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storm_svid.cpp
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#include "storm/storm_svid.h"
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <optional>
#include <SmackerDecoder.h>
#ifndef NOSOUND
#include "utils/push_aulib_decoder.h"
#endif
#include "engine/assets.hpp"
#include "engine/dx.h"
#include "engine/palette.h"
#include "options.h"
#include "utils/aulib.hpp"
#include "utils/display.h"
#include "utils/log.hpp"
#include "utils/sdl_compat.h"
#include "utils/sdl_wrap.h"
namespace devilution {
namespace {
#ifndef NOSOUND
std::optional<Aulib::Stream> SVidAudioStream;
PushAulibDecoder *SVidAudioDecoder;
std::uint8_t SVidAudioDepth;
std::unique_ptr<int16_t[]> SVidAudioBuffer;
#endif
// Smacker's atomic time unit is a one hundred thousand's of a second (i.e. 0.01 millisecond, or 10 microseconds).
// We use SDL ticks for timing, which have millisecond resolution.
// There are 100 Smacker time units in a millisecond.
constexpr uint64_t SmackerTimeUnit = 100;
constexpr uint64_t TimeMsToSmk(uint64_t ms) { return ms * SmackerTimeUnit; }
constexpr uint64_t TimeSmkToMs(uint64_t time) { return time / SmackerTimeUnit; };
uint64_t GetTicksSmk()
{
#if SDL_VERSION_ATLEAST(2, 0, 18)
return TimeMsToSmk(SDL_GetTicks64());
#else
return TimeMsToSmk(SDL_GetTicks());
#endif
}
uint32_t SVidWidth, SVidHeight;
bool SVidLoop;
SmackerHandle SVidHandle;
std::unique_ptr<uint8_t[]> SVidFrameBuffer;
SDLPaletteUniquePtr SVidPalette;
SDLSurfaceUniquePtr SVidSurface;
// The end of the current frame (time in SMK time units from the start of the program).
uint64_t SVidFrameEnd;
// The length of a frame in SMK time units.
uint32_t SVidFrameLength;
bool IsLandscapeFit(unsigned long srcW, unsigned long srcH, unsigned long dstW, unsigned long dstH)
{
return srcW * dstH > dstW * srcH;
}
#ifdef USE_SDL1
// Whether we've changed the video mode temporarily for SVid.
// If true, we must restore it once the video has finished playing.
bool IsSVidVideoMode = false;
// Set the video mode close to the SVid resolution while preserving aspect ratio.
void TrySetVideoModeToSVidForSDL1()
{
const SDL_Surface *display = SDL_GetVideoSurface();
#if defined(SDL1_VIDEO_MODE_SVID_FLAGS)
const int flags = SDL1_VIDEO_MODE_SVID_FLAGS;
#elif defined(SDL1_VIDEO_MODE_FLAGS)
const int flags = SDL1_VIDEO_MODE_FLAGS;
#else
const int flags = display->flags;
#endif
#ifdef SDL1_FORCE_SVID_VIDEO_MODE
IsSVidVideoMode = true;
#else
IsSVidVideoMode = (flags & (SDL_FULLSCREEN | SDL_NOFRAME)) != 0;
#endif
if (!IsSVidVideoMode)
return;
int w;
int h;
if (IsLandscapeFit(SVidWidth, SVidHeight, display->w, display->h)) {
w = SVidWidth;
h = SVidWidth * display->h / display->w;
} else {
w = SVidHeight * display->w / display->h;
h = SVidHeight;
}
#ifndef SDL1_FORCE_SVID_VIDEO_MODE
if (!SDL_VideoModeOK(w, h, /*bpp=*/display->format->BitsPerPixel, flags)) {
IsSVidVideoMode = false;
// Get available fullscreen/hardware modes
SDL_Rect **modes = SDL_ListModes(nullptr, flags);
// Check is there are any modes available.
if (modes == reinterpret_cast<SDL_Rect **>(0)
|| modes == reinterpret_cast<SDL_Rect **>(-1)) {
return;
}
// Search for a usable video mode
bool found = false;
for (int i = 0; modes[i]; i++) {
if (modes[i]->w == w || modes[i]->h == h) {
found = true;
break;
}
}
if (!found)
return;
IsSVidVideoMode = true;
}
#endif
SetVideoMode(w, h, display->format->BitsPerPixel, flags);
}
#endif
#ifndef NOSOUND
bool HasAudio()
{
return SVidAudioStream && SVidAudioStream->isPlaying();
}
#endif
bool SVidLoadNextFrame()
{
if (Smacker_GetCurrentFrameNum(SVidHandle) >= Smacker_GetNumFrames(SVidHandle)) {
if (!SVidLoop) {
return false;
}
Smacker_Rewind(SVidHandle);
}
SVidFrameEnd += SVidFrameLength;
Smacker_GetNextFrame(SVidHandle);
Smacker_GetFrame(SVidHandle, SVidFrameBuffer.get());
return true;
}
void UpdatePalette()
{
constexpr size_t NumColors = 256;
uint8_t paletteData[NumColors * 3];
Smacker_GetPalette(SVidHandle, paletteData);
SDL_Color *colors = SVidPalette->colors;
for (unsigned i = 0; i < NumColors; ++i) {
colors[i].r = paletteData[i * 3];
colors[i].g = paletteData[i * 3 + 1];
colors[i].b = paletteData[i * 3 + 2];
#ifndef USE_SDL1
colors[i].a = SDL_ALPHA_OPAQUE;
#endif
}
#ifdef USE_SDL1
#if SDL1_VIDEO_MODE_BPP == 8
// When the video surface is 8bit, we need to set the output palette.
SDL_SetColors(SDL_GetVideoSurface(), colors, 0, NumColors);
#endif
if (SDL_SetPalette(SVidSurface.get(), SDL_LOGPAL, colors, 0, NumColors) <= 0) {
ErrSdl();
}
#else
if (SDL_SetSurfacePalette(SVidSurface.get(), SVidPalette.get()) <= -1) {
ErrSdl();
}
#endif
}
bool BlitFrame()
{
#ifndef USE_SDL1
if (renderer != nullptr) {
if (SDL_BlitSurface(SVidSurface.get(), nullptr, GetOutputSurface(), nullptr) <= -1) {
Log("{}", SDL_GetError());
return false;
}
} else
#endif
{
SDL_Surface *outputSurface = GetOutputSurface();
#ifdef USE_SDL1
const bool isIndexedOutputFormat = SDLBackport_IsPixelFormatIndexed(outputSurface->format);
#else
const Uint32 wndFormat = SDL_GetWindowPixelFormat(ghMainWnd);
const bool isIndexedOutputFormat = SDL_ISPIXELFORMAT_INDEXED(wndFormat);
#endif
SDL_Rect outputRect;
if (isIndexedOutputFormat) {
// Cannot scale if the output format is indexed (8-bit palette).
outputRect.w = static_cast<int>(SVidWidth);
outputRect.h = static_cast<int>(SVidHeight);
} else if (IsLandscapeFit(SVidWidth, SVidHeight, outputSurface->w, outputSurface->h)) {
outputRect.w = outputSurface->w;
outputRect.h = SVidHeight * outputSurface->w / SVidWidth;
} else {
outputRect.w = SVidWidth * outputSurface->h / SVidHeight;
outputRect.h = outputSurface->h;
}
outputRect.x = (outputSurface->w - outputRect.w) / 2;
outputRect.y = (outputSurface->h - outputRect.h) / 2;
if (isIndexedOutputFormat
|| outputSurface->w == static_cast<int>(SVidWidth)
|| outputSurface->h == static_cast<int>(SVidHeight)) {
if (SDL_BlitSurface(SVidSurface.get(), nullptr, outputSurface, &outputRect) <= -1) {
ErrSdl();
}
} else {
// The source surface is always 8-bit, and the output surface is never 8-bit in this branch.
// We must convert to the output format before calling SDL_BlitScaled.
#ifdef USE_SDL1
SDLSurfaceUniquePtr converted = SDLWrap::ConvertSurface(SVidSurface.get(), ghMainWnd->format, 0);
#else
SDLSurfaceUniquePtr converted = SDLWrap::ConvertSurfaceFormat(SVidSurface.get(), wndFormat, 0);
#endif
if (SDL_BlitScaled(converted.get(), nullptr, outputSurface, &outputRect) <= -1) {
Log("{}", SDL_GetError());
return false;
}
}
}
RenderPresent();
return true;
}
} // namespace
bool SVidPlayBegin(const char *filename, int flags)
{
if ((flags & 0x10000) != 0 || (flags & 0x20000000) != 0) {
return false;
}
SVidLoop = false;
if ((flags & 0x40000) != 0)
SVidLoop = true;
// 0x8 // Non-interlaced
// 0x200, 0x800 // Upscale video
// 0x80000 // Center horizontally
// 0x100000 // Disable video
// 0x800000 // Edge detection
// 0x200800 // Clear FB
SDL_RWops *videoStream = OpenAssetAsSdlRwOps(filename);
SVidHandle = Smacker_Open(videoStream);
if (!SVidHandle.isValid) {
return false;
}
#ifndef NOSOUND
const bool enableAudio = (flags & 0x1000000) == 0;
auto audioInfo = Smacker_GetAudioTrackDetails(SVidHandle, 0);
LogVerbose(LogCategory::Audio, "SVid audio depth={} channels={} rate={}", audioInfo.bitsPerSample, audioInfo.nChannels, audioInfo.sampleRate);
if (enableAudio && audioInfo.bitsPerSample != 0) {
sound_stop(); // Stop in-progress music and sound effects
SVidAudioDepth = audioInfo.bitsPerSample;
SVidAudioBuffer = std::unique_ptr<int16_t[]> { new int16_t[audioInfo.idealBufferSize] };
auto decoder = std::make_unique<PushAulibDecoder>(audioInfo.nChannels, audioInfo.sampleRate);
SVidAudioDecoder = decoder.get();
SVidAudioStream.emplace(/*rwops=*/nullptr, std::move(decoder), CreateAulibResampler(audioInfo.sampleRate), /*closeRw=*/false);
const float volume = static_cast<float>(*GetOptions().Audio.soundVolume - VOLUME_MIN) / -VOLUME_MIN;
SVidAudioStream->setVolume(volume);
if (!diablo_is_focused())
SVidMute();
if (!SVidAudioStream->open()) {
LogError(LogCategory::Audio, "Aulib::Stream::open (from SVidPlayBegin): {}", SDL_GetError());
SVidAudioStream = std::nullopt;
SVidAudioDecoder = nullptr;
}
if (!SVidAudioStream->play()) {
LogError(LogCategory::Audio, "Aulib::Stream::play (from SVidPlayBegin): {}", SDL_GetError());
SVidAudioStream = std::nullopt;
SVidAudioDecoder = nullptr;
}
}
#endif
// SMK format internally defines the frame rate as the frame duration
// in either milliseconds or SMK time units (0.01ms). The library converts it
// to FPS, which is always an integer, and here we convert it back to SMK time units.
SVidFrameLength = 100000 / static_cast<uint32_t>(Smacker_GetFrameRate(SVidHandle));
Smacker_GetFrameSize(SVidHandle, SVidWidth, SVidHeight);
#ifndef USE_SDL1
if (renderer != nullptr) {
int renderWidth = static_cast<int>(SVidWidth);
int renderHeight = static_cast<int>(SVidHeight);
texture = SDLWrap::CreateTexture(renderer, DEVILUTIONX_DISPLAY_TEXTURE_FORMAT, SDL_TEXTUREACCESS_STREAMING, renderWidth, renderHeight);
if (SDL_RenderSetLogicalSize(renderer, renderWidth, renderHeight) <= -1) {
ErrSdl();
}
}
#else
TrySetVideoModeToSVidForSDL1();
#endif
// Set the background to black.
SDL_FillRect(GetOutputSurface(), nullptr, 0x000000);
// The buffer for the frame. It is not the same as the SDL surface because the SDL surface also has pitch padding.
SVidFrameBuffer = std::unique_ptr<uint8_t[]> { new uint8_t[static_cast<size_t>(SVidWidth * SVidHeight)] };
// Decode first frame.
Smacker_GetNextFrame(SVidHandle);
Smacker_GetFrame(SVidHandle, SVidFrameBuffer.get());
// Create the surface from the frame buffer data.
// It will be rendered in `SVidPlayContinue`, called immediately after this function.
// Subsequents frames will also be copied to this surface.
SVidSurface = SDLWrap::CreateRGBSurfaceWithFormatFrom(
reinterpret_cast<void *>(SVidFrameBuffer.get()),
static_cast<int>(SVidWidth),
static_cast<int>(SVidHeight),
8,
static_cast<int>(SVidWidth),
SDL_PIXELFORMAT_INDEX8);
SVidPalette = SDLWrap::AllocPalette();
UpdatePalette();
SVidFrameEnd = GetTicksSmk() + SVidFrameLength;
return true;
}
bool SVidPlayContinue()
{
if (Smacker_DidPaletteChange(SVidHandle)) {
UpdatePalette();
}
if (GetTicksSmk() >= SVidFrameEnd) {
return SVidLoadNextFrame(); // Skip video and audio if the system is to slow
}
#ifndef NOSOUND
if (HasAudio()) {
std::int16_t *buf = SVidAudioBuffer.get();
const auto len = Smacker_GetAudioData(SVidHandle, 0, buf);
if (SVidAudioDepth == 16) {
SVidAudioDecoder->PushSamples(buf, len / 2);
} else {
SVidAudioDecoder->PushSamples(reinterpret_cast<const std::uint8_t *>(buf), len);
}
}
#endif
if (GetTicksSmk() >= SVidFrameEnd) {
return SVidLoadNextFrame(); // Skip video if the system is to slow
}
if (!BlitFrame())
return false;
uint64_t now = GetTicksSmk();
if (now < SVidFrameEnd) {
SDL_Delay(static_cast<Uint32>(TimeSmkToMs(SVidFrameEnd - now))); // wait with next frame if the system is too fast
}
return SVidLoadNextFrame();
}
void SVidPlayEnd()
{
#ifndef NOSOUND
if (HasAudio()) {
SVidAudioStream = std::nullopt;
SVidAudioDecoder = nullptr;
SVidAudioBuffer = nullptr;
}
#endif
if (SVidHandle.isValid)
Smacker_Close(SVidHandle);
SVidPalette = nullptr;
SVidSurface = nullptr;
SVidFrameBuffer = nullptr;
#ifndef USE_SDL1
if (renderer != nullptr) {
texture = SDLWrap::CreateTexture(renderer, DEVILUTIONX_DISPLAY_TEXTURE_FORMAT, SDL_TEXTUREACCESS_STREAMING, gnScreenWidth, gnScreenHeight);
if (renderer != nullptr && SDL_RenderSetLogicalSize(renderer, gnScreenWidth, gnScreenHeight) <= -1) {
ErrSdl();
}
}
#else
if (IsSVidVideoMode) {
SetVideoModeToPrimary(IsFullScreen(), gnScreenWidth, gnScreenHeight);
IsSVidVideoMode = false;
}
#endif
}
void SVidMute()
{
#ifndef NOSOUND
if (SVidAudioStream)
SVidAudioStream->mute();
#endif
}
void SVidUnmute()
{
#ifndef NOSOUND
if (SVidAudioStream)
SVidAudioStream->unmute();
#endif
}
} // namespace devilution