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C++

//
// 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 <cstdarg>
#include <cstring>
#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<uint8_t*>(shape);
// frame = frame;
g_ShapeLength = 0;
if (shape == nullptr || buffer == nullptr) {
return nullptr;
}
ShapeHeaderStruct* header = static_cast<ShapeHeaderStruct*>(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<const unsigned __int16*>(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<ShapeBufferHeader*>(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<uint8_t*>(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;
//}
if(CCGlobalShadowRender) {
GL_EnableBlend(GL_BLEND_MULT);
}
xstart = xstart + WindowList[Window][WINDOWX];// + LogicPage->Get_XPos();
ystart = ystart + WindowList[Window][WINDOWY];// + LogicPage->Get_YPos();
if (CCGlobalShroudRender) {
//if ((shapeNum % 3) == 0) {
// xstart = xstart - 2;
// ystart = ystart - 2;
// width = width + 2;
// height = height + 2;
//}
//else {
xstart = xstart - 2;
ystart = ystart - 2;
width = width + 2;
height = height + 2;
//}
//char tmp[128];
//sprintf(tmp, "%d", shapeNum);
//GL_DrawForegroundText(6, xstart, ystart, tmp);
//width = width + 2;
//height = height + 2;
}
//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);
if (CCGlobalShadowRender) {
GL_EnableBlend(GL_BLEND_NONE);
}
// 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;
}