#include "storm/storm_svid.h" #include #include #include #include #include #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 SVidAudioStream; PushAulibDecoder *SVidAudioDecoder; std::uint8_t SVidAudioDepth; std::unique_ptr 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 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(0) || modes == reinterpret_cast(-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(SVidWidth); outputRect.h = static_cast(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(SVidWidth) || outputSurface->h == static_cast(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 { new int16_t[audioInfo.idealBufferSize] }; auto decoder = std::make_unique(audioInfo.nChannels, audioInfo.sampleRate); SVidAudioDecoder = decoder.get(); SVidAudioStream.emplace(/*rwops=*/nullptr, std::move(decoder), CreateAulibResampler(audioInfo.sampleRate), /*closeRw=*/false); const float volume = static_cast(*sgOptions.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(Smacker_GetFrameRate(SVidHandle)); Smacker_GetFrameSize(SVidHandle, SVidWidth, SVidHeight); #ifndef USE_SDL1 if (renderer != nullptr) { int renderWidth = static_cast(SVidWidth); int renderHeight = static_cast(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 { new uint8_t[static_cast(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(SVidFrameBuffer.get()), static_cast(SVidWidth), static_cast(SVidHeight), 8, static_cast(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(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(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, SDL_PIXELFORMAT_RGB888, 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