IDriverDependantBitmap *ScummVMRendererGraphicsDriver::CreateRenderTargetDDB(int width, int height, int color_depth, bool opaque) {
return new ALSoftwareBitmap(width, height, color_depth, opaque);
}
void ScummVMRendererGraphicsDriver::UpdateDDBFromBitmap(IDriverDependantBitmap *bitmapToUpdate, Bitmap *bitmap, bool has_alpha) {
ALSoftwareBitmap *alSwBmp = (ALSoftwareBitmap *)bitmapToUpdate;
alSwBmp->_bmp = bitmap;
alSwBmp->_hasAlpha = has_alpha;
}
void ScummVMRendererGraphicsDriver::DestroyDDB(IDriverDependantBitmap *bitmap) {
delete (ALSoftwareBitmap *)bitmap;
}
void ScummVMRendererGraphicsDriver::InitSpriteBatch(size_t index, const SpriteBatchDesc &desc) {
if (_spriteBatches.size() <= index)
_spriteBatches.resize(index + 1);
ALSpriteBatch &batch = _spriteBatches[index];
batch.ID = index;
// Apply parent batch's settings, if preset;
Rect viewport = desc.Viewport;
SpriteTransform transform = desc.Transform;
Bitmap *parent_surf = virtualScreen;
if (desc.Parent != UINT32_MAX) {
const auto &parent = _spriteBatches[desc.Parent];
if (parent.Surface)
parent_surf = parent.Surface.get();
// NOTE: we prioritize parent's surface size as a dest viewport,
// because parent may have a scheduled scaled blit.
if (viewport.IsEmpty())
viewport = parent_surf ? RectWH(parent_surf->GetSize()) : RectWH(parent.Viewport.GetSize());
} else if (viewport.IsEmpty()) {
viewport = _srcRect;
}
// Calculate expected source surf size, based on dest viewport and scaling
const int src_w = viewport.GetWidth() / transform.ScaleX;
const int src_h = viewport.GetHeight() / transform.ScaleY;
// Initialize batch surface, depending on the batch description.
// Surface was prepared externally (common for room cameras)
if (desc.Surface != nullptr) {
batch.Surface = desc.Surface;
batch.Opaque = true;
batch.IsParentRegion = false;
}
// In case something was not initialized
else if (desc.Viewport.IsEmpty() || !virtualScreen) {
batch.Surface.reset();
batch.Opaque = false;
batch.IsParentRegion = false;
}
// Drawing directly on a viewport without transformation (other than offset):
// then make a subbitmap of the parent surface (virtualScreen or else).
else if (transform.ScaleX == 1.f && transform.ScaleY == 1.f) {
// We need this subbitmap for plugins, which use _stageVirtualScreen and are unaware of possible multiple viewports;
// TODO: there could be ways to optimize this further, but best is to update plugin rendering hooks (and upgrade plugins)
if (!batch.Surface || !batch.IsParentRegion ||
(!batch.Surface->IsSameBitmap(parent_surf)) ||
(batch.Surface->GetSize() != Size(src_w, src_h)) ||
(batch.Surface->GetSubOffset() != viewport.GetLT())) {
batch.Surface.reset(BitmapHelper::CreateSubBitmap(parent_surf, viewport));
}
batch.Opaque = true;
batch.IsParentRegion = true;
// Because we sub-bitmap to viewport, render offsets should account for that
transform.X -= viewport.Left;
transform.Y -= viewport.Top;
}
// No surface prepared and has transformation other than offset:
// then create exclusive intermediate bitmap.
else {
if (!batch.Surface || batch.IsParentRegion || (batch.Surface->GetSize() != Size(src_w, src_h))) {
batch.Surface.reset(new Bitmap(src_w, src_h, _srcColorDepth));
}
batch.Opaque = false;
batch.IsParentRegion = false;
}
batch.Viewport = viewport;
batch.Transform = transform;
}
void ScummVMRendererGraphicsDriver::ResetAllBatches() {
// NOTE: we don't release batches themselves here, only sprite lists.
// This is because we cache batch surfaces, for performance reasons.
_spriteList.clear();
}
void ScummVMRendererGraphicsDriver::DrawSprite(int x, int y, IDriverDependantBitmap *bitmap) {
assert(_actSpriteBatch != UINT32_MAX);
_spriteList.push_back(ALDrawListEntry((ALSoftwareBitmap *)bitmap, _actSpriteBatch, x, y));
}
void ScummVMRendererGraphicsDriver::SetScreenFade(int /*red*/, int /*green*/, int /*blue*/) {
// TODO: was not necessary atm
// TODO: checkme later
}
void ScummVMRendererGraphicsDriver::SetScreenTint(int red, int green, int blue) {
assert(_actSpriteBatch != UINT32_MAX);
_tint_red = red;
_tint_green = green;
_tint_blue = blue;
if (((_tint_red > 0) || (_tint_green > 0) || (_tint_blue > 0)) && (_srcColorDepth > 8)) {
_spriteList.push_back(
ALDrawListEntry(reinterpret_cast(DRAWENTRY_TINT), _actSpriteBatch, 0, 0));
}
}
void ScummVMRendererGraphicsDriver::SetStageScreen(const Size & /*sz*/, int /*x*/, int /*y*/) {
// unsupported, as using _stageVirtualScreen instead
}
void ScummVMRendererGraphicsDriver::RenderToBackBuffer() {
// Close unended batches, and issue a warning
assert(_actSpriteBatch == UINT32_MAX);
while (_actSpriteBatch != UINT32_MAX)
EndSpriteBatch();
if (_spriteBatchDesc.size() == 0) {
ClearDrawLists();
return; // no batches - no render
}
// Render all the sprite batches with necessary transformations
//
// NOTE: that's not immediately clear whether it would be faster to first draw upon a camera-sized
// surface then stretch final result to the viewport on screen, or stretch-blit each individual
// sprite right onto screen bitmap. We'd need to do proper profiling to know that.
// An important thing is that Allegro does not provide stretching functions for drawing sprites
// with blending and translucency; it seems you'd have to first stretch the original sprite onto a
// temp buffer and then TransBlendBlt / LitBlendBlt it to the final destination. Of course, doing
// that here would slow things down significantly, so if we ever go that way sprite caching will
// be required (similarly to how AGS caches flipped/scaled object sprites now for).
//
const size_t last_batch_to_rend = _spriteBatchDesc.size() - 1;
for (size_t cur_bat = 0u, last_bat = 0u, cur_spr = 0u; last_bat <= last_batch_to_rend;) {
// Test if we are entering this batch (and not continuing after coming back from nested)
if (cur_spr <= _spriteBatchRange[cur_bat].first) {
const auto &batch = _spriteBatches[cur_bat];
// Prepare the transparent surface
if (batch.Surface && !batch.Opaque)
batch.Surface->ClearTransparent();
}
// Render immediate batch sprites, if any, update cur_spr iterator
if ((cur_spr < _spriteList.size()) && (cur_bat == _spriteList[cur_spr].node)) {
const auto &batch = _spriteBatches[cur_bat];
const auto &batch_desc = _spriteBatchDesc[cur_bat];
Bitmap *surface = batch.Surface.get();
Bitmap *parent_surf = ((batch_desc.Parent != UINT32_MAX) && _spriteBatches[batch_desc.Parent].Surface) ? _spriteBatches[batch_desc.Parent].Surface.get() : virtualScreen;
const Rect &viewport = batch.Viewport;
const SpriteTransform &transform = batch.Transform;
_rendSpriteBatch = batch.ID;
parent_surf->SetClip(viewport); // CHECKME: this is not exactly correct?
if (surface && !batch.IsParentRegion) {
_stageVirtualScreen = surface;
cur_spr = RenderSpriteBatch(batch, cur_spr, surface, transform.X, transform.Y);
} else {
_stageVirtualScreen = surface ? surface : parent_surf;
cur_spr = RenderSpriteBatch(batch, cur_spr, _stageVirtualScreen, transform.X, transform.Y);
}
}
// Test if we're exiting current batch (and not going into nested ones):
// if there's no sprites belonging to this batch (direct, or nested),
// and if there's no nested batches (even if empty ones)
const uint32_t was_bat = cur_bat;
while ((cur_bat != UINT32_MAX) && (cur_spr >= _spriteBatchRange[cur_bat].second) &&
((last_bat == last_batch_to_rend) || (_spriteBatchDesc[last_bat + 1].Parent != cur_bat))) {
const auto &batch = _spriteBatches[cur_bat];
const auto &batch_desc = _spriteBatchDesc[cur_bat];
Bitmap *surface = batch.Surface.get();
Bitmap *parent_surf = ((batch_desc.Parent != UINT32_MAX) && _spriteBatches[batch_desc.Parent].Surface) ? _spriteBatches[batch_desc.Parent].Surface.get() : virtualScreen;
const Rect &viewport = batch.Viewport;
// If we're not drawing directly to the subregion of a parent surface,
// then blit our own surface to the parent's
if (surface && !batch.IsParentRegion) {
parent_surf->StretchBlt(surface, viewport, batch.Opaque ? kBitmap_Copy : kBitmap_Transparency);
}
// Back to the parent batch
cur_bat = batch_desc.Parent;
}
// If we stayed at the same batch, this means that there are still nested batches;
// if there's no batches in the stack left, this means we got to move forward anyway.
if ((was_bat == cur_bat) || (cur_bat == UINT32_MAX)) {
cur_bat = ++last_bat;
}
}
_stageVirtualScreen = virtualScreen;
_rendSpriteBatch = UINT32_MAX;
ClearDrawLists();
}
size_t ScummVMRendererGraphicsDriver::RenderSpriteBatch(const ALSpriteBatch &batch, size_t from, Bitmap *surface, int surf_offx, int surf_offy) {
for (; (from < _spriteList.size()) && (_spriteList[from].node == batch.ID); ++from) {
const auto &sprite = _spriteList[from];
if (sprite.ddb == nullptr) {
if (_spriteEvtCallback)
_spriteEvtCallback(sprite.x, sprite.y);
else
error("Unhandled attempt to draw null sprite");
// Stage surface could have been replaced by plugin
surface = _stageVirtualScreen;
continue;
} else if (sprite.ddb == reinterpret_cast(DRAWENTRY_TINT)) {
// draw screen tint fx
set_trans_blender(_tint_red, _tint_green, _tint_blue, 0);
surface->LitBlendBlt(surface, 0, 0, 128);
continue;
}
ALSoftwareBitmap *bitmap = sprite.ddb;
int drawAtX = sprite.x + surf_offx;
int drawAtY = sprite.y + surf_offy;
if (bitmap->_alpha == 0) {
} // fully transparent, do nothing
else if ((bitmap->_opaque) && (bitmap->_bmp == surface) && (bitmap->_alpha == 255)) {
} else if (bitmap->_opaque) {
surface->Blit(bitmap->_bmp, 0, 0, drawAtX, drawAtY, bitmap->_bmp->GetWidth(), bitmap->_bmp->GetHeight());
// TODO: we need to also support non-masked translucent blend, but...
// Allegro 4 **does not have such function ready** :( (only masked blends, where it skips magenta pixels);
// I am leaving this problem for the future, as coincidentally software mode does not need this atm.
} else if (bitmap->_hasAlpha) {
if (bitmap->_alpha == 255) // no global transparency, simple alpha blend
set_alpha_blender();
else
set_blender_mode(kArgbToRgbBlender, 0, 0, 0, bitmap->_alpha);
surface->TransBlendBlt(bitmap->_bmp, drawAtX, drawAtY);
} else {
// here _transparency is used as alpha (between 1 and 254), but 0 means opaque!
GfxUtil::DrawSpriteWithTransparency(surface, bitmap->_bmp, drawAtX, drawAtY,
bitmap->_alpha);
}
}
return from;
}
void ScummVMRendererGraphicsDriver::copySurface(const Graphics::Surface &src, bool mode) {
assert(src.w == _screen->w && src.h == _screen->h && src.pitch == _screen->pitch);
const uint32 *srcP = (const uint32 *)src.getPixels();
uint32 *destP = (uint32 *)_screen->getPixels();
uint32 pixel;
int x1 = 9999, y1 = 9999, x2 = -1, y2 = -1;
for (int y = 0; y < src.h; ++y) {
for (int x = 0; x < src.w; ++x, ++srcP, ++destP) {
if (!mode) {
pixel = (*srcP & 0xff00ff00) |
((*srcP & 0xff) << 16) |
((*srcP >> 16) & 0xff);
} else {
pixel = ((*srcP & 0xffffff) << 8) |
((*srcP >> 24) & 0xff);
}
if (*destP != pixel) {
*destP = pixel;
x1 = MIN(x1, x);
y1 = MIN(y1, y);
x2 = MAX(x2, x);
y2 = MAX(y2, y);
}
}
}
if (x2 != -1)
_screen->addDirtyRect(Common::Rect(x1, y1, x2 + 1, y2 + 1));
}
void ScummVMRendererGraphicsDriver::Present(int xoff, int yoff, Shared::GraphicFlip flip) {
Graphics::Surface *srcTransformed = nullptr;
if (xoff != 0 || yoff != 0 || flip != Shared::kFlip_None) {
srcTransformed = new Graphics::Surface();
srcTransformed->copyFrom(virtualScreen->GetAllegroBitmap()->getSurface());
switch(flip) {
case kFlip_Horizontal:
srcTransformed->flipHorizontal(Common::Rect(srcTransformed->w, srcTransformed->h));
break;
case kFlip_Vertical:
srcTransformed->flipVertical(Common::Rect(srcTransformed->w, srcTransformed->h));
break;
case kFlip_Both:
srcTransformed->flipHorizontal(Common::Rect(srcTransformed->w, srcTransformed->h));
srcTransformed->flipVertical(Common::Rect(srcTransformed->w, srcTransformed->h));
break;
default:
break;
}
srcTransformed->move(xoff, yoff, srcTransformed->h);
}
const Graphics::Surface &src = srcTransformed ?
*srcTransformed :
virtualScreen->GetAllegroBitmap()->getSurface();
enum {
kRenderInitial, kRenderDirect, kRenderToABGR, kRenderToRGBA,
kRenderOther
} renderMode;
// Check for rendering to use. The virtual screen can change, so I'm
// playing it safe and checking the render mode for each frame
const Graphics::PixelFormat screenFormat = g_system->getScreenFormat();
if (src.format == screenFormat) {
// The virtual surface can be directly blitted to the screen
renderMode = kRenderDirect;
} else if (src.format != Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24)) {
// Not a 32-bit surface, so will have to use an intermediate
// surface to correct the virtual screen to the correct format
renderMode = kRenderOther;
} else if (screenFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) {
renderMode = kRenderToRGBA;
} else if (screenFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) {
renderMode = kRenderToABGR;
} else {
renderMode = kRenderOther;
}
if (renderMode != kRenderDirect && !_screen)
_screen = new Graphics::Screen();
switch (renderMode) {
case kRenderToABGR:
// ARGB to ABGR
copySurface(src, false);
break;
case kRenderToRGBA:
// ARGB to RGBA
copySurface(src, true);
break;
case kRenderOther: {
// Blit the surface to the temporary screen, ignoring the alphas.
// This takes care of converting to the screen format
Graphics::Surface srcCopy = src;
srcCopy.format.aLoss = 8;
_screen->blitFrom(srcCopy);
break;
}
case kRenderDirect:
// Blit the virtual surface directly to the screen
g_system->copyRectToScreen(src.getPixels(), src.pitch,
0, 0, src.w, src.h);
g_system->updateScreen();
if (srcTransformed) {
srcTransformed->free();
delete srcTransformed;
}
return;
default:
break;
}
if (srcTransformed) {
srcTransformed->free();
delete srcTransformed;
}
if (_screen)
_screen->update();
}
void ScummVMRendererGraphicsDriver::Render(int xoff, int yoff, GraphicFlip flip) {
RenderToBackBuffer();
Present(xoff, yoff, flip);
}
void ScummVMRendererGraphicsDriver::Render() {
Render(0, 0, kFlip_None);
}
Bitmap *ScummVMRendererGraphicsDriver::GetMemoryBackBuffer() {
return virtualScreen;
}
void ScummVMRendererGraphicsDriver::SetMemoryBackBuffer(Bitmap *backBuffer) {
// We need to also test internal AL BITMAP pointer, because we may receive it raw from plugin,
// in which case the Bitmap object may be a different wrapper over our own virtual screen.
if (backBuffer && (backBuffer->GetAllegroBitmap() != _origVirtualScreen->GetAllegroBitmap())) {
virtualScreen = backBuffer;
} else {
virtualScreen = _origVirtualScreen.get();
}
_stageVirtualScreen = virtualScreen;
// Reset old virtual screen's subbitmaps;
// NOTE: this MUST NOT be called in the midst of the RenderSpriteBatches!
assert(_rendSpriteBatch == UINT32_MAX);
if (_rendSpriteBatch != UINT32_MAX)
return;
for (auto &batch : _spriteBatches) {
if (batch.IsParentRegion)
batch.Surface.reset();
}
}
Bitmap *ScummVMRendererGraphicsDriver::GetStageBackBuffer(bool /*mark_dirty*/) {
return _stageVirtualScreen;
}
void ScummVMRendererGraphicsDriver::SetStageBackBuffer(Bitmap *backBuffer) {
Bitmap *cur_stage = (_rendSpriteBatch == UINT32_MAX) ? virtualScreen : _spriteBatches[_rendSpriteBatch].Surface.get();
// We need to also test internal AL BITMAP pointer, because we may receive it raw from plugin,
// in which case the Bitmap object may be a different wrapper over our own virtual screen.
if (backBuffer && (backBuffer->GetAllegroBitmap() != cur_stage->GetAllegroBitmap()))
_stageVirtualScreen = backBuffer;
else
_stageVirtualScreen = cur_stage;
}
bool ScummVMRendererGraphicsDriver::GetCopyOfScreenIntoBitmap(Bitmap *destination, const Rect *src_rect, bool at_native_res,
GraphicResolution *want_fmt, uint32_t /*batch_skip_filter*/) {
(void)at_native_res; // software driver always renders at native resolution at the moment
// software filter is taught to copy to any size, so only check color depth
if (destination->GetColorDepth() != _srcColorDepth) {
if (want_fmt)
*want_fmt = GraphicResolution(destination->GetWidth(), destination->GetHeight(), _srcColorDepth);
return false;
}
Rect copy_from = src_rect ? *src_rect : _srcRect;
if (destination->GetSize() == copy_from.GetSize()) {
destination->Blit(virtualScreen, copy_from.Left, copy_from.Top, 0, 0, copy_from.GetWidth(), copy_from.GetHeight());
} else {
destination->StretchBlt(virtualScreen, copy_from, RectWH(destination->GetSize()));
}
return true;
}
/**
fade.c - High Color Fading Routines
Last Revision: 21 June, 2002
Author: Matthew Leverton
**/
void ScummVMRendererGraphicsDriver::highcolor_fade_in(Bitmap *vs, void(*draw_callback)(),
int speed, int targetColourRed, int targetColourGreen, int targetColourBlue) {
Bitmap *bmp_orig = vs;
const int col_depth = bmp_orig->GetColorDepth();
const int clearColor = makecol_depth(col_depth, targetColourRed, targetColourGreen, targetColourBlue);
if (speed <= 0) speed = 16;
Bitmap *bmp_buff = new Bitmap(bmp_orig->GetWidth(), bmp_orig->GetHeight(), col_depth);
SetMemoryBackBuffer(bmp_buff);
for (int a = 0; a < 256; a += speed) {
bmp_buff->Fill(clearColor);
set_trans_blender(0, 0, 0, a);
bmp_buff->TransBlendBlt(bmp_orig, 0, 0);
if (draw_callback)
draw_callback();
RenderToBackBuffer();
Present();
sys_evt_process_pending();
if (_pollingCallback)
_pollingCallback();
WaitForNextFrame();
}
delete bmp_buff;
SetMemoryBackBuffer(vs);
if (draw_callback)
draw_callback();
RenderToBackBuffer();
Present();
}
void ScummVMRendererGraphicsDriver::highcolor_fade_out(Bitmap *vs, void(*draw_callback)(),
int speed, int targetColourRed, int targetColourGreen, int targetColourBlue) {
Bitmap *bmp_orig = vs;
const int col_depth = vs->GetColorDepth();
const int clearColor = makecol_depth(col_depth, targetColourRed, targetColourGreen, targetColourBlue);
if (speed <= 0) speed = 16;
Bitmap *bmp_buff = new Bitmap(bmp_orig->GetWidth(), bmp_orig->GetHeight(), col_depth);
SetMemoryBackBuffer(bmp_buff);
for (int a = 255 - speed; a > 0; a -= speed) {
bmp_buff->Fill(clearColor);
set_trans_blender(0, 0, 0, a);
bmp_buff->TransBlendBlt(bmp_orig, 0, 0);
if (draw_callback)
draw_callback();
RenderToBackBuffer();
Present();
sys_evt_process_pending();
if (_pollingCallback)
_pollingCallback();
WaitForNextFrame();
}
delete bmp_buff;
SetMemoryBackBuffer(vs);
vs->Clear(clearColor);
if (draw_callback)
draw_callback();
RenderToBackBuffer();
Present();
}
/** END FADE.C **/
// palette fading routiens
// from allegro, modified for mp3
void initialize_fade_256(int r, int g, int b) {
int a;
for (a = 0; a < 256; a++) {
faded_out_palette[a].r = r / 4;
faded_out_palette[a].g = g / 4;
faded_out_palette[a].b = b / 4;
}
}
void ScummVMRendererGraphicsDriver::__fade_from_range(PALETTE source, PALETTE dest, int speed, int from, int to) {
PALETTE temp;
int c;
for (c = 0; c < PAL_SIZE; c++)
temp[c] = source[c];
for (c = 0; c < 64; c += speed) {
fade_interpolate(source, dest, temp, c, from, to);
set_palette_range(temp, from, to, TRUE);
RenderToBackBuffer();
Present();
g_system->delayMillis(5);
sys_evt_process_pending();
if (_pollingCallback)
_pollingCallback();
}
set_palette_range(dest, from, to, TRUE);
}
void ScummVMRendererGraphicsDriver::__fade_out_range(int speed, int from, int to, int targetColourRed, int targetColourGreen, int targetColourBlue) {
PALETTE temp;
initialize_fade_256(targetColourRed, targetColourGreen, targetColourBlue);
get_palette(temp);
__fade_from_range(temp, faded_out_palette, speed, from, to);
}
void ScummVMRendererGraphicsDriver::FadeOut(int speed, int targetColourRed, int targetColourGreen, int targetColourBlue, uint32_t /*batch_skip_filter*/) {
if (_srcColorDepth > 8) {
highcolor_fade_out(virtualScreen, _drawPostScreenCallback, speed * 4, targetColourRed, targetColourGreen, targetColourBlue);
} else {
__fade_out_range(speed, 0, 255, targetColourRed, targetColourGreen, targetColourBlue);
}
}
void ScummVMRendererGraphicsDriver::FadeIn(int speed, PALETTE p, int targetColourRed, int targetColourGreen, int targetColourBlue, uint32_t /*batch_skip_filter*/) {
if (_drawScreenCallback) {
_drawScreenCallback();
RenderToBackBuffer();
}
if (_srcColorDepth > 8) {
highcolor_fade_in(virtualScreen, _drawPostScreenCallback, speed * 4, targetColourRed, targetColourGreen, targetColourBlue);
} else {
initialize_fade_256(targetColourRed, targetColourGreen, targetColourBlue);
__fade_from_range(faded_out_palette, p, speed, 0, 255);
}
}
void ScummVMRendererGraphicsDriver::BoxOutEffect(bool blackingOut, int speed, int delay, uint32_t /*batch_skip_filter*/) {
if (blackingOut) {
int yspeed = _srcRect.GetHeight() / (_srcRect.GetWidth() / speed);
int boxwid = speed, boxhit = yspeed;
Bitmap *bmp_orig = virtualScreen;
Bitmap *bmp_buff = new Bitmap(bmp_orig->GetWidth(), bmp_orig->GetHeight(), bmp_orig->GetColorDepth());
SetMemoryBackBuffer(bmp_buff);
while (boxwid < _srcRect.GetWidth()) {
boxwid += speed;
boxhit += yspeed;
int vcentre = _srcRect.GetHeight() / 2;
bmp_orig->FillRect(Rect(_srcRect.GetWidth() / 2 - boxwid / 2, vcentre - boxhit / 2,
_srcRect.GetWidth() / 2 + boxwid / 2, vcentre + boxhit / 2), 0);
bmp_buff->Fill(0);
bmp_buff->Blit(bmp_orig);
if (_drawPostScreenCallback)
_drawPostScreenCallback();
RenderToBackBuffer();
Present();
sys_evt_process_pending();
if (_pollingCallback)
_pollingCallback();
_G(platform)->Delay(delay);
}
delete bmp_buff;
SetMemoryBackBuffer(bmp_orig);
} else {
error("BoxOut fade-in not implemented in sw gfx driver");
}
}
// end fading routines
ScummVMRendererGraphicsFactory *ScummVMRendererGraphicsFactory::_factory = nullptr;
ScummVMRendererGraphicsFactory::~ScummVMRendererGraphicsFactory() {
_factory = nullptr;
}
size_t ScummVMRendererGraphicsFactory::GetFilterCount() const {
return 1;
}
const GfxFilterInfo *ScummVMRendererGraphicsFactory::GetFilterInfo(size_t index) const {
switch (index) {
case 0:
return _G(scummvmGfxFilter);
default:
return nullptr;
}
}
String ScummVMRendererGraphicsFactory::GetDefaultFilterID() const {
return _GP(scummvmGfxFilter).Id;
}
/* static */ ScummVMRendererGraphicsFactory *ScummVMRendererGraphicsFactory::GetFactory() {
if (!_factory)
_factory = new ScummVMRendererGraphicsFactory();
return _factory;
}
ScummVMRendererGraphicsDriver *ScummVMRendererGraphicsFactory::EnsureDriverCreated() {
if (!_driver)
_driver = new ScummVMRendererGraphicsDriver();
return _driver;
}
ScummVMRendererGfxFilter *ScummVMRendererGraphicsFactory::CreateFilter(const String &id) {
if (_GP(scummvmGfxFilter).Id.CompareNoCase(id) == 0)
return new ScummVMRendererGfxFilter();
return nullptr;
}
} // namespace ALSW
} // namespace Engine
} // namespace AGS
} // namespace AGS3