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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-25 15:54:31 +01:00
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OpenRCT2/src/drawing/drawing.c
Ted John 3da57d0865 route old functions to new drawing interface
- hardware display temporarily removed
- rain, fps and other non-window elements not drawn
2016-06-07 22:45:36 +01:00

477 lines
14 KiB
C

#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 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.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#include "../addresses.h"
#include "../common.h"
#include "../localisation/localisation.h"
#include "../interface/window.h"
#include "../platform/platform.h"
#include "../object.h"
#include "../world/water.h"
#include "drawing.h"
// HACK These were originally passed back through registers
int gLastDrawStringX;
int gLastDrawStringY;
uint8* _screenDirtyBlocks = NULL;
int _screenDirtyBlocksSize = 0;
uint16 _screenDirtyBlockWidth;
uint16 _screenDirtyBlockHeight;
uint16 _screenDirtyBlockColumns;
uint16 _screenDirtyBlockRows;
uint8 _screenDirtyBlockShiftX;
uint8 _screenDirtyBlockShiftY;
rct_drawpixelinfo gScreenDPI;
rct_drawpixelinfo gWindowDPI;
#define MAX_RAIN_PIXELS 0xFFFE
static uint32 _rainPixels[MAX_RAIN_PIXELS];
static uint32 _numRainPixels;
uint8 gGamePalette[256 * 4];
uint32 gPaletteEffectFrame;
uint32 gPickupPeepImage;
sint32 gPickupPeepX;
sint32 gPickupPeepY;
//Originally 0x9ABE0C, 12 elements from 0xF3 are the peep top colour, 12 elements from 0xCA are peep trouser colour
const uint8 peep_palette[0x100] = {
0x00, 0xF3, 0xF4, 0xF5, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F,
0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F,
0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F,
0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F,
0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F,
0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F,
0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F,
0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F,
0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F,
0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF,
0xB0, 0xB1, 0xB2, 0xB3, 0xB4, 0xB5, 0xB6, 0xB7, 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE, 0xBF,
0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9, 0xCA, 0xCB, 0xCC, 0xCD, 0xCE, 0xCF,
0xD0, 0xD1, 0xD2, 0xD3, 0xD4, 0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF,
0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF,
0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF
};
//Originally 0x9ABE04
uint8 text_palette[0x8] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
// Previously 0x97FCBC use it to get the correct palette from g1_elements
const uint16 palette_to_g1_offset[PALETTE_TO_G1_OFFSET_COUNT] = {
0x1333, 0x1334, 0x1335, 0x1336,
0x1337, 0x1338, 0x1339, 0x133A,
0x133B, 0x133C, 0x133D, 0x133E,
0x133F, 0x1340, 0x1341, 0x1342,
0x1343, 0x1344, 0x1345, 0x1346,
0x1347, 0x1348, 0x1349, 0x134A,
0x134B, 0x134C, 0x134D, 0x134E,
0x134F, 0x1350, 0x1351, 0x1352,
0x1353, 0x0C1C, 0x0C1D, 0x0C1E,
0x0C1F, 0x0C20, 0x0C22, 0x0C23,
0x0C24, 0x0C25, 0x0C26, 0x0C21,
0x1354, 0x1355, 0x1356, 0x1357,
0x1358, 0x1359, 0x135A, 0x135B,
0x135C, 0x135D, 0x135E, 0x135F,
0x1360, 0x1361, 0x1362, 0x1363,
0x1364, 0x1365, 0x1366, 0x1367,
0x1368, 0x1369, 0x136A, 0x136B,
0x136C, 0x136D, 0x136E, 0x136F,
0x1370, 0x1371, 0x1372, 0x1373,
0x1374, 0x1375, 0x1376, 0x1377,
0x1378, 0x1379, 0x137A, 0x137B,
0x137C, 0x137D, 0x137E, 0x137F,
0x1380, 0x1381, 0x1382, 0x1383,
0x1384, 0x1385, 0x1386, 0x1387,
0x1388, 0x1389, 0x138A, 0x138B,
0x138C, 0x138D, 0x138E, 0x138F,
0x1390, 0x1391, 0x1392, 0x1393,
0x1394, 0x1395, 0x1396, 0x1397,
0x1398, 0x1399, 0x139A, 0x139B,
0x139C, 0x139D, 0x139E, 0x139F,
0x13A0, 0x13A1, 0x13A2, 0x13A3,
0x13A4, 0x13A5, 0x13A6, 0x13A7,
0x13A8, 0x13A9, 0x13AA, 0x13AB,
0x13AC, 0x13AD, 0x13AE, 0x13AF,
0x13B0, 0x13B1, 0x13B2, 0x13B3,
0x13B4, 0x13B5, 0x13B6, 0x13B7,
};
static void gfx_draw_dirty_blocks(int x, int y, int columns, int rows);
/**
* Clears the screen with the specified colour.
* rct2: 0x00678A9F
*/
void gfx_clear(rct_drawpixelinfo *dpi, int colour)
{
int w = dpi->width >> dpi->zoom_level;
int h = dpi->height >> dpi->zoom_level;
uint8* ptr = dpi->bits;
for (int y = 0; y < h; y++) {
memset(ptr, colour, w);
ptr += w + dpi->pitch;
}
}
void gfx_draw_pixel(rct_drawpixelinfo *dpi, int x, int y, int colour)
{
gfx_fill_rect(dpi, x, y, x, y, colour);
}
/**
*
* rct2: 0x00683854
* a1 (ebx)
* product (cl)
*/
void gfx_transpose_palette(int pal, unsigned char product)
{
rct_g1_element g1 = g1Elements[pal];
int width = g1.width;
int x = g1.x_offset;
uint8* dest_pointer = &gGamePalette[x * 4];
uint8* source_pointer = g1.offset;
for (; width > 0; width--) {
dest_pointer[0] = (source_pointer[0] * product) >> 8;
dest_pointer[1] = (source_pointer[1] * product) >> 8;
dest_pointer[2] = (source_pointer[2] * product) >> 8;
source_pointer += 3;
dest_pointer += 4;
}
platform_update_palette(gGamePalette, 10, 236);
}
/**
*
* rct2: 0x006837E3
*/
void load_palette(){
rct_water_type* water_type = (rct_water_type*)object_entry_groups[OBJECT_TYPE_WATER].chunks[0];
uint32 palette = 0x5FC;
if ((sint32)water_type != -1){
palette = water_type->image_id;
}
rct_g1_element g1 = g1Elements[palette];
int width = g1.width;
int x = g1.x_offset;
uint8* dest_pointer = &gGamePalette[x * 4];
uint8* source_pointer = g1.offset;
for (; width > 0; width--) {
dest_pointer[0] = source_pointer[0];
dest_pointer[1] = source_pointer[1];
dest_pointer[2] = source_pointer[2];
source_pointer += 3;
dest_pointer += 4;
}
platform_update_palette(gGamePalette, 10, 236);
}
/**
*
* rct2: 0x006ED7E5
*/
void gfx_invalidate_screen()
{
gfx_set_dirty_blocks(0, 0, gScreenWidth, gScreenHeight);
}
/**
*
* rct2: 0x006E7499
* left (ax)
* top (bx)
* right (dx)
* bottom (bp)
*/
void gfx_redraw_screen_rect(short left, short top, short right, short bottom)
{
rct_drawpixelinfo *screenDPI = &gScreenDPI;
rct_drawpixelinfo *windowDPI = &gWindowDPI;
windowDPI->bits = screenDPI->bits + left + ((screenDPI->width + screenDPI->pitch) * top);
windowDPI->x = left;
windowDPI->y = top;
windowDPI->width = right - left;
windowDPI->height = bottom - top;
windowDPI->pitch = screenDPI->width + screenDPI->pitch + left - right;
for (rct_window *w = g_window_list; w < gWindowNextSlot; w++) {
if (w->flags & WF_TRANSPARENT)
continue;
if (right <= w->x || bottom <= w->y)
continue;
if (left >= w->x + w->width || top >= w->y + w->height)
continue;
window_draw(w, left, top, right, bottom);
}
}
/*
*
* rct2: 0x006EE53B
* left (ax)
* width (bx)
* top (cx)
* height (dx)
* drawpixelinfo (edi)
*/
bool clip_drawpixelinfo(rct_drawpixelinfo *dst, rct_drawpixelinfo *src, int x, int y, int width, int height)
{
int right = x + width;
int bottom = y + height;
dst->bits = src->bits;
dst->x = src->x;
dst->y = src->y;
dst->width = src->width;
dst->height = src->height;
dst->pitch = src->pitch;
dst->zoom_level = 0;
if (x > dst->x) {
uint16 clippedFromLeft = x - dst->x;
dst->width -= clippedFromLeft;
dst->x = x;
dst->pitch += clippedFromLeft;
dst->bits += clippedFromLeft;
}
int stickOutWidth = dst->x + dst->width - right;
if (stickOutWidth > 0) {
dst->width -= stickOutWidth;
dst->pitch += stickOutWidth;
}
if (y > dst->y) {
uint16 clippedFromTop = y - dst->y;
dst->height -= clippedFromTop;
dst->y = y;
uint32 bitsPlus = (dst->pitch + dst->width) * clippedFromTop;
dst->bits += bitsPlus;
}
int bp = dst->y + dst->height - bottom;
if (bp > 0) {
dst->height -= bp;
}
if (dst->width > 0 && dst->height > 0) {
dst->x -= x;
dst->y -= y;
return true;
}
return false;
}
/**
*
* rct2: 0x00684027
* ebp used to be a parameter but it is always zero
* left : eax
* top : ebx
* width : ecx
* height : edx
* x_start: edi
* y_start: esi
*/
void gfx_draw_rain(int left, int top, int width, int height, sint32 x_start, sint32 y_start)
{
static const uint8 RainPattern[] = {
32, 32, 0, 12, 0, 14, 0, 16, -1, 0, -1, 0, -1, 0, -1, 0, -1,
0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0,
-1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1,
0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, 0, 0
};
const uint8 *pattern = RainPattern;
uint8 pattern_x_space = *pattern++;
uint8 pattern_y_space = *pattern++;
uint8 pattern_start_x_offset = x_start % pattern_x_space;
uint8 pattern_start_y_offset = y_start % pattern_y_space;
rct_drawpixelinfo *dpi = &gScreenDPI;
uint32 pixel_offset = (dpi->pitch + dpi->width) * top + left;
uint8 pattern_y_pos = pattern_start_y_offset % pattern_y_space;
//Stores the colours of changed pixels
uint32 *pixel_store = _rainPixels;
pixel_store += _numRainPixels;
for (; height != 0; height--) {
uint8 pattern_x = pattern[pattern_y_pos * 2];
if (pattern_x != 0xFF) {
if (_numRainPixels < (MAX_RAIN_PIXELS - (uint32)width)) {
int final_pixel_offset = width + pixel_offset;
int x_pixel_offset = pixel_offset;
x_pixel_offset += ((uint8)(pattern_x - pattern_start_x_offset)) % pattern_x_space;
uint8 pattern_pixel = pattern[pattern_y_pos * 2 + 1];
for (; x_pixel_offset < final_pixel_offset; x_pixel_offset += pattern_x_space){
uint8 current_pixel = dpi->bits[x_pixel_offset];
dpi->bits[x_pixel_offset] = pattern_pixel;
_numRainPixels++;
// Store colour and position
*pixel_store++ = (x_pixel_offset << 8) | current_pixel;
}
}
}
pixel_offset += dpi->pitch + dpi->width;
pattern_y_pos++;
pattern_y_pos %= pattern_y_space;
}
}
/**
*
* rct2: 0x006843DC
*/
void redraw_rain()
{
if (_numRainPixels > 0) {
rct_window *window = window_get_main();
uint32 numPixels = window->width * window->height;
uint8 *screenPixels = gScreenDPI.bits;
for (uint32 i = 0; i < _numRainPixels; i++) {
uint32 pixel = _rainPixels[i];
uint32 pixelIndex = pixel >> 8;
// HACK
if (pixelIndex > numPixels) {
log_verbose("Pixel error, skipping rain draw in this frame");
break;
}
screenPixels[pixelIndex] = pixel & 0xFF;
}
_numRainPixels = 0;
}
}
void gfx_invalidate_pickedup_peep()
{
uint32 sprite = gPickupPeepImage;
if (sprite != UINT32_MAX) {
sprite = sprite & 0x7FFFF;
rct_g1_element *g1_elements = &g1Elements[sprite];
sint32 left = gPickupPeepX + g1_elements->x_offset;
sint32 top = gPickupPeepY + g1_elements->y_offset;
sint32 right = left + g1_elements->width;
sint32 bottom = top + g1_elements->height;
gfx_set_dirty_blocks(left, top, right, bottom);
}
}
void gfx_draw_pickedup_peep()
{
if (gPickupPeepImage != UINT32_MAX) {
gfx_draw_sprite(&gScreenDPI, gPickupPeepImage, gPickupPeepX, gPickupPeepY, 0);
}
}
/**
* Draws the given colour image masked out by the given mask image. This can currently only cope with bitmap formatted mask and
* colour images. Presumably the original game never used RLE images for masking. Colour 0 represents transparent.
*
* rct2: 0x00681DE2
*/
void FASTCALL gfx_draw_sprite_raw_masked(rct_drawpixelinfo *dpi, int x, int y, int maskImage, int colourImage)
{
int left, top, right, bottom, width, height;
rct_g1_element *imgMask = &g1Elements[maskImage & 0x7FFFF];
rct_g1_element *imgColour = &g1Elements[colourImage & 0x7FFFF];
assert(imgMask->flags & 1);
assert(imgColour->flags & 1);
if (dpi->zoom_level != 0) {
// TODO implement other zoom levels (probably not used though)
assert(false);
return;
}
width = min(imgMask->width, imgColour->width);
height = min(imgMask->height, imgColour->height);
x += imgMask->x_offset;
y += imgMask->y_offset;
left = max(dpi->x, x);
top = max(dpi->y, y);
right = min(dpi->x + dpi->width, x + width);
bottom = min(dpi->y + dpi->height, y + height);
width = right - left;
height = bottom - top;
if (width < 0 || height < 0)
return;
int skipX = left - x;
int skipY = top - y;
uint8 *maskSrc = imgMask->offset + (skipY * imgMask->width) + skipX;
uint8 *colourSrc = imgColour->offset + (skipY * imgColour->width) + skipX;
uint8 *dst = dpi->bits + (left - dpi->x) + ((top - dpi->y) * (dpi->width + dpi->pitch));
int maskWrap = imgMask->width - width;
int colourWrap = imgColour->width - width;
int dstWrap = ((dpi->width + dpi->pitch) - width);
for (int y = top; y < bottom; y++) {
for (int x = left; x < right; x++) {
uint8 colour = (*colourSrc) & (*maskSrc);
if (colour != 0) {
*dst = colour;
}
maskSrc++;
colourSrc++;
dst++;
}
maskSrc += maskWrap;
colourSrc += colourWrap;
dst += dstWrap;
}
}
void gfx_configure_dirty_grid()
{
_screenDirtyBlockShiftX = 7;
_screenDirtyBlockShiftY = 6;
_screenDirtyBlockWidth = 1 << _screenDirtyBlockShiftX;
_screenDirtyBlockHeight = 1 << _screenDirtyBlockShiftY;
_screenDirtyBlockColumns = (gScreenWidth >> _screenDirtyBlockShiftX) + 1;
_screenDirtyBlockRows = (gScreenHeight >> _screenDirtyBlockShiftY) + 1;
}