// // Copyright 2020 Electronic Arts Inc. // // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection /* ============================ Originally this file came from Chronoshift, and we still have some legacy bits from their code in here, however this file has been **heavily** modified by IceColdDuke(Justin Marshall) to render with OpenGL. We also added Tiberian Sun SHP format render support, this code uses some code from XCC. ============================ */ #include "FUNCTION.H" #include #include #include "Image.h" #define le16toh(x) x #define le32toh(x) x using std::memcpy; #define SHP_HAS_PAL 0x0001 #define SHP_LCW_FRAME 0x80 #define SHP_XOR_FAR_FRAME 0x40 #define SHP_XOR_PREV_FRAME 0x20 #define BIGSHP_BUFFER_MIN_FREE 128000 #define BIGSHP_BUFFER_GROW 2000000 #define SHAPE_TRANSPARENT 0x40 char shape_ts_global[2048 * 2048]; struct ShapeHeaderStruct { uint16_t m_FrameCount; uint16_t m_XPos; // In memory 0xDDD5 here indicates we have a keyframe slot allocated uint16_t m_YPos; // Used in memory to hold keyframe slot uint16_t m_Width; uint16_t m_Height; uint16_t m_LargestFrameSize; uint16_t m_Flags; }; struct ShapeBufferHeader { uint32_t m_DrawFlags; uint32_t m_FrameOffset; BOOL m_IsTheaterShape; }; extern "C" extern char* BigShapeBufferStart; extern char* BigShapeBufferPtr; // int TotalBigShapes = 0; BOOL g_ReallocShapeBufferFlag; extern "C" extern char* TheaterShapeBufferStart; extern char* TheaterShapeBufferPtr; int g_TotalTheaterShapes = 0; uint32_t* g_KeyFrameSlots[1500]; int g_TotalSlotsUsed = 0; // int BuildFrameLength = 0; extern "C" extern bool UseOldShapeDraw; extern "C" char* _ShapeBuffer = nullptr; long _ShapeBufferSize = 0; int g_TheaterSlotsUsed = 1000; int g_ShapeLength; // The predator effect basically just takes a destination pixel and replaces it // with the value g_PredTable[g_PredFrame] pixels away if g_PartialCount // is greater than or equal to 256. After every pixel, it is increased by // g_PartialPred and reset to % 256 after reaching 256 or greater. static const int16_t g_PredTable[8] = { 1, 3, 2, 5, 2, 3, 4, 1 }; static uint32_t g_PredFrame; static uint32_t g_PartialCount; static uint32_t g_PartialPred; static uint8_t* g_PredatorLimit = nullptr; // Buffer Frame to Page function pointer type defs typedef void (*BF_Function)(int, int, uint8_t*, uint8_t*, int, int, uint8_t*, uint8_t*, uint8_t*, int); typedef void (*Single_Line_Function)(int, uint8_t*, uint8_t*, uint8_t*, uint8_t*, uint8_t*, int); bool renderHDTexture = false; void Buffer_Enable_HD_Texture(bool hdTextureEnabled) { renderHDTexture = hdTextureEnabled; } void* Build_Frame2(void* shape, uint16_t frame, void* buffer) { uint8_t* shape_data = static_cast(shape); // frame = frame; g_ShapeLength = 0; if (shape == nullptr || buffer == nullptr) { return nullptr; } ShapeHeaderStruct* header = static_cast(shape); if (frame >= le16toh(header->m_FrameCount)) { // captainslog_debug( // "Requested frame %d is greater than total frames %d in this shape file.\n", frame, // le16toh(header->m_FrameCount)); return nullptr; } // If we don't have a cache or failed to find a cached image for this frame, we need to decode the frame we want. uint32_t offset_buff[7]; int frame_size = le16toh(header->m_Height) * le16toh(header->m_Width); memcpy(offset_buff, &shape_data[8 * frame + sizeof(ShapeHeaderStruct)], 12); uint8_t frame_type = (le32toh(offset_buff[0]) & 0xFF000000) >> 24; if (frame_type & SHP_LCW_FRAME) { // captainslog_debug("Decoding key frame."); uint8_t* frame_data = &shape_data[le32toh(offset_buff[0]) & 0xFFFFFF]; // Amazingly it seems that shp files actually do support having a pal, just none do. if (header->m_Flags & SHP_HAS_PAL) { frame_data = &shape_data[(le32toh(offset_buff[0]) & 0xFFFFFF) + 768]; } frame_size = LCW_Uncomp(frame_data, buffer, frame_size); } else { // captainslog_debug("Decoding XOR frame."); int ref_frame = 0; // If we have an Xor chain, load first delta address into buffer if (frame_type & SHP_XOR_PREV_FRAME) { ref_frame = le32toh(offset_buff[1]) & 0xFFFF; memcpy(offset_buff, &shape_data[8 * ref_frame + sizeof(ShapeHeaderStruct)], 28); } // Get the base LCW data and the offset from it to the Xor data int base_m_FrameOffset = offset_buff[1] & 0xFFFFFF; int xor_data_offset = (le32toh(offset_buff[0]) & 0xFFFFFF) - (le32toh(offset_buff[1]) & 0xFFFFFF); char* lcw_data = (char*)&shape_data[le32toh(offset_buff[1]) & 0xFFFFFF]; if (header->m_Flags & SHP_HAS_PAL) { lcw_data = (char*)&shape_data[(le32toh(offset_buff[1]) & 0xFFFFFF) + 768]; } if (LCW_Uncomp(lcw_data, buffer, frame_size) > frame_size) { // captainslog_debug("LCW decompressed more data than expected."); return nullptr; } Apply_XOR_Delta((char*)buffer, lcw_data + xor_data_offset); if (frame_type & SHP_XOR_PREV_FRAME) { // captainslog_debug("Decoding delta sequence."); ++ref_frame; int offset_index = 2; while (ref_frame <= frame) { Apply_XOR_Delta((char*)buffer, &lcw_data[(le32toh(offset_buff[offset_index]) & 0xFFFFFF) - base_m_FrameOffset]); ++ref_frame; offset_index += 2; if (offset_index >= 6 && ref_frame <= frame) { offset_index = 0; memcpy(offset_buff, &shape_data[8 * ref_frame + sizeof(ShapeHeaderStruct)], 28); } } } } // This bit handles if we have a shape buffer to cache the decompressed frames ShapeBufferHeader* buff_header = nullptr; return buffer; } int TiberianSunSHPDecode(const byte* s, byte* d, int cx, int cy) { const byte* r = s; byte* w = d; for (int y = 0; y < cy; y++) { int count = *reinterpret_cast(r) - 2; r += 2; int x = 0; while (count--) { int v = *r++; if (v) { x++; *w++ = v; } else { count--; v = *r++; if (x + v > cx) v = cx - x; x += v; while (v--) *w++ = 0; } } } return w - d; } INT_PTR Build_Full_Frame(int frameX, int frameY, int frameWidth, int frameHeight, int imageWidth, int imageHeight, byte *uncompressedBuffer) { if (frameWidth == imageWidth && frameHeight == imageHeight) { return (INT_PTR)uncompressedBuffer; } memset(shape_ts_global, 0, imageWidth * imageHeight); byte* w = (byte *)shape_ts_global + frameX + imageWidth * frameY; for (int y = 0; y < frameHeight; y++) { memcpy(w, uncompressedBuffer, frameWidth); uncompressedBuffer += frameWidth; w += imageWidth; } return (INT_PTR)shape_ts_global; } INT_PTR Build_Frame(void const* dataptr, unsigned short framenumber, void* buffptr) { // Check to see if we need to render a Tiberian Sun SHP file. if(Get_Build_TS_Shape(dataptr)) { if(framenumber >= Get_Build_Frame_Count(dataptr)) { framenumber = 0; } byte* frame_offset = (byte *)Get_Build_TS_FrameOffset(dataptr, framenumber); int frameWidth = Get_Build_Frame_Width(dataptr, framenumber); int frameHeight = Get_Build_Frame_Height(dataptr, framenumber); int frame_X = Get_Build_Frame_X(dataptr, framenumber); int frame_Y = Get_Build_Frame_Y(dataptr, framenumber); int imageWidth = Get_Build_Frame_Width(dataptr, -1); int imageHeight = Get_Build_Frame_Height(dataptr, -1); if (Get_Build_Is_Compressed(dataptr, framenumber)) { TiberianSunSHPDecode(frame_offset, (byte*)buffptr, frameWidth, frameHeight); return (INT_PTR)Build_Full_Frame(frame_X, frame_Y, frameWidth, frameHeight, imageWidth, imageHeight, (byte *)buffptr); } return (INT_PTR)Build_Full_Frame(frame_X, frame_Y, frameWidth, frameHeight, imageWidth, imageHeight, frame_offset); } // Regular Red Alert sprite. return (INT_PTR)Build_Frame2((void*)dataptr, framenumber, buffptr); // 32 bit to 64 bit issue } // This one appears to deal with the buffered shape data void* Get_Shape_Header_Data(void* shape) { ShapeBufferHeader* header = static_cast(shape); return shape; } void Reset_Theater_Shapes() { // I think this loops through and deletes any slot that is > 1000 if (g_TheaterSlotsUsed > 1000) { for (int i = 1000; i < g_TheaterSlotsUsed; ++i) { delete[] g_KeyFrameSlots[i]; } } TheaterShapeBufferPtr = TheaterShapeBufferStart; g_TotalTheaterShapes = 0; g_TheaterSlotsUsed = 1000; } void Reallocate_Big_Shape_Buffer() { } extern "C" void Set_Shape_Buffer(const void* buffer, int size) { _ShapeBuffer = (char*)(buffer); _ShapeBufferSize = size; } long Buffer_Frame_To_Page(int shapeNum, int x, int y, int width, int height, struct Image_t * shape_image, unsigned int Window, int flags, ...) { int fade_count = 0; ShapeBufferHeader* draw_header = nullptr; uint8_t* fade_table = nullptr; uint8_t* ghost_table = nullptr; uint8_t* ghost_lookup = nullptr; if (!shape_image) { return 0; } va_list ap; va_start(ap, flags); int blit_style = 0; if (flags & SHAPE_CENTER) { x -= width / 2; y -= height / 2; } // Sets for BF_Trans functions if (flags & SHAPE_TRANSPARENT) { blit_style |= 1; } // Sets for BF_Ghost functions if (flags & SHAPE_GHOST) { blit_style |= 2; ghost_lookup = va_arg(ap, uint8_t*); ghost_table = ghost_lookup + 256; } // Sets for BF_Fading functions if (flags & SHAPE_FADING) { fade_table = va_arg(ap, uint8_t*); fade_count = va_arg(ap, int) & 0x3F; blit_style |= 4; if (!fade_count) { flags &= ~SHAPE_FADING; } } // Sets for BF_Predator functions //if (flags & SHAPE_PREDATOR) { // int current_frame = va_arg(ap, uint32_t); // blit_style |= 8; // // g_PredFrame = ((unsigned)current_frame) % 8; // g_PartialCount = 0; // g_PartialPred = 256; // // // Calculates the end of the visible display buffer, hopefully prevent crashes from predator effect. // // Unused by default in RA, but would be nice on the phase tank in Aftermath. // g_PredatorLimit = (uint8_t*)(viewport.Get_Offset()) + viewport.Get_Full_Pitch() * viewport.Get_Height(); //} if (flags & SHAPE_PARTIAL) { g_PartialPred = va_arg(ap, int) & 0xFF; } va_end(ap); int xstart = x; int ystart = y; int yend = y + height - 1; int xend = x + width - 1; int ms_img_offset = 0; // If we aren't drawing within the viewport, return. //if (xstart >= viewport.Get_Width() || ystart >= viewport.Get_Height() || xend <= 0 || yend <= 0) { // return 0; //} // Do any needed clipping. //if (xstart < 0) { // ms_img_offset = -xstart; // xstart = 0; // use_old_drawer = true; //} // //if (ystart < 0) { // //frame_data += width * (-ystart); // ystart = 0; // use_old_drawer = true; //} if (xstart + width < 0 || ystart + height < 0) return 0; // if (xend >= viewport.Get_Width() - 1) { // xend = viewport.Get_Width() - 1; // use_old_drawer = true; // } // // if (yend >= viewport.Get_Height() - 1) { // yend = viewport.Get_Height() - 1; // use_old_drawer = true; // } int blit_width = xend - xstart + 1; int blit_height = yend - ystart + 1; //int pitch = viewport.Get_Full_Pitch(); //uint8_t* dst = (ystart * pitch * 4) + (xstart * 4) + (uint8_t*)(viewport.Get_Offset()); //uint8_t* src = frame_data + ms_img_offset; //if (renderHDTexture) { // Image_t* image = (Image_t*)shape; // src = image->buffer + (ms_img_offset * 4); //} //int dst_pitch = pitch - blit_width; //int src_pitch = width - blit_width; // Use "new" line drawing routines that appear to have been added during the windows port. //if (use_old_drawer != true && !renderHDTexture) { // // DEBUG_SAY("Drawing with Single_Line draw functions\n"); // // // Here we can use the individual line drawing routines // // Means we can skip drawing some lines all together or avoid using // // more expensive routines on some lines. // uint8_t* line_flags = reinterpret_cast(draw_header + 1); // // for (int i = 0; i < blit_height; ++i) { // NewShapeJumpTable[line_flags[i] & 0x1F](blit_width, dst, src, ghost_lookup, ghost_table, fade_table, fade_count); // src += width; // dst += pitch * 4; // } // // return 0; //} xstart = xstart + WindowList[Window][WINDOWX];// + LogicPage->Get_XPos(); ystart = ystart + WindowList[Window][WINDOWY];// + LogicPage->Get_YPos(); //GL_SetClipRect(WindowList[Window][WINDOWX], WindowList[Window][WINDOWY], WindowList[Window][WINDOWWIDTH], WindowList[Window][WINDOWWIDTH]); if(renderHDTexture) GL_RenderImage(shape_image, xstart, ystart, width, height, (int)fade_table, shapeNum); else GL_RenderImage(shape_image, xstart, ystart, width, height, 0); // Here we just use the function that will blit the entire frame // using the appropriate effects. //if (blit_height > 0 && blit_width > 0) { // // DEBUG_SAY("Drawing with BF draw functions\n"); // if (!renderHDTexture) // { // OldShapeJumpTable[blit_style & 0xF](blit_width, blit_height, dst, src, dst_pitch, src_pitch, ghost_lookup, ghost_table, fade_table, fade_count); // } // else // { // int src_index = 0; // for (int f = 0; f < height; f++) // { // for (int i = width; i > 0; --i) { // //if (src_index >= ((f + 1) * blit_height * 4)) // // break; // // if (src[src_index + 3] > 0) { // dst[0] = ChannelBlend_Alpha(src[(src_index) + 0], dst[0], src[(src_index) + 3]); // dst[1] = ChannelBlend_Alpha(src[(src_index) + 1], dst[1], src[(src_index) + 3]); // dst[2] = ChannelBlend_Alpha(src[(src_index) + 2], dst[2], src[(src_index) + 3]); // dst[3] = 255; // } // src_index += 4; // dst += 4; // } // // src_index += src_pitch * 4; // dst += dst_pitch * 4; // } // } //} return 0; }