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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "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<int>(x, 0, surface.w);
int dst_y = CLIP<int>(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<Common::SeekableReadStream> 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
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