Initial libmpeg2 cutscene support based on patch #874510.

Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)

svn-id: r12338
This commit is contained in:
James Brown 2004-01-12 11:11:19 +00:00
parent bbf32c0076
commit a685422a13
7 changed files with 437 additions and 13 deletions

17
configure vendored
View file

@ -29,6 +29,7 @@ _vorbis=auto
_mad=auto
_alsa=auto
_zlib=auto
_mpeg2=no
# default option behaviour yes/no
_build_scumm=yes
_build_simon=yes
@ -188,6 +189,7 @@ Optional Libraries:
--disable-mad disable libmad (MP3) support [autodetect]
--with-zlib-prefix=PFX Prefix where zlib is installed (optional)
--disable-zlib disable zlib (compression) support [autodetect]
--enable-mpeg2 enable mpeg2 codec for cutscenes [disabled]
EOF
exit 0
@ -212,6 +214,7 @@ for ac_option in $@; do
--disable-mad) _mad=no ;;
--enable-zlib) _zlib=yes ;;
--disable-zlib) _zlib=no ;;
--enable-mpeg2) _mpeg2=yes ;;
--with-alsa-prefix=*)
_prefix=`echo $ac_option | cut -d '=' -f 2`
ALSA_CFLAGS="-I$_prefix/include"
@ -558,6 +561,12 @@ else
fi
echo "$_zlib"
echocheck "mpeg2"
if test "$_mpeg2" = yes ; then
_def_mpeg2='#define USE_MPEG2'
LIBS="$LIBS -lmpeg2"
fi
echo "$_mpeg2"
rm -f $TMPC $TMPO
@ -576,7 +585,12 @@ if test "$_build_bs1" = yes ; then
echo " Broken Sword I"
fi
if test "$_build_bs2" = yes ; then
echo " Broken Sword II"
echo -n " Broken Sword II"
if test "$_mpeg2" = yes ; then
echo " (w/ mpeg2 cutscenes)"
else
echo " (without mpeg2 cutscenes)"
fi
fi
if test "$_build_queen" = yes ; then
echo " Flight of the Amazon Queen"
@ -648,6 +662,7 @@ $_def_vorbis
$_def_mad
$_def_alsa
$_def_zlib
$_def_mpeg2
/* Subsystems */
#define INSANE

199
sword2/driver/animation.cpp Normal file
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@ -0,0 +1,199 @@
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/driver/menu.h"
#include "sword2/driver/render.h"
#include "common/file.h"
namespace Sword2 {
// Build 'Best-Match' RGB lookup table
void MoviePlayer::buildlookup(AnimationState * st, int p, int lines) {
int y, cb;
int r, g, b, ii;
if (p != st->curpal) {
st->curpal = p;
st->cr = 0;
st->pos = 0;
}
if (st->cr >= BITDEPTH)
return;
for (ii = 0; ii < lines; ii++) {
r = (-16*256 + (int)(256*1.596) * ((st->cr<<SHIFT)-128)) / 256;
for (cb = 0; cb < BITDEPTH; cb++) {
g = (-16*256 - (int)(0.813*256) * ((st->cr<<SHIFT)-128) - (int)(0.391*256) * ((cb<<SHIFT)-128)) / 256;
b = (-16*256 + (int)(2.018*256) * ((cb<<SHIFT)-128)) / 256;
for (y = 0; y < BITDEPTH; y++) {
int idx, bst = 0;
int dis = 2*SQR(r-st->palettes[p].pal[0])+4*SQR(g-st->palettes[p].pal[1])+SQR(b-st->palettes[p].pal[2]);
for (idx = 1; idx < 256; idx++) {
long d2 = 2*SQR(r-st->palettes[p].pal[4*idx])+4*SQR(g-st->palettes[p].pal[4*idx+1])+SQR(b-st->palettes[p].pal[4*idx+2]);
if (d2 < dis) {
bst = idx;
dis = d2;
}
}
st->lut2[st->pos++] = bst;
r += (1 << SHIFT);
g += (1 << SHIFT);
b += (1 << SHIFT);
}
r -= 256;
}
st->cr++;
if (st->cr >= BITDEPTH)
return;
}
}
void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
// if we have reached the last image with this palette, switch to new one
if (st->framenum == st->palettes[st->palnum].end) {
unsigned char *l = st->lut2;
st->palnum++;
_vm->_graphics->setPalette(0, 256, st->palettes[st->palnum].pal, RDPAL_INSTANT);
st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end - (st->framenum + 1) + 2) / (st->palettes[st->palnum].end - (st->framenum + 1) + 2);
st->lut2 = st->lut;
st->lut = l;
}
}
#ifndef USE_MPEG2
bool MoviePlayer::pic(AnimationState * st) {
// Dummy for MPEG2-less builds
return false;
}
#else
bool MoviePlayer::pic(AnimationState * st) {
mpeg2_state_t state;
const mpeg2_sequence_t *sequence_i;
size_t size = (size_t)-1;
do {
state = mpeg2_parse (st->decoder);
sequence_i = st->info->sequence;
switch (state) {
case STATE_BUFFER:
size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
mpeg2_buffer (st->decoder, st->buffer, st->buffer + size);
break;
case STATE_SLICE:
case STATE_END:
if (st->info->display_fbuf) {
checkPaletteSwitch(st);
_vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
st->framenum++;
buildlookup(st, st->palnum+1, st->lutcalcnum);
return true;
}
break;
default:
break;
}
} while (size);
return false;
}
#endif
#ifndef USE_MPEG2
AnimationState *MoviePlayer::initanimation(char *name) {
return 0;
}
#else
AnimationState *MoviePlayer::initanimation(char *name) {
char basename[512], tempFile[512];
AnimationState *st = new AnimationState;
int i, p;
strcpy(basename, name);
basename[strlen(basename)-4] = 0;
// Load lookup palettes
// TODO: Binary format so we can use File class
sprintf(tempFile, "%s/%s.pal", _vm->getGameDataPath(), basename);
FILE *f = fopen(tempFile, "r");
if (!f) {
warning("Cutscene: %s.pal palette missing", basename);
return 0;
}
p = 0;
while (!feof(f)) {
fscanf(f, "%i %i", &st->palettes[p].end, &st->palettes[p].cnt);
for (i = 0; i < st->palettes[p].cnt; i++) {
fscanf(f, "%i", &st->palettes[p].pal[4*i]);
fscanf(f, "%i", &st->palettes[p].pal[4*i+1]);
fscanf(f, "%i", &st->palettes[p].pal[4*i+2]);
}
p++;
}
fclose(f);
st->palnum = 0;
_vm->_graphics->setPalette(0, 256, st->palettes[st->palnum].pal, RDPAL_INSTANT);
st->lut = st->lut2 = st->lookup[0];
st->curpal = -1;
st->cr = 0;
buildlookup(st, st->palnum, 256);
st->lut2 = st->lookup[1];
// Open MPEG2 stream
st->mpgfile = new File();
sprintf(tempFile, "%s.mp2", basename);
if (!st->mpgfile->open(tempFile)) {
warning("Cutscene: Could not open %s", tempFile);
delete st;
return 0;
}
// Load and configure decoder
st->decoder = mpeg2_init ();
if (st->decoder == NULL) {
warning("Cutscene: Could not allocate an MPEG2 decoder");
delete st;
return 0;
}
st->info = mpeg2_info(st->decoder);
st->framenum = 0;
// Load in palette data
st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
/* Play audio - TODO: Sync with video?*/
File *sndFile = new File;
sprintf(tempFile, "%s.ogg", basename);
if (sndFile->open(tempFile))
_vm->_mixer->playVorbis(&st->bgSound, sndFile, 100000000);
return st;
}
#endif
#ifndef USE_MPEG2
void MoviePlayer::doneanimation(AnimationState *st) {
}
#else
void MoviePlayer::doneanimation(AnimationState *st) {
_vm->_mixer->stopHandle(st->bgSound);
mpeg2_close (st->decoder);
st->mpgfile->close();
delete st->mpgfile;
delete st;
}
#endif
} // End of namespace Sword2

58
sword2/driver/animation.h Normal file
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@ -0,0 +1,58 @@
#ifndef ANIMATION_H
#define ANIMATION_H
#include <inttypes.h>
#ifdef USE_MPEG2
extern "C" {
#include <mpeg2dec/mpeg2.h>
}
#endif
namespace Sword2 {
#define SQR(x) ((x)*(x))
#define SHIFT 3
#define BITDEPTH (1<<(8-SHIFT))
#define ROUNDADD (1<<(SHIFT-1))
#define BUFFER_SIZE 4096
typedef struct {
int palnum;
unsigned char lookup[2][BITDEPTH*BITDEPTH*BITDEPTH];
unsigned char * lut;
unsigned char * lut2;
int lutcalcnum;
int framenum;
#ifdef USE_MPEG2
mpeg2dec_t * decoder;
const mpeg2_info_t * info;
#endif
File * mpgfile;
int curpal;
int cr;
int pos;
struct {
int cnt;
int end;
unsigned char pal[4*256];
} palettes[50];
unsigned char buffer[BUFFER_SIZE];
PlayingSoundHandle bgSound;
} AnimationState;
} // End of namespace Sword2
#endif

View file

@ -141,11 +141,125 @@ void MoviePlayer::drawTextObject(MovieTextObject *obj) {
*/
int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut) {
warning("semi-stub PlaySmacker %s", filename);
#ifdef USE_MPEG2
int frameCounter = 0, textCounter = 0;
PlayingSoundHandle handle;
bool skipCutscene = false, textVisible = false;
uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83;
// WORKAROUND: For now, we just do the voice-over parts of the
// movies, since they're separate from the actual smacker files.
uint8 oldPal[1024];
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
AnimationState * anim = initanimation(filename);
if (!anim) {
// Missing Files? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
}
_vm->_graphics->clearScene();
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
while (1) {
if (!pic(anim)) break;
_vm->_graphics->setNeedFullRedraw();
if (text && text[textCounter]) {
if (frameCounter == text[textCounter]->startFrame) {
openTextObject(text[textCounter]);
textVisible = true;
if (text[textCounter]->speech) {
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
}
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
textCounter++;
textVisible = false;
}
if (textVisible)
drawTextObject(text[textCounter]);
}
frameCounter++;
_vm->_graphics->updateDisplay(true);
KeyboardEvent ke;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_vm->_mixer->stopHandle(handle);
skipCutscene = true;
break;
}
// Simulate ~12 frames per second. I don't know what
// frame rate the original movies had, or even if it
// was constant, but this seems to work reasonably.
while (_vm->_system->get_msecs() < ticks);
ticks += 82;
}
// Wait for the voice to stop playing. This is to make sure
// that we don't cut off the speech in mid-sentence, and - even
// more importantly - that we don't free the sound buffer while
// it's in use.
while (handle.isActive()) {
_vm->_graphics->updateDisplay(false);
_vm->_system->delay_msecs(100);
}
if (text)
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
r.left = r.top = 0;
r.right = _vm->_graphics->_screenWide;
r.bottom = MENUDEEP;
_vm->_graphics->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
if (!skipCutscene)
_vm->_sound->playLeadOut(musicOut);
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
doneanimation(anim);
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
_vm->_sound->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
#else
// No MPEG2? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
#endif
}
// This just plays the cutscene with voiceovers / subtitles, in case the files are missing
int32 MoviePlayer::playDummy(char *filename, MovieTextObject *text[], uint8 *musicOut) {
int frameCounter = 0, textCounter = 0;
if (text) {
uint8 oldPal[1024];
uint8 tmpPal[1024];
@ -159,7 +273,7 @@ int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Press ESC to exit";
uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
FrameHeader *frame = (FrameHeader *) data->ad;
SpriteInfo msgSprite;
@ -180,8 +294,7 @@ int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut
// In case the cutscene has a long lead-in, start just before
// the first line of text.
int frameCounter = text[0]->startFrame - 12;
int textCounter = 0;
frameCounter = text[0]->startFrame - 12;
// Fake a palette that will hopefully make the text visible.
// In the opening cutscene it seems to use colours 1 (black?)
@ -197,7 +310,7 @@ int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut
tmpPal[255 * 4 + 2] = 255;
_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
PlayingSoundHandle handle;
PlayingSoundHandle handle;
bool skipCutscene = false;
@ -219,7 +332,6 @@ int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
}
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();

View file

@ -22,6 +22,8 @@
#include "common/rect.h"
#include "animation.h"
namespace Sword2 {
// This is the maximum mouse cursor size in the SDL backend
@ -72,9 +74,17 @@ private:
void closeTextObject(MovieTextObject *obj);
void drawTextObject(MovieTextObject *obj);
void buildlookup(AnimationState * st, int p, int lines);
void checkPaletteSwitch(AnimationState * st);
AnimationState * initanimation(char *name);
void doneanimation(AnimationState * st);
bool pic(AnimationState * st);
public:
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
int32 play(char *filename, MovieTextObject *text[], uint8 *musicOut);
int32 playDummy(char *filename, MovieTextObject *text[], uint8 *musicOut);
};
struct BlockSurface {
@ -185,6 +195,7 @@ private:
void unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable);
int32 decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable);
public:
Graphics(Sword2Engine *vm, int16 width, int16 height);
~Graphics();
@ -238,6 +249,7 @@ public:
void plotPoint(uint16 x, uint16 y, uint8 colour);
void drawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
void plotYUV(unsigned char * lut, int width, int height, uint8_t * const * buf);
int32 createSurface(SpriteInfo *s, uint8 **surface);
void drawSurface(SpriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);

View file

@ -820,4 +820,31 @@ void Graphics::closeBackgroundLayer(void) {
_layer = 0;
}
void Graphics::plotYUV(unsigned char * lut, int width, int height, uint8_t * const * dat)
{
uint8 *buf = _buffer + (40+(400-height)/2) * RENDERWIDE + (640-width)/2;
int x, y;
int ypos = 0;
int cpos = 0;
int linepos = 0;
for (y = 0; y < height; y+=2) {
for (x = 0; x < width; x+=2) {
int i = ((((dat[2][cpos]+ROUNDADD)>>SHIFT) * BITDEPTH) + ((dat[1][cpos]+ROUNDADD)>>SHIFT)) * BITDEPTH;
cpos++;
buf[linepos ] = lut[i+((dat[0][ ypos ]+ROUNDADD)>>SHIFT)];
buf[RENDERWIDE + linepos++] = lut[i+((dat[0][width+ypos++]+ROUNDADD)>>SHIFT)];
buf[linepos ] = lut[i+((dat[0][ ypos ]+ROUNDADD)>>SHIFT)];
buf[RENDERWIDE + linepos++] = lut[i+((dat[0][width+ypos++]+ROUNDADD)>>SHIFT)];
}
linepos += (2*RENDERWIDE-width);
ypos += width;
}
}
} // End of namespace Sword2

View file

@ -35,7 +35,8 @@ MODULE_OBJS := \
sword2/driver/palette.o \
sword2/driver/rdwin.o \
sword2/driver/render.o \
sword2/driver/sprite.o
sword2/driver/sprite.o \
sword2/driver/animation.o
MODULE_DIRS += \
sword2 \