mkxp-z/src/display/bitmap.cpp
Splendide Imaginarius 7e9937b80f Bitmap: short-circuit shader/bilinear interpolation
Benchmark shows a speedup from 10.4s to 4.1s.
2024-10-23 22:36:00 +00:00

2653 lines
73 KiB
C++

/*
** bitmap.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 - 2021 Amaryllis Kulla <ancurio@mapleshrine.eu>
**
** mkxp 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 2 of the License, or
** (at your option) any later version.
**
** mkxp 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 mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "bitmap.h"
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <SDL_rect.h>
#include <SDL_surface.h>
#include <pixman.h>
#include "gl-util.h"
#include "gl-meta.h"
#include "quad.h"
#include "quadarray.h"
#include "transform.h"
#include "exception.h"
#include "sharedstate.h"
#include "glstate.h"
#include "texpool.h"
#include "shader.h"
#include "filesystem.h"
#include "font.h"
#include "eventthread.h"
#include "graphics.h"
#include "system.h"
#include "util/util.h"
#include "debugwriter.h"
#include "sigslot/signal.hpp"
#include <math.h>
#include <algorithm>
extern "C" {
#include "libnsgif/libnsgif.h"
}
#define GUARD_MEGA \
{ \
if (p->megaSurface) \
throw Exception(Exception::MKXPError, \
"Operation not supported for mega surfaces"); \
}
#define GUARD_ANIMATED \
{ \
if (p->animation.enabled) \
throw Exception(Exception::MKXPError, \
"Operation not supported for animated bitmaps"); \
}
#define GUARD_UNANIMATED \
{ \
if (!p->animation.enabled) \
throw Exception(Exception::MKXPError, \
"Operation not supported for static bitmaps"); \
}
#define OUTLINE_SIZE 1
/* Normalize (= ensure width and
* height are positive) */
static IntRect normalizedRect(const IntRect &rect)
{
IntRect norm = rect;
if (norm.w < 0)
{
norm.w = -norm.w;
norm.x -= norm.w;
}
if (norm.h < 0)
{
norm.h = -norm.h;
norm.y -= norm.h;
}
return norm;
}
// libnsgif loading callbacks, taken pretty much straight from their tests
static void *gif_bitmap_create(int width, int height)
{
/* ensure a stupidly large bitmap is not created */
return calloc(width * height, 4);
}
static void gif_bitmap_set_opaque(void *bitmap, bool opaque)
{
(void) opaque; /* unused */
(void) bitmap; /* unused */
assert(bitmap);
}
static bool gif_bitmap_test_opaque(void *bitmap)
{
(void) bitmap; /* unused */
assert(bitmap);
return false;
}
static unsigned char *gif_bitmap_get_buffer(void *bitmap)
{
assert(bitmap);
return (unsigned char *)bitmap;
}
static void gif_bitmap_destroy(void *bitmap)
{
assert(bitmap);
free(bitmap);
}
static void gif_bitmap_modified(void *bitmap)
{
(void) bitmap; /* unused */
assert(bitmap);
return;
}
// --------------------
struct BitmapPrivate
{
Bitmap *self;
struct {
int width;
int height;
bool enabled;
bool playing;
bool needsReset;
bool loop;
std::vector<TEXFBO> frames;
float fps;
int lastFrame;
double startTime, playTime;
inline unsigned int currentFrameIRaw() {
if (fps <= 0) return lastFrame;
return floor(lastFrame + (playTime / (1 / fps)));
}
unsigned int currentFrameI() {
if (!playing || needsReset) return lastFrame;
int i = currentFrameIRaw();
return (loop) ? fmod(i, frames.size()) : (i > (int)frames.size() - 1) ? (int)frames.size() - 1 : i;
}
inline TEXFBO &currentFrame() {
int i = currentFrameI();
return frames[i];
}
inline void play() {
playing = true;
needsReset = true;
}
inline void stop() {
lastFrame = currentFrameI();
playing = false;
}
inline void seek(int frame) {
lastFrame = clamp(frame, 0, (int)frames.size());
}
void updateTimer() {
if (needsReset) {
lastFrame = currentFrameI();
playTime = 0;
startTime = shState->runTime();
needsReset = false;
return;
}
playTime = shState->runTime() - startTime;
return;
}
} animation;
sigslot::connection prepareCon;
TEXFBO gl;
Font *font;
/* "Mega surfaces" are a hack to allow Tilesets to be used
* whose Bitmaps don't fit into a regular texture. They're
* kept in RAM and will throw an error if they're used in
* any context other than as Tilesets */
SDL_Surface *megaSurface;
/* A cached version of the bitmap in client memory, for
* getPixel calls. Is invalidated any time the bitmap
* is modified */
SDL_Surface *surface;
SDL_PixelFormat *format;
/* The 'tainted' area describes which parts of the
* bitmap are not cleared, ie. don't have 0 opacity.
* If we're blitting / drawing text to a cleared part
* with full opacity, we can disregard any old contents
* in the texture and blit to it directly, saving
* ourselves the expensive blending calculation */
pixman_region16_t tainted;
// For high-resolution texture replacement.
Bitmap *selfHires;
Bitmap *selfLores;
bool assumingRubyGC;
BitmapPrivate(Bitmap *self)
: self(self),
megaSurface(0),
selfHires(0),
selfLores(0),
surface(0),
assumingRubyGC(false)
{
format = SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
animation.width = 0;
animation.height = 0;
animation.enabled = false;
animation.playing = false;
animation.loop = true;
animation.playTime = 0;
animation.startTime = 0;
animation.fps = 0;
animation.lastFrame = 0;
prepareCon = shState->prepareDraw.connect(&BitmapPrivate::prepare, this);
font = &shState->defaultFont();
pixman_region_init(&tainted);
}
~BitmapPrivate()
{
prepareCon.disconnect();
SDL_FreeFormat(format);
pixman_region_fini(&tainted);
}
TEXFBO &getGLTypes() {
return (animation.enabled) ? animation.currentFrame() : gl;
}
void prepare()
{
if (!animation.enabled || !animation.playing) return;
animation.updateTimer();
}
void allocSurface()
{
surface = SDL_CreateRGBSurface(0, gl.width, gl.height, format->BitsPerPixel,
format->Rmask, format->Gmask,
format->Bmask, format->Amask);
}
void clearTaintedArea()
{
pixman_region_fini(&tainted);
pixman_region_init(&tainted);
}
void addTaintedArea(const IntRect &rect)
{
IntRect norm = normalizedRect(rect);
pixman_region_union_rect
(&tainted, &tainted, norm.x, norm.y, norm.w, norm.h);
}
void substractTaintedArea(const IntRect &rect)
{
if (!touchesTaintedArea(rect))
return;
pixman_region16_t m_reg;
pixman_region_init_rect(&m_reg, rect.x, rect.y, rect.w, rect.h);
pixman_region_subtract(&tainted, &m_reg, &tainted);
pixman_region_fini(&m_reg);
}
bool touchesTaintedArea(const IntRect &rect)
{
pixman_box16_t box;
box.x1 = rect.x;
box.y1 = rect.y;
box.x2 = rect.x + rect.w;
box.y2 = rect.y + rect.h;
pixman_region_overlap_t result =
pixman_region_contains_rectangle(&tainted, &box);
return result != PIXMAN_REGION_OUT;
}
void bindTexture(ShaderBase &shader, bool substituteLoresSize = true)
{
if (selfHires) {
selfHires->bindTex(shader, substituteLoresSize);
return;
}
if (animation.enabled) {
if (selfLores) {
Debug() << "BUG: High-res BitmapPrivate bindTexture for animations not implemented";
}
TEXFBO cframe = animation.currentFrame();
TEX::bind(cframe.tex);
shader.setTexSize(Vec2i(cframe.width, cframe.height));
return;
}
TEX::bind(gl.tex);
if (selfLores && substituteLoresSize) {
shader.setTexSize(Vec2i(selfLores->width(), selfLores->height()));
}
else {
shader.setTexSize(Vec2i(gl.width, gl.height));
}
}
void bindFBO()
{
FBO::bind((animation.enabled) ? animation.currentFrame().fbo : gl.fbo);
}
void pushSetViewport(ShaderBase &shader) const
{
glState.viewport.pushSet(IntRect(0, 0, gl.width, gl.height));
shader.applyViewportProj();
}
void popViewport() const
{
glState.viewport.pop();
}
void blitQuad(Quad &quad)
{
glState.blend.pushSet(false);
quad.draw();
glState.blend.pop();
}
void fillRect(const IntRect &rect,
const Vec4 &color)
{
bindFBO();
glState.scissorTest.pushSet(true);
glState.scissorBox.pushSet(normalizedRect(rect));
glState.clearColor.pushSet(color);
FBO::clear();
glState.clearColor.pop();
glState.scissorBox.pop();
glState.scissorTest.pop();
}
static void ensureFormat(SDL_Surface *&surf, Uint32 format)
{
if (surf->format->format == format)
return;
SDL_Surface *surfConv = SDL_ConvertSurfaceFormat(surf, format, 0);
SDL_FreeSurface(surf);
surf = surfConv;
}
void onModified(bool freeSurface = true)
{
if (surface && freeSurface)
{
SDL_FreeSurface(surface);
surface = 0;
}
self->modified();
}
};
struct BitmapOpenHandler : FileSystem::OpenHandler
{
// Non-GIF
SDL_Surface *surface;
// GIF
std::string error;
gif_animation *gif;
unsigned char *gif_data;
size_t gif_data_size;
BitmapOpenHandler()
: surface(0), gif(0), gif_data(0), gif_data_size(0)
{}
bool tryRead(SDL_RWops &ops, const char *ext)
{
if (IMG_isGIF(&ops)) {
// Use libnsgif to initialise the gif data
gif = new gif_animation;
gif_bitmap_callback_vt gif_bitmap_callbacks = {
gif_bitmap_create,
gif_bitmap_destroy,
gif_bitmap_get_buffer,
gif_bitmap_set_opaque,
gif_bitmap_test_opaque,
gif_bitmap_modified
};
gif_create(gif, &gif_bitmap_callbacks);
gif_data_size = ops.size(&ops);
gif_data = new unsigned char[gif_data_size];
ops.seek(&ops, 0, RW_SEEK_SET);
ops.read(&ops, gif_data, gif_data_size, 1);
int status;
do {
status = gif_initialise(gif, gif_data_size, gif_data);
if (status != GIF_OK && status != GIF_WORKING) {
gif_finalise(gif);
delete gif;
delete gif_data;
error = "Failed to initialize GIF (Error " + std::to_string(status) + ")";
return false;
}
} while (status != GIF_OK);
// Decode the first frame
status = gif_decode_frame(gif, 0);
if (status != GIF_OK && status != GIF_WORKING) {
error = "Failed to decode first GIF frame. (Error " + std::to_string(status) + ")";
gif_finalise(gif);
delete gif;
delete gif_data;
return false;
}
} else {
surface = IMG_LoadTyped_RW(&ops, 1, ext);
}
return (surface || gif);
}
};
Bitmap::Bitmap(const char *filename)
{
std::string hiresPrefix = "Hires/";
std::string filenameStd = filename;
Bitmap *hiresBitmap = nullptr;
// TODO: once C++20 is required, switch to filenameStd.starts_with(hiresPrefix)
if (shState->config().enableHires && filenameStd.compare(0, hiresPrefix.size(), hiresPrefix) != 0) {
// Look for a high-res version of the file.
std::string hiresFilename = hiresPrefix + filenameStd;
try {
hiresBitmap = new Bitmap(hiresFilename.c_str());
hiresBitmap->setLores(this);
}
catch (const Exception &e)
{
Debug() << "No high-res Bitmap found at" << hiresFilename;
hiresBitmap = nullptr;
}
}
BitmapOpenHandler handler;
try {
shState->fileSystem().openRead(handler, filename);
if (!handler.error.empty()) {
// Not loaded with SDL, but I want it to be caught with the same exception type
throw Exception(Exception::SDLError, "Error loading image '%s': %s", filename, handler.error.c_str());
}
else if (!handler.gif && !handler.surface) {
throw Exception(Exception::SDLError, "Error loading image '%s': %s",
filename, SDL_GetError());
}
} catch (const Exception &e) {
if (hiresBitmap)
delete hiresBitmap;
throw e;
}
if (handler.gif) {
if (handler.gif->width >= (uint32_t)glState.caps.maxTexSize || handler.gif->height > (uint32_t)glState.caps.maxTexSize)
{
if (hiresBitmap)
delete hiresBitmap;
throw new Exception(Exception::MKXPError, "Animation too large (%ix%i, max %ix%i)",
handler.gif->width, handler.gif->height, glState.caps.maxTexSize, glState.caps.maxTexSize);
}
p = new BitmapPrivate(this);
p->selfHires = hiresBitmap;
if (handler.gif->frame_count == 1) {
TEXFBO texfbo;
try {
texfbo = shState->texPool().request(handler.gif->width, handler.gif->height);
}
catch (const Exception &e)
{
gif_finalise(handler.gif);
delete handler.gif;
delete handler.gif_data;
delete p;
if (hiresBitmap)
delete hiresBitmap;
throw e;
}
TEX::bind(texfbo.tex);
TEX::uploadImage(handler.gif->width, handler.gif->height, handler.gif->frame_image, GL_RGBA);
gif_finalise(handler.gif);
delete handler.gif;
delete handler.gif_data;
p->gl = texfbo;
if (p->selfHires != nullptr) {
p->gl.selfHires = &p->selfHires->getGLTypes();
}
p->addTaintedArea(rect());
return;
}
p->animation.enabled = true;
p->animation.width = handler.gif->width;
p->animation.height = handler.gif->height;
// Guess framerate based on the first frame's delay
p->animation.fps = 1 / ((float)handler.gif->frames[handler.gif->decoded_frame].frame_delay / 100);
if (p->animation.fps < 0) p->animation.fps = shState->graphics().getFrameRate();
// Loop gif (Either it's looping or it's not, at the moment)
p->animation.loop = handler.gif->loop_count >= 0;
int fcount = handler.gif->frame_count;
int fcount_partial = handler.gif->frame_count_partial;
if (fcount > fcount_partial) {
Debug() << "Non-fatal error reading" << filename << ": Only decoded" << fcount_partial << "out of" << fcount << "frames";
}
for (int i = 0; i < fcount_partial; i++) {
if (i > 0) {
int status = gif_decode_frame(handler.gif, i);
if (status != GIF_OK && status != GIF_WORKING) {
releaseResources();
gif_finalise(handler.gif);
delete handler.gif;
delete handler.gif_data;
throw Exception(Exception::MKXPError, "Failed to decode GIF frame %i out of %i (Status %i)",
i + 1, fcount_partial, status);
}
}
TEXFBO texfbo;
try {
texfbo = shState->texPool().request(p->animation.width, p->animation.height);
}
catch (const Exception &e)
{
releaseResources();
gif_finalise(handler.gif);
delete handler.gif;
delete handler.gif_data;
throw e;
}
TEX::bind(texfbo.tex);
TEX::uploadImage(p->animation.width, p->animation.height, handler.gif->frame_image, GL_RGBA);
p->animation.frames.push_back(texfbo);
}
gif_finalise(handler.gif);
delete handler.gif;
delete handler.gif_data;
p->addTaintedArea(rect());
return;
}
SDL_Surface *imgSurf = handler.surface;
initFromSurface(imgSurf, hiresBitmap, false);
}
Bitmap::Bitmap(int width, int height, bool isHires)
{
if (width <= 0 || height <= 0)
throw Exception(Exception::RGSSError, "failed to create bitmap");
Bitmap *hiresBitmap = nullptr;
if (shState->config().enableHires && !isHires) {
// Create a high-res version as well.
double scalingFactor = shState->config().textureScalingFactor;
int hiresWidth = (int)lround(scalingFactor * width);
int hiresHeight = (int)lround(scalingFactor * height);
hiresBitmap = new Bitmap(hiresWidth, hiresHeight, true);
hiresBitmap->setLores(this);
}
TEXFBO tex;
try {
tex = shState->texPool().request(width, height);
} catch (const Exception &e) {
if (hiresBitmap)
delete hiresBitmap;
throw e;
}
p = new BitmapPrivate(this);
p->gl = tex;
p->selfHires = hiresBitmap;
if (p->selfHires != nullptr) {
p->gl.selfHires = &p->selfHires->getGLTypes();
}
clear();
}
Bitmap::Bitmap(void *pixeldata, int width, int height)
{
SDL_Surface *surface = SDL_CreateRGBSurface(0, width, height, p->format->BitsPerPixel,
p->format->Rmask,
p->format->Gmask,
p->format->Bmask,
p->format->Amask);
if (!surface)
throw Exception(Exception::SDLError, "Error creating Bitmap: %s",
SDL_GetError());
memcpy(surface->pixels, pixeldata, width*height*(p->format->BitsPerPixel/8));
if (surface->w > glState.caps.maxTexSize || surface->h > glState.caps.maxTexSize)
{
p = new BitmapPrivate(this);
p->megaSurface = surface;
SDL_SetSurfaceBlendMode(p->megaSurface, SDL_BLENDMODE_NONE);
}
else
{
TEXFBO tex;
try
{
tex = shState->texPool().request(surface->w, surface->h);
}
catch (const Exception &e)
{
SDL_FreeSurface(surface);
throw e;
}
p = new BitmapPrivate(this);
p->gl = tex;
TEX::bind(p->gl.tex);
TEX::uploadImage(p->gl.width, p->gl.height, surface->pixels, GL_RGBA);
SDL_FreeSurface(surface);
}
p->addTaintedArea(rect());
}
// frame is -2 for "any and all", -1 for "current", anything else for a specific frame
Bitmap::Bitmap(const Bitmap &other, int frame)
{
other.guardDisposed();
other.ensureNonMega();
if (frame > -2) other.ensureAnimated();
if (other.hasHires()) {
Debug() << "BUG: High-res Bitmap from animation not implemented";
}
p = new BitmapPrivate(this);
// TODO: Clean me up
if (!other.isAnimated() || frame >= -1) {
try {
p->gl = shState->texPool().request(other.width(), other.height());
} catch (const Exception &e) {
delete p;
throw e;
}
GLMeta::blitBegin(p->gl, false, SameScale);
// Blit just the current frame of the other animated bitmap
if (!other.isAnimated() || frame == -1) {
GLMeta::blitSource(other.getGLTypes(), SameScale);
}
else {
auto &frames = other.getFrames();
GLMeta::blitSource(frames[clamp(frame, 0, (int)frames.size() - 1)], SameScale);
}
GLMeta::blitRectangle(rect(), rect());
GLMeta::blitEnd();
}
else {
p->animation.enabled = true;
p->animation.fps = other.getAnimationFPS();
p->animation.width = other.width();
p->animation.height = other.height();
p->animation.lastFrame = 0;
p->animation.playTime = 0;
p->animation.startTime = 0;
p->animation.loop = other.getLooping();
for (TEXFBO &sourceframe : other.getFrames()) {
TEXFBO newframe;
try {
newframe = shState->texPool().request(p->animation.width, p->animation.height);
} catch(const Exception &e) {
releaseResources();
throw e;
}
GLMeta::blitBegin(newframe, false, SameScale);
GLMeta::blitSource(sourceframe, SameScale);
GLMeta::blitRectangle(rect(), rect());
GLMeta::blitEnd();
p->animation.frames.push_back(newframe);
}
}
p->addTaintedArea(rect());
}
Bitmap::Bitmap(TEXFBO &other)
{
Bitmap *hiresBitmap = nullptr;
if (other.selfHires != nullptr) {
// Create a high-res version as well.
hiresBitmap = new Bitmap(*other.selfHires);
hiresBitmap->setLores(this);
}
p = new BitmapPrivate(this);
p->selfHires = hiresBitmap;
try {
p->gl = shState->texPool().request(other.width, other.height);
} catch (const Exception &e) {
delete p;
throw e;
}
if (p->selfHires != nullptr) {
p->gl.selfHires = &p->selfHires->getGLTypes();
}
// Skip blitting to lores texture, since only the hires one will be displayed.
if (p->selfHires == nullptr) {
GLMeta::blitBegin(p->gl, false, SameScale);
GLMeta::blitSource(other, SameScale);
GLMeta::blitRectangle(rect(), rect());
GLMeta::blitEnd();
}
p->addTaintedArea(rect());
}
Bitmap::Bitmap(SDL_Surface *imgSurf, SDL_Surface *imgSurfHires, bool forceMega)
{
Bitmap *hiresBitmap = nullptr;
if (imgSurfHires != nullptr) {
// Create a high-res version as well.
hiresBitmap = new Bitmap(imgSurfHires, nullptr);
hiresBitmap->setLores(this);
}
initFromSurface(imgSurf, hiresBitmap, forceMega);
}
Bitmap::~Bitmap()
{
dispose();
loresDispCon.disconnect();
}
void Bitmap::initFromSurface(SDL_Surface *imgSurf, Bitmap *hiresBitmap, bool forceMega)
{
p->ensureFormat(imgSurf, SDL_PIXELFORMAT_ABGR8888);
if (imgSurf->w > glState.caps.maxTexSize || imgSurf->h > glState.caps.maxTexSize || forceMega)
{
/* Mega surface */
p = new BitmapPrivate(this);
p->selfHires = hiresBitmap;
p->megaSurface = imgSurf;
SDL_SetSurfaceBlendMode(p->megaSurface, SDL_BLENDMODE_NONE);
}
else
{
/* Regular surface */
TEXFBO tex;
try
{
tex = shState->texPool().request(imgSurf->w, imgSurf->h);
}
catch (const Exception &e)
{
if (hiresBitmap)
delete hiresBitmap;
SDL_FreeSurface(imgSurf);
throw e;
}
p = new BitmapPrivate(this);
p->selfHires = hiresBitmap;
p->gl = tex;
if (p->selfHires != nullptr) {
p->gl.selfHires = &p->selfHires->getGLTypes();
}
TEX::bind(p->gl.tex);
TEX::uploadImage(p->gl.width, p->gl.height, imgSurf->pixels, GL_RGBA);
SDL_FreeSurface(imgSurf);
}
p->addTaintedArea(rect());
}
int Bitmap::width() const
{
guardDisposed();
if (p->megaSurface) {
return p->megaSurface->w;
}
if (p->animation.enabled) {
return p->animation.width;
}
return p->gl.width;
}
int Bitmap::height() const
{
guardDisposed();
if (p->megaSurface)
return p->megaSurface->h;
if (p->animation.enabled)
return p->animation.height;
return p->gl.height;
}
bool Bitmap::hasHires() const{
guardDisposed();
return p->selfHires;
}
DEF_ATTR_RD_SIMPLE(Bitmap, Hires, Bitmap*, p->selfHires)
void Bitmap::setHires(Bitmap *hires) {
guardDisposed();
Debug() << "BUG: High-res Bitmap setHires not fully implemented, expect bugs";
hires->setLores(this);
p->selfHires = hires;
}
void Bitmap::setLores(Bitmap *lores) {
guardDisposed();
p->selfLores = lores;
loresDispCon = lores->wasDisposed.connect(&Bitmap::loresDisposal, this);
}
bool Bitmap::isMega() const{
guardDisposed();
return p->megaSurface;
}
bool Bitmap::isAnimated() const {
guardDisposed();
return p->animation.enabled;
}
IntRect Bitmap::rect() const
{
guardDisposed();
return IntRect(0, 0, width(), height());
}
void Bitmap::blt(int x, int y,
const Bitmap &source, const IntRect &rect,
int opacity)
{
if (source.isDisposed())
return;
stretchBlt(IntRect(x, y, abs(rect.w), abs(rect.h)),
source, rect, opacity);
}
static bool shrinkRects(float &sourcePos, float &sourceLen, const int &sBitmapLen,
float &destPos, float &destLen, const int &dBitmapLen, bool normalize = false)
{
float sStart = sourceLen > 0 ? sourcePos : sourceLen + sourcePos;
float sEnd = sourceLen > 0 ? sourceLen + sourcePos : sourcePos;
float sLength = sEnd - sStart;
if (sStart >= 0 && sEnd < sBitmapLen)
return false;
if (sStart >= sBitmapLen || sEnd < 0)
return true;
float dStart = destLen > 0 ? destPos: destLen + destPos;
float dEnd = destLen > 0 ? destLen + destPos : destPos;
float dLength = dEnd - dStart;
float delta = sEnd - sBitmapLen;
float dDelta;
if (delta > 0)
{
dDelta = (delta / sLength) * dLength;
sLength -= delta;
sEnd = sBitmapLen;
dEnd -= dDelta;
dLength -= dDelta;
}
if (sStart < 0)
{
dDelta = (sStart / sLength) * dLength;
sLength += sStart;
sStart = 0;
dStart -= dDelta;
dLength += dDelta;
}
if (!normalize)
{
sourcePos = sourceLen > 0 ? sStart : sEnd;
sourceLen = sourceLen > 0 ? sLength : -sLength;
destPos = destLen > 0 ? dStart : dEnd;
destLen = destLen > 0 ? dLength : -dLength;
}
else
{
// Ensure the source rect has positive dimensions, for blitting from mega surfaces
destPos = (destLen > 0 == sourceLen > 0) ? dStart : dEnd;
destLen = (destLen > 0 == sourceLen > 0) ? dLength : -dLength;
sourcePos = sStart;
sourceLen = sLength;
}
return false;
}
static bool shrinkRects(int &sourcePos, int &sourceLen, const int &sBitmapLen,
int &destPos, int &destLen, const int &dBitmapLen)
{
float fSourcePos = sourcePos;
float fSourceLen = sourceLen;
float fDestPos = destPos;
float fDestLen = destLen;
bool ret = shrinkRects(fSourcePos, fSourceLen, sBitmapLen, fDestPos, fDestLen, dBitmapLen, true);
if (!ret)
ret = shrinkRects(fDestPos, fDestLen, dBitmapLen, fSourcePos, fSourceLen, sBitmapLen);
sourcePos = round(fSourcePos);
sourceLen = round(fSourceLen);
destPos = round(fDestPos);
destLen = round(fDestLen);
return ret || sourceLen == 0 || destLen == 0;
}
void Bitmap::stretchBlt(IntRect destRect,
const Bitmap &source, IntRect sourceRect,
int opacity, bool smooth)
{
guardDisposed();
// Don't need this, right? This function is fine with megasurfaces it seems
//GUARD_MEGA;
if (source.isDisposed())
return;
if (hasHires()) {
int destX, destY, destWidth, destHeight;
destX = destRect.x * p->selfHires->width() / width();
destY = destRect.y * p->selfHires->height() / height();
destWidth = destRect.w * p->selfHires->width() / width();
destHeight = destRect.h * p->selfHires->height() / height();
p->selfHires->stretchBlt(IntRect(destX, destY, destWidth, destHeight), source, sourceRect, opacity);
return;
}
if (source.hasHires()) {
int sourceX, sourceY, sourceWidth, sourceHeight;
sourceX = sourceRect.x * source.getHires()->width() / source.width();
sourceY = sourceRect.y * source.getHires()->height() / source.height();
sourceWidth = sourceRect.w * source.getHires()->width() / source.width();
sourceHeight = sourceRect.h * source.getHires()->height() / source.height();
stretchBlt(destRect, *source.getHires(), IntRect(sourceX, sourceY, sourceWidth, sourceHeight), opacity);
return;
}
opacity = clamp(opacity, 0, 255);
if (opacity == 0)
return;
if(shrinkRects(sourceRect.x, sourceRect.w, source.width(), destRect.x, destRect.w, width()))
return;
if(shrinkRects(sourceRect.y, sourceRect.h, source.height(), destRect.y, destRect.h, height()))
return;
SDL_Surface *srcSurf = source.megaSurface();
SDL_Surface *blitTemp = 0;
bool touchesTaintedArea = p->touchesTaintedArea(destRect);
bool unpack_subimage = srcSurf && gl.unpack_subimage;
const bool scaleIsOne = sourceRect.w == destRect.w && sourceRect.h == destRect.h;
if (scaleIsOne) {
smooth = false;
}
if (!srcSurf && opacity == 255 && !touchesTaintedArea)
{
/* Fast blit */
// TODO: Use bitmapSmoothScaling/bitmapSmoothScalingDown configs for this.
GLMeta::blitBegin(getGLTypes());
GLMeta::blitSource(source.getGLTypes());
GLMeta::blitRectangle(sourceRect, destRect, smooth);
GLMeta::blitEnd();
}
else
{
if (srcSurf)
{
SDL_Rect srcRect = sourceRect;
bool subImageFix = shState->config().subImageFix;
bool srcRectTooBig = srcRect.w > glState.caps.maxTexSize ||
srcRect.h > glState.caps.maxTexSize;
bool srcSurfTooBig = !unpack_subimage && (
srcSurf->w > glState.caps.maxTexSize ||
srcSurf->h > glState.caps.maxTexSize
);
if (srcRectTooBig || srcSurfTooBig)
{
int error;
if (srcRectTooBig)
{
/* We have to resize it here anyway, so use software resizing */
blitTemp =
SDL_CreateRGBSurface(0, abs(destRect.w), abs(destRect.h), p->format->BitsPerPixel,
p->format->Rmask, p->format->Gmask,
p->format->Bmask, p->format->Amask);
if (!blitTemp)
throw Exception(Exception::SDLError, "Error creating temporary surface for blitting: %s",
SDL_GetError());
if (smooth)
{
error = SDL_SoftStretchLinear(srcSurf, &srcRect, blitTemp, 0);
smooth = false;
}
else
{
SDL_Rect tmpRect = {0, 0, blitTemp->w, blitTemp->h};
error = SDL_LowerBlitScaled(srcSurf, &srcRect, blitTemp, &tmpRect);
}
unpack_subimage = false;
}
else
{
/* Just crop it, let the shader resize it later */
blitTemp =
SDL_CreateRGBSurface(0, sourceRect.w, sourceRect.h, p->format->BitsPerPixel,
p->format->Rmask, p->format->Gmask,
p->format->Bmask, p->format->Amask);
if (!blitTemp)
throw Exception(Exception::SDLError, "Error creating temporary surface for blitting: %s",
SDL_GetError());
SDL_Rect tmpRect = {0, 0, blitTemp->w, blitTemp->h};
error = SDL_LowerBlit(srcSurf, &srcRect, blitTemp, &tmpRect);
}
if (error)
{
SDL_FreeSurface(blitTemp);
throw Exception(Exception::SDLError, "Failed to blit surface: %s", SDL_GetError());
}
srcSurf = blitTemp;
sourceRect.w = srcSurf->w;
sourceRect.h = srcSurf->h;
sourceRect.x = 0;
sourceRect.y = 0;
}
if (opacity == 255 && !touchesTaintedArea)
{
if (!subImageFix &&
sourceRect.w == destRect.w && sourceRect.h == destRect.h &&
(unpack_subimage || (srcSurf->w == sourceRect.w && srcSurf->h == sourceRect.h))
)
{
/* No scaling needed */
TEX::bind(getGLTypes().tex);
if (unpack_subimage)
{
gl.PixelStorei(GL_UNPACK_ROW_LENGTH, srcSurf->w);
gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, sourceRect.x);
gl.PixelStorei(GL_UNPACK_SKIP_ROWS, sourceRect.y);
}
TEX::uploadSubImage(destRect.x, destRect.y,
destRect.w, destRect.h,
srcSurf->pixels, GL_RGBA);
if (unpack_subimage)
GLMeta::subRectImageEnd();
}
else
{
/* Resizing or subImageFix involved: need to use intermediary TexFBO */
TEXFBO *gpTF;
if (unpack_subimage)
gpTF = &shState->gpTexFBO(sourceRect.w, sourceRect.h);
else
gpTF = &shState->gpTexFBO(srcSurf->w, srcSurf->h);
TEX::bind(gpTF->tex);
if (unpack_subimage)
{
gl.PixelStorei(GL_UNPACK_ROW_LENGTH, srcSurf->w);
gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, sourceRect.x);
gl.PixelStorei(GL_UNPACK_SKIP_ROWS, sourceRect.y);
sourceRect.x = 0;
sourceRect.y = 0;
TEX::uploadSubImage(0, 0, sourceRect.w, sourceRect.h, srcSurf->pixels, GL_RGBA);
GLMeta::subRectImageEnd();
}
else
{
TEX::uploadSubImage(0, 0, srcSurf->w, srcSurf->h, srcSurf->pixels, GL_RGBA);
}
GLMeta::blitBegin(getGLTypes());
GLMeta::blitSource(*gpTF);
GLMeta::blitRectangle(sourceRect, destRect, smooth);
GLMeta::blitEnd();
}
}
}
if (opacity < 255 || touchesTaintedArea)
{
/* We're touching a tainted area or still need to reduce opacity */
/* Fragment pipeline */
float normOpacity = (float) opacity / 255.0f;
TEXFBO &gpTex = shState->gpTexFBO(abs(destRect.w), abs(destRect.h));
Vec2i gpTexSize;
GLMeta::blitBegin(gpTex, false, SameScale);
GLMeta::blitSource(getGLTypes(), SameScale);
GLMeta::blitRectangle(destRect, IntRect(0, 0, abs(destRect.w), abs(destRect.h)));
GLMeta::blitEnd();
int sourceWidth, sourceHeight;
FloatRect bltSubRect;
if (srcSurf)
{
if (unpack_subimage)
{
shState->ensureTexSize(sourceRect.w, sourceRect.h, gpTexSize);
}
else
{
shState->ensureTexSize(srcSurf->w, srcSurf->h, gpTexSize);
}
sourceWidth = gpTexSize.x;
sourceHeight = gpTexSize.y;
shState->bindTex();
if (unpack_subimage)
{
gl.PixelStorei(GL_UNPACK_ROW_LENGTH, srcSurf->w);
gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, sourceRect.x);
gl.PixelStorei(GL_UNPACK_SKIP_ROWS, sourceRect.y);
sourceRect.x = 0;
sourceRect.y = 0;
TEX::uploadSubImage(0, 0, sourceRect.w, sourceRect.h, srcSurf->pixels, GL_RGBA);
GLMeta::subRectImageEnd();
}
else
{
TEX::uploadSubImage(0, 0, srcSurf->w, srcSurf->h, srcSurf->pixels, GL_RGBA);
}
}
else
{
sourceWidth = source.width();
sourceHeight = source.height();
}
bltSubRect = FloatRect((float) sourceRect.x / sourceWidth,
(float) sourceRect.y / sourceHeight,
((float) sourceWidth / sourceRect.w) * ((float) abs(destRect.w) / gpTex.width),
((float) sourceHeight / sourceRect.h) * ((float) abs(destRect.h) / gpTex.height));
BltShader &shader = shState->shaders().blt;
shader.bind();
if (srcSurf)
{
shader.setTexSize(gpTexSize);
}
else
{
source.p->bindTexture(shader, false);
}
shader.setSource();
shader.setDestination(gpTex.tex);
shader.setSubRect(bltSubRect);
shader.setOpacity(normOpacity);
Quad &quad = shState->gpQuad();
quad.setTexPosRect(sourceRect, destRect);
quad.setColor(Vec4(1, 1, 1, normOpacity));
p->bindFBO();
p->pushSetViewport(shader);
if (smooth)
TEX::setSmooth(true);
p->blitQuad(quad);
p->popViewport();
if (smooth)
TEX::setSmooth(false);
}
}
if (blitTemp)
SDL_FreeSurface(blitTemp);
p->addTaintedArea(destRect);
p->onModified();
}
void Bitmap::fillRect(int x, int y,
int width, int height,
const Vec4 &color)
{
fillRect(IntRect(x, y, width, height), color);
}
void Bitmap::fillRect(const IntRect &rect, const Vec4 &color)
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
int destX, destY, destWidth, destHeight;
destX = rect.x * p->selfHires->width() / width();
destY = rect.y * p->selfHires->height() / height();
destWidth = rect.w * p->selfHires->width() / width();
destHeight = rect.h * p->selfHires->height() / height();
p->selfHires->fillRect(IntRect(destX, destY, destWidth, destHeight), color);
}
p->fillRect(rect, color);
if (color.w == 0)
/* Clear op */
p->substractTaintedArea(rect);
else
/* Fill op */
p->addTaintedArea(rect);
p->onModified();
}
void Bitmap::gradientFillRect(int x, int y,
int width, int height,
const Vec4 &color1, const Vec4 &color2,
bool vertical)
{
gradientFillRect(IntRect(x, y, width, height), color1, color2, vertical);
}
void Bitmap::gradientFillRect(const IntRect &rect,
const Vec4 &color1, const Vec4 &color2,
bool vertical)
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
int destX, destY, destWidth, destHeight;
destX = rect.x * p->selfHires->width() / width();
destY = rect.y * p->selfHires->height() / height();
destWidth = rect.w * p->selfHires->width() / width();
destHeight = rect.h * p->selfHires->height() / height();
p->selfHires->gradientFillRect(IntRect(destX, destY, destWidth, destHeight), color1, color2, vertical);
}
SimpleColorShader &shader = shState->shaders().simpleColor;
shader.bind();
shader.setTranslation(Vec2i());
Quad &quad = shState->gpQuad();
if (vertical)
{
quad.vert[0].color = color1;
quad.vert[1].color = color1;
quad.vert[2].color = color2;
quad.vert[3].color = color2;
}
else
{
quad.vert[0].color = color1;
quad.vert[3].color = color1;
quad.vert[1].color = color2;
quad.vert[2].color = color2;
}
quad.setPosRect(rect);
p->bindFBO();
p->pushSetViewport(shader);
p->blitQuad(quad);
p->popViewport();
p->addTaintedArea(rect);
p->onModified();
}
void Bitmap::clearRect(int x, int y, int width, int height)
{
clearRect(IntRect(x, y, width, height));
}
void Bitmap::clearRect(const IntRect &rect)
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
int destX, destY, destWidth, destHeight;
destX = rect.x * p->selfHires->width() / width();
destY = rect.y * p->selfHires->height() / height();
destWidth = rect.w * p->selfHires->width() / width();
destHeight = rect.h * p->selfHires->height() / height();
p->selfHires->clearRect(IntRect(destX, destY, destWidth, destHeight));
}
p->fillRect(rect, Vec4());
p->onModified();
}
void Bitmap::blur()
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
p->selfHires->blur();
}
// TODO: Is there some kind of blur radius that we need to handle for high-res mode?
Quad &quad = shState->gpQuad();
FloatRect rect(0, 0, width(), height());
quad.setTexPosRect(rect, rect);
TEXFBO auxTex = shState->texPool().request(width(), height());
BlurShader &shader = shState->shaders().blur;
BlurShader::HPass &pass1 = shader.pass1;
BlurShader::VPass &pass2 = shader.pass2;
glState.blend.pushSet(false);
glState.viewport.pushSet(IntRect(0, 0, width(), height()));
TEX::bind(p->gl.tex);
FBO::bind(auxTex.fbo);
pass1.bind();
pass1.setTexSize(Vec2i(width(), height()));
pass1.applyViewportProj();
quad.draw();
TEX::bind(auxTex.tex);
p->bindFBO();
pass2.bind();
pass2.setTexSize(Vec2i(width(), height()));
pass2.applyViewportProj();
quad.draw();
glState.viewport.pop();
glState.blend.pop();
shState->texPool().release(auxTex);
p->onModified();
}
void Bitmap::radialBlur(int angle, int divisions)
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
p->selfHires->radialBlur(angle, divisions);
return;
}
angle = clamp<int>(angle, 0, 359);
divisions = clamp<int>(divisions, 2, 100);
const int _width = width();
const int _height = height();
float angleStep = (float) angle / (divisions-1);
float opacity = 1.0f / divisions;
float baseAngle = -((float) angle / 2);
ColorQuadArray qArray;
qArray.resize(5);
std::vector<Vertex> &vert = qArray.vertices;
int i = 0;
/* Center */
FloatRect texRect(0, 0, _width, _height);
FloatRect posRect(0, 0, _width, _height);
i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
/* Upper */
posRect = FloatRect(0, 0, _width, -_height);
i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
/* Lower */
posRect = FloatRect(0, _height*2, _width, -_height);
i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
/* Left */
posRect = FloatRect(0, 0, -_width, _height);
i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
/* Right */
posRect = FloatRect(_width*2, 0, -_width, _height);
i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
for (int i = 0; i < 4*5; ++i)
vert[i].color = Vec4(1, 1, 1, opacity);
qArray.commit();
TEXFBO newTex = shState->texPool().request(_width, _height);
FBO::bind(newTex.fbo);
glState.clearColor.pushSet(Vec4());
FBO::clear();
Transform trans;
trans.setOrigin(Vec2(_width / 2.0f, _height / 2.0f));
trans.setPosition(Vec2(_width / 2.0f, _height / 2.0f));
glState.blendMode.pushSet(BlendAddition);
SimpleMatrixShader &shader = shState->shaders().simpleMatrix;
shader.bind();
p->bindTexture(shader, false);
TEX::setSmooth(true);
p->pushSetViewport(shader);
for (int i = 0; i < divisions; ++i)
{
trans.setRotation(baseAngle + i*angleStep);
shader.setMatrix(trans.getMatrix());
qArray.draw();
}
p->popViewport();
TEX::setSmooth(false);
glState.blendMode.pop();
glState.clearColor.pop();
shState->texPool().release(p->gl);
p->gl = newTex;
p->onModified();
}
void Bitmap::clear()
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
p->selfHires->clear();
}
p->bindFBO();
glState.clearColor.pushSet(Vec4());
FBO::clear();
glState.clearColor.pop();
p->clearTaintedArea();
p->onModified();
}
static uint32_t &getPixelAt(SDL_Surface *surf, SDL_PixelFormat *form, int x, int y)
{
size_t offset = x*form->BytesPerPixel + y*surf->pitch;
uint8_t *bytes = (uint8_t*) surf->pixels + offset;
return *((uint32_t*) bytes);
}
Color Bitmap::getPixel(int x, int y) const
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
Debug() << "GAME BUG: Game is calling getPixel on low-res Bitmap; you may want to patch the game to improve graphics quality.";
int xHires = x * p->selfHires->width() / width();
int yHires = y * p->selfHires->height() / height();
// We take the average color from the high-res Bitmap.
// RGB channels skip fully transparent pixels when averaging.
int w = p->selfHires->width() / width();
int h = p->selfHires->height() / height();
if (w >= 1 && h >= 1) {
double rSum = 0.;
double gSum = 0.;
double bSum = 0.;
double aSum = 0.;
long long rgbCount = 0;
long long aCount = 0;
for (int thisX = xHires; thisX < xHires+w && thisX < p->selfHires->width(); thisX++) {
for (int thisY = yHires; thisY < yHires+h && thisY < p->selfHires->height(); thisY++) {
Color thisColor = p->selfHires->getPixel(thisX, thisY);
if (thisColor.getAlpha() >= 1.0) {
rSum += thisColor.getRed();
gSum += thisColor.getGreen();
bSum += thisColor.getBlue();
rgbCount++;
}
aSum += thisColor.getAlpha();
aCount++;
}
}
double rAvg = rSum / (double)rgbCount;
double gAvg = gSum / (double)rgbCount;
double bAvg = bSum / (double)rgbCount;
double aAvg = aSum / (double)aCount;
return Color(rAvg, gAvg, bAvg, aAvg);
}
}
if (x < 0 || y < 0 || x >= width() || y >= height())
return Vec4();
if (!p->surface)
{
p->allocSurface();
FBO::bind(p->gl.fbo);
glState.viewport.pushSet(IntRect(0, 0, width(), height()));
gl.ReadPixels(0, 0, width(), height(), GL_RGBA, GL_UNSIGNED_BYTE, p->surface->pixels);
glState.viewport.pop();
}
uint32_t pixel = getPixelAt(p->surface, p->format, x, y);
return Color((pixel >> p->format->Rshift) & 0xFF,
(pixel >> p->format->Gshift) & 0xFF,
(pixel >> p->format->Bshift) & 0xFF,
(pixel >> p->format->Ashift) & 0xFF);
}
void Bitmap::setPixel(int x, int y, const Color &color)
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
Debug() << "GAME BUG: Game is calling setPixel on low-res Bitmap; you may want to patch the game to improve graphics quality.";
int xHires = x * p->selfHires->width() / width();
int yHires = y * p->selfHires->height() / height();
int w = p->selfHires->width() / width();
int h = p->selfHires->height() / height();
if (w >= 1 && h >= 1) {
for (int thisX = xHires; thisX < xHires+w && thisX < p->selfHires->width(); thisX++) {
for (int thisY = yHires; thisY < yHires+h && thisY < p->selfHires->height(); thisY++) {
p->selfHires->setPixel(thisX, thisY, color);
}
}
}
}
uint8_t pixel[] =
{
(uint8_t) clamp<double>(color.red, 0, 255),
(uint8_t) clamp<double>(color.green, 0, 255),
(uint8_t) clamp<double>(color.blue, 0, 255),
(uint8_t) clamp<double>(color.alpha, 0, 255)
};
TEX::bind(p->gl.tex);
TEX::uploadSubImage(x, y, 1, 1, &pixel, GL_RGBA);
p->addTaintedArea(IntRect(x, y, 1, 1));
/* Setting just a single pixel is no reason to throw away the
* whole cached surface; we can just apply the same change */
if (p->surface)
{
uint32_t &surfPixel = getPixelAt(p->surface, p->format, x, y);
surfPixel = SDL_MapRGBA(p->format, pixel[0], pixel[1], pixel[2], pixel[3]);
}
p->onModified(false);
}
bool Bitmap::getRaw(void *output, int output_size)
{
if (output_size != width()*height()*4) return false;
guardDisposed();
if (hasHires()) {
Debug() << "GAME BUG: Game is calling getRaw on low-res Bitmap; you may want to patch the game to improve graphics quality.";
}
if (!p->animation.enabled && (p->surface || p->megaSurface)) {
void *src = (p->megaSurface) ? p->megaSurface->pixels : p->surface->pixels;
memcpy(output, src, output_size);
}
else {
FBO::bind(getGLTypes().fbo);
gl.ReadPixels(0,0,width(),height(),GL_RGBA,GL_UNSIGNED_BYTE,output);
}
return true;
}
void Bitmap::replaceRaw(void *pixel_data, int size)
{
guardDisposed();
GUARD_MEGA;
if (hasHires()) {
Debug() << "GAME BUG: Game is calling replaceRaw on low-res Bitmap; you may want to patch the game to improve graphics quality.";
}
int w = width();
int h = height();
int requiredsize = w*h*4;
if (size != w*h*4)
throw Exception(Exception::MKXPError, "Replacement bitmap data is not large enough (given %i bytes, need %i)", size, requiredsize);
TEX::bind(getGLTypes().tex);
TEX::uploadImage(w, h, pixel_data, GL_RGBA);
taintArea(IntRect(0,0,w,h));
p->onModified();
}
void Bitmap::saveToFile(const char *filename)
{
guardDisposed();
if (hasHires()) {
Debug() << "GAME BUG: Game is calling saveToFile on low-res Bitmap; you may want to patch the game to improve graphics quality.";
}
SDL_Surface *surf;
if (p->surface || p->megaSurface) {
surf = (p->surface) ? p->surface : p->megaSurface;
}
else {
surf = SDL_CreateRGBSurface(0, width(), height(),p->format->BitsPerPixel, p->format->Rmask,p->format->Gmask,p->format->Bmask,p->format->Amask);
if (!surf)
throw Exception(Exception::SDLError, "Failed to prepare bitmap for saving: %s", SDL_GetError());
getRaw(surf->pixels, surf->w * surf->h * 4);
}
// Try and determine the intended image format from the filename extension
const char *period = strrchr(filename, '.');
int filetype = 0;
if (period) {
period++;
std::string ext;
for (int i = 0; i < (int)strlen(period); i++) {
ext += tolower(period[i]);
}
if (!ext.compare("png")) {
filetype = 1;
}
else if (!ext.compare("jpg") || !ext.compare("jpeg")) {
filetype = 2;
}
}
std::string fn_normalized = shState->fileSystem().normalize(filename, 1, 1);
int rc;
switch (filetype) {
case 2:
rc = IMG_SaveJPG(surf, fn_normalized.c_str(), 90);
break;
case 1:
rc = IMG_SavePNG(surf, fn_normalized.c_str());
break;
case 0: default:
rc = SDL_SaveBMP(surf, fn_normalized.c_str());
break;
}
if (!p->surface && !p->megaSurface)
SDL_FreeSurface(surf);
if (rc) throw Exception(Exception::SDLError, "%s", SDL_GetError());
}
void Bitmap::hueChange(int hue)
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
p->selfHires->hueChange(hue);
return;
}
if ((hue % 360) == 0)
return;
TEXFBO newTex = shState->texPool().request(width(), height());
FloatRect texRect(rect());
Quad &quad = shState->gpQuad();
quad.setTexPosRect(texRect, texRect);
quad.setColor(Vec4(1, 1, 1, 1));
HueShader &shader = shState->shaders().hue;
shader.bind();
/* Shader expects normalized value */
shader.setHueAdjust(wrapRange(hue, 0, 359) / 360.0f);
FBO::bind(newTex.fbo);
p->pushSetViewport(shader);
p->bindTexture(shader, false);
p->blitQuad(quad);
p->popViewport();
TEX::unbind();
shState->texPool().release(p->gl);
p->gl = newTex;
p->onModified();
}
void Bitmap::drawText(int x, int y,
int width, int height,
const char *str, int align)
{
drawText(IntRect(x, y, width, height), str, align);
}
static std::string fixupString(const char *str)
{
std::string s(str);
/* RMXP actually draws LF as a "missing gylph" box,
* but since we might have accidentally converted CRs
* to LFs when editing scripts on a Unix OS, treat them
* as white space too */
for (size_t i = 0; i < s.size(); ++i)
if (s[i] == '\r' || s[i] == '\n')
s[i] = ' ';
return s;
}
static void applyShadow(SDL_Surface *&in, const SDL_PixelFormat &fm, const SDL_Color &c)
{
SDL_Surface *out = SDL_CreateRGBSurface
(0, in->w+1, in->h+1, fm.BitsPerPixel, fm.Rmask, fm.Gmask, fm.Bmask, fm.Amask);
float fr = c.r / 255.0f;
float fg = c.g / 255.0f;
float fb = c.b / 255.0f;
/* We allocate an output surface one pixel wider and higher than the input,
* (implicitly) blit a copy of the input with RGB values set to black into
* it with x/y offset by 1, then blend the input surface over it at origin
* (0,0) using the bitmap blit equation (see shader/bitmapBlit.frag) */
for (int y = 0; y < in->h+1; ++y)
for (int x = 0; x < in->w+1; ++x)
{
/* src: input pixel, shd: shadow pixel */
uint32_t src = 0, shd = 0;
/* Output pixel location */
uint32_t *outP = ((uint32_t*) ((uint8_t*) out->pixels + y*out->pitch)) + x;
if (y < in->h && x < in->w)
src = ((uint32_t*) ((uint8_t*) in->pixels + y*in->pitch))[x];
if (y > 0 && x > 0)
shd = ((uint32_t*) ((uint8_t*) in->pixels + (y-1)*in->pitch))[x-1];
/* Set shadow pixel RGB values to 0 (black) */
shd &= fm.Amask;
if (x == 0 || y == 0)
{
*outP = src;
continue;
}
if (x == in->w || y == in->h)
{
*outP = shd;
continue;
}
/* Input and shadow alpha values */
uint8_t srcA, shdA;
srcA = (src & fm.Amask) >> fm.Ashift;
shdA = (shd & fm.Amask) >> fm.Ashift;
if (srcA == 255 || shdA == 0)
{
*outP = src;
continue;
}
if (srcA == 0 && shdA == 0)
{
*outP = 0;
continue;
}
float fSrcA = srcA / 255.0f;
float fShdA = shdA / 255.0f;
/* Because opacity == 1, co1 == fSrcA */
float co2 = fShdA * (1.0f - fSrcA);
/* Result alpha */
float fa = fSrcA + co2;
/* Temp value to simplify arithmetic below */
float co3 = fSrcA / fa;
/* Result colors */
uint8_t r, g, b, a;
r = clamp<float>(fr * co3, 0, 1) * 255.0f;
g = clamp<float>(fg * co3, 0, 1) * 255.0f;
b = clamp<float>(fb * co3, 0, 1) * 255.0f;
a = clamp<float>(fa, 0, 1) * 255.0f;
*outP = SDL_MapRGBA(&fm, r, g, b, a);
}
/* Store new surface in the input pointer */
SDL_FreeSurface(in);
in = out;
}
void Bitmap::drawText(const IntRect &rect, const char *str, int align)
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
if (hasHires()) {
Font &loresFont = getFont();
Font &hiresFont = p->selfHires->getFont();
// Disable the illegal font size check when creating a high-res font.
hiresFont.setSize(loresFont.getSize() * p->selfHires->width() / width(), false);
hiresFont.setBold(loresFont.getBold());
hiresFont.setColor(loresFont.getColor());
hiresFont.setItalic(loresFont.getItalic());
hiresFont.setShadow(loresFont.getShadow());
hiresFont.setOutline(loresFont.getOutline());
hiresFont.setOutColor(loresFont.getOutColor());
int rectX = rect.x * p->selfHires->width() / width();
int rectY = rect.y * p->selfHires->height() / height();
int rectWidth = rect.w * p->selfHires->width() / width();
int rectHeight = rect.h * p->selfHires->height() / height();
p->selfHires->drawText(IntRect(rectX, rectY, rectWidth, rectHeight), str, align);
return;
}
std::string fixed = fixupString(str);
str = fixed.c_str();
if (*str == '\0')
return;
if (str[0] == ' ' && str[1] == '\0')
return;
TTF_Font *font = p->font->getSdlFont();
const Color &fontColor = p->font->getColor();
const Color &outColor = p->font->getOutColor();
SDL_Color c = fontColor.toSDLColor();
c.a = 255;
SDL_Surface *txtSurf;
if (p->font->isSolid())
txtSurf = TTF_RenderUTF8_Solid(font, str, c);
else
txtSurf = TTF_RenderUTF8_Blended(font, str, c);
p->ensureFormat(txtSurf, SDL_PIXELFORMAT_ABGR8888);
int rawTxtSurfH = txtSurf->h;
if (p->font->getShadow())
applyShadow(txtSurf, *p->format, c);
/* outline using TTF_Outline and blending it together with SDL_BlitSurface
* FIXME: outline is forced to have the same opacity as the font color */
if (p->font->getOutline())
{
SDL_Color co = outColor.toSDLColor();
co.a = 255;
SDL_Surface *outline;
// Handle high-res for outline.
int scaledOutlineSize = OUTLINE_SIZE;
if (p->selfLores) {
scaledOutlineSize = scaledOutlineSize * width() / p->selfLores->width();
}
/* set the next font render to render the outline */
TTF_SetFontOutline(font, scaledOutlineSize);
if (p->font->isSolid())
outline = TTF_RenderUTF8_Solid(font, str, co);
else
outline = TTF_RenderUTF8_Blended(font, str, co);
p->ensureFormat(outline, SDL_PIXELFORMAT_ABGR8888);
SDL_Rect outRect = {scaledOutlineSize, scaledOutlineSize, txtSurf->w, txtSurf->h};
SDL_SetSurfaceBlendMode(txtSurf, SDL_BLENDMODE_BLEND);
SDL_BlitSurface(txtSurf, NULL, outline, &outRect);
SDL_FreeSurface(txtSurf);
txtSurf = outline;
/* reset outline to 0 */
TTF_SetFontOutline(font, 0);
}
int alignX = rect.x;
switch (align)
{
default:
case Left :
break;
case Center :
alignX += (rect.w - txtSurf->w) / 2;
break;
case Right :
alignX += rect.w - txtSurf->w;
break;
}
if (alignX < rect.x)
alignX = rect.x;
int alignY = rect.y + (rect.h - rawTxtSurfH) / 2;
float squeeze = (float) rect.w / txtSurf->w;
if (squeeze > 1)
squeeze = 1;
IntRect destRect(alignX, alignY, 0, 0);
destRect.w = std::min(rect.w, (int)(txtSurf->w * squeeze));
destRect.h = std::min(rect.h, txtSurf->h);
destRect.w = std::min(destRect.w, width() - destRect.x);
destRect.h = std::min(destRect.h, height() - destRect.y);
IntRect sourceRect;
sourceRect.w = destRect.w / squeeze;
sourceRect.h = destRect.h;
Bitmap txtBitmap(txtSurf, nullptr, true);
bool smooth = squeeze != 1.0f;
stretchBlt(destRect, txtBitmap, sourceRect, fontColor.alpha, smooth);
}
/* http://www.lemoda.net/c/utf8-to-ucs2/index.html */
static uint16_t utf8_to_ucs2(const char *_input,
const char **end_ptr)
{
const unsigned char *input =
reinterpret_cast<const unsigned char*>(_input);
*end_ptr = _input;
if (input[0] == 0)
return -1;
if (input[0] < 0x80)
{
*end_ptr = _input + 1;
return input[0];
}
if ((input[0] & 0xE0) == 0xE0)
{
if (input[1] == 0 || input[2] == 0)
return -1;
*end_ptr = _input + 3;
return (input[0] & 0x0F)<<12 |
(input[1] & 0x3F)<<6 |
(input[2] & 0x3F);
}
if ((input[0] & 0xC0) == 0xC0)
{
if (input[1] == 0)
return -1;
*end_ptr = _input + 2;
return (input[0] & 0x1F)<<6 |
(input[1] & 0x3F);
}
return -1;
}
IntRect Bitmap::textSize(const char *str)
{
guardDisposed();
GUARD_MEGA;
GUARD_ANIMATED;
// TODO: High-res Bitmap textSize not implemented, but I think it's the same as low-res?
// Need to double-check this.
TTF_Font *font = p->font->getSdlFont();
std::string fixed = fixupString(str);
str = fixed.c_str();
int w, h;
TTF_SizeUTF8(font, str, &w, &h);
/* If str is one character long, *endPtr == 0 */
const char *endPtr;
uint16_t ucs2 = utf8_to_ucs2(str, &endPtr);
/* For cursive characters, returning the advance
* as width yields better results */
if (p->font->getItalic() && *endPtr == '\0')
TTF_GlyphMetrics(font, ucs2, 0, 0, 0, 0, &w);
return IntRect(0, 0, w, h);
}
DEF_ATTR_RD_SIMPLE(Bitmap, Font, Font&, *p->font)
void Bitmap::setFont(Font &value)
{
// High-res support handled in drawText, not here.
*p->font = value;
}
void Bitmap::setInitFont(Font *value)
{
if (hasHires()) {
Font *hiresFont = p->selfHires->p->font;
if (hiresFont && hiresFont != &shState->defaultFont())
{
// Disable the illegal font size check when creating a high-res font.
hiresFont->setSize(hiresFont->getSize() * p->selfHires->width() / width(), false);
}
}
p->font = value;
}
TEXFBO &Bitmap::getGLTypes() const
{
return p->getGLTypes();
}
SDL_Surface *Bitmap::surface() const
{
if (hasHires()) {
Debug() << "BUG: High-res Bitmap surface not implemented";
}
return p->surface;
}
SDL_Surface *Bitmap::megaSurface() const
{
if (hasHires()) {
if (p->megaSurface) {
Debug() << "BUG: High-res Bitmap megaSurface not implemented (low-res has megaSurface)";
}
if (p->selfHires->megaSurface()) {
Debug() << "BUG: High-res Bitmap megaSurface not implemented (high-res has megaSurface)";
}
}
return p->megaSurface;
}
void Bitmap::ensureNonMega() const
{
if (isDisposed())
return;
GUARD_MEGA;
}
void Bitmap::ensureNonAnimated() const
{
if (isDisposed())
return;
GUARD_ANIMATED;
}
void Bitmap::ensureAnimated() const
{
if (isDisposed())
return;
GUARD_UNANIMATED;
}
void Bitmap::stop()
{
guardDisposed();
GUARD_UNANIMATED;
if (!p->animation.playing) return;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap stop not implemented";
}
p->animation.stop();
}
void Bitmap::play()
{
guardDisposed();
GUARD_UNANIMATED;
if (p->animation.playing) return;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap play not implemented";
}
p->animation.play();
}
bool Bitmap::isPlaying() const
{
guardDisposed();
if (hasHires()) {
Debug() << "BUG: High-res Bitmap isPlaying not implemented";
}
if (!p->animation.playing)
return false;
if (p->animation.loop)
return true;
return p->animation.currentFrameIRaw() < p->animation.frames.size();
}
void Bitmap::gotoAndStop(int frame)
{
guardDisposed();
GUARD_UNANIMATED;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap gotoAndStop not implemented";
}
p->animation.stop();
p->animation.seek(frame);
}
void Bitmap::gotoAndPlay(int frame)
{
guardDisposed();
GUARD_UNANIMATED;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap gotoAndPlay not implemented";
}
p->animation.stop();
p->animation.seek(frame);
p->animation.play();
}
int Bitmap::numFrames() const
{
guardDisposed();
if (hasHires()) {
Debug() << "BUG: High-res Bitmap numFrames not implemented";
}
if (!p->animation.enabled) return 1;
return (int)p->animation.frames.size();
}
int Bitmap::currentFrameI() const
{
guardDisposed();
if (hasHires()) {
Debug() << "BUG: High-res Bitmap currentFrameI not implemented";
}
if (!p->animation.enabled) return 0;
return p->animation.currentFrameI();
}
int Bitmap::addFrame(Bitmap &source, int position)
{
guardDisposed();
source.guardDisposed();
GUARD_MEGA;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap addFrame dest not implemented";
}
if (source.hasHires()) {
Debug() << "BUG: High-res Bitmap addFrame source not implemented";
}
if (source.height() != height() || source.width() != width())
throw Exception(Exception::MKXPError, "Animations with varying dimensions are not supported (%ix%i vs %ix%i)",
source.width(), source.height(), width(), height());
TEXFBO newframe = shState->texPool().request(source.width(), source.height());
// Convert the bitmap into an animated bitmap if it isn't already one
if (!p->animation.enabled) {
p->animation.width = p->gl.width;
p->animation.height = p->gl.height;
p->animation.enabled = true;
p->animation.lastFrame = 0;
p->animation.playTime = 0;
p->animation.startTime = 0;
if (p->animation.fps <= 0)
p->animation.fps = shState->graphics().getFrameRate();
p->animation.frames.push_back(p->gl);
if (p->surface)
SDL_FreeSurface(p->surface);
p->gl = TEXFBO();
}
if (source.surface()) {
TEX::bind(newframe.tex);
TEX::uploadImage(source.width(), source.height(), source.surface()->pixels, GL_RGBA);
SDL_FreeSurface(p->surface);
p->surface = 0;
}
else {
GLMeta::blitBegin(newframe, false, SameScale);
GLMeta::blitSource(source.getGLTypes(), SameScale);
GLMeta::blitRectangle(rect(), rect());
GLMeta::blitEnd();
}
int ret;
if (position < 0) {
p->animation.frames.push_back(newframe);
ret = (int)p->animation.frames.size();
}
else {
p->animation.frames.insert(p->animation.frames.begin() + clamp(position, 0, (int)p->animation.frames.size()), newframe);
ret = position;
}
return ret;
}
void Bitmap::removeFrame(int position) {
guardDisposed();
GUARD_UNANIMATED;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap removeFrame not implemented";
}
int pos = (position < 0) ? (int)p->animation.frames.size() - 1 : clamp(position, 0, (int)(p->animation.frames.size() - 1));
shState->texPool().release(p->animation.frames[pos]);
p->animation.frames.erase(p->animation.frames.begin() + pos);
// Change the animated bitmap back to a normal one if there's only one frame left
if (p->animation.frames.size() == 1) {
p->animation.enabled = false;
p->animation.playing = false;
p->animation.width = 0;
p->animation.height = 0;
p->animation.lastFrame = 0;
p->gl = p->animation.frames[0];
p->animation.frames.erase(p->animation.frames.begin());
FBO::bind(p->gl.fbo);
taintArea(rect());
}
}
void Bitmap::nextFrame()
{
guardDisposed();
GUARD_UNANIMATED;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap nextFrame not implemented";
}
stop();
if ((uint32_t)p->animation.lastFrame >= p->animation.frames.size() - 1) {
if (!p->animation.loop) return;
p->animation.lastFrame = 0;
return;
}
p->animation.lastFrame++;
}
void Bitmap::previousFrame()
{
guardDisposed();
GUARD_UNANIMATED;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap previousFrame not implemented";
}
stop();
if (p->animation.lastFrame <= 0) {
if (!p->animation.loop) {
p->animation.lastFrame = 0;
return;
}
p->animation.lastFrame = (int)p->animation.frames.size() - 1;
return;
}
p->animation.lastFrame--;
}
void Bitmap::setAnimationFPS(float FPS)
{
guardDisposed();
GUARD_MEGA;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap setAnimationFPS not implemented";
}
bool restart = p->animation.playing;
p->animation.stop();
p->animation.fps = (FPS < 0) ? 0 : FPS;
if (restart) p->animation.play();
}
std::vector<TEXFBO> &Bitmap::getFrames() const
{
if (hasHires()) {
Debug() << "BUG: High-res Bitmap getFrames not implemented";
}
return p->animation.frames;
}
float Bitmap::getAnimationFPS() const
{
guardDisposed();
GUARD_MEGA;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap getAnimationFPS not implemented";
}
return p->animation.fps;
}
void Bitmap::setLooping(bool loop)
{
guardDisposed();
GUARD_MEGA;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap setLooping not implemented";
}
p->animation.loop = loop;
}
bool Bitmap::getLooping() const
{
guardDisposed();
GUARD_MEGA;
if (hasHires()) {
Debug() << "BUG: High-res Bitmap getLooping not implemented";
}
return p->animation.loop;
}
void Bitmap::bindTex(ShaderBase &shader, bool substituteLoresSize)
{
// Hires mode is handled by p->bindTexture.
p->bindTexture(shader, substituteLoresSize);
}
void Bitmap::taintArea(const IntRect &rect)
{
if (hasHires()) {
int destX, destY, destWidth, destHeight;
destX = rect.x * p->selfHires->width() / width();
destY = rect.y * p->selfHires->height() / height();
destWidth = rect.w * p->selfHires->width() / width();
destHeight = rect.h * p->selfHires->height() / height();
p->selfHires->taintArea(IntRect(destX, destY, destWidth, destHeight));
}
p->addTaintedArea(rect);
}
int Bitmap::maxSize(){
return glState.caps.maxTexSize;
}
void Bitmap::assumeRubyGC()
{
p->assumingRubyGC = true;
}
void Bitmap::releaseResources()
{
if (p->selfHires && !p->assumingRubyGC) {
delete p->selfHires;
}
if (p->megaSurface)
SDL_FreeSurface(p->megaSurface);
else if (p->animation.enabled) {
p->animation.enabled = false;
p->animation.playing = false;
for (TEXFBO &tex : p->animation.frames)
shState->texPool().release(tex);
}
else
shState->texPool().release(p->gl);
delete p;
}
void Bitmap::loresDisposal()
{
loresDispCon.disconnect();
dispose();
}