mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 15:32:19 +00:00
524 lines
9.6 KiB
C++
524 lines
9.6 KiB
C++
#include "snd_local_console.h"
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#include "../renderer/tr_local.h"
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#include "BinkVideo.h"
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#include "RAD.h"
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bool bvUseGCTexMem = true;
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#ifdef _XBOX
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int memMarker = 0;
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char* binkXboxStartAddr = NULL;
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char* binkXboxCurrentAddr = NULL;
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char* binkXboxNextAddr = NULL;
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#endif
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static void PTR4* RADEXPLINK AllocWrapper(U32 size)
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{
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// Give bink pre-initialized mem on xbox
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#ifdef _XBOX
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switch(memMarker)
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{
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case 0:
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memMarker++;
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binkXboxCurrentAddr = binkXboxStartAddr;
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binkXboxNextAddr = binkXboxCurrentAddr + size;
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return (void *)binkXboxStartAddr;
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case 1: case 2: case 3: case 4: case 5: case 6: case 7:
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memMarker++;
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binkXboxCurrentAddr = binkXboxNextAddr;
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binkXboxNextAddr = binkXboxCurrentAddr + size;
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return (void *)binkXboxCurrentAddr;
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case 8:
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memMarker = -1;
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binkXboxCurrentAddr = binkXboxNextAddr;
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binkXboxNextAddr = binkXboxStartAddr;
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return (void *)binkXboxCurrentAddr;
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default:
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return BinkVideo::Allocate(size);
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}
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#endif
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return BinkVideo::Allocate(size);
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}
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static void RADEXPLINK FreeWrapper(void PTR4* ptr)
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{
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// Don't free the preinitialized mem
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#ifdef _XBOX
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if(memMarker < 6)
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{
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memMarker++;
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return;
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}
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else if(memMarker == 6)
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{
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memMarker = 1;
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binkXboxNextAddr = binkXboxStartAddr + XBOX_MEM_STAGE_1;
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return;
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}
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#endif
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BinkVideo::Free(ptr);
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}
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/*********
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BinkVideo
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*********/
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BinkVideo::BinkVideo()
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{
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bink = NULL;
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buffer = NULL;
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texture = 0;
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x1 = 0.0f;
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y1 = 0.0f;
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x2 = 0.0f;
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y2 = 0.0f;
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w = 0.0f;
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h = 0.0f;
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status = NS_BV_STOPPED;
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looping = false;
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#ifdef _XBOX
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initialized = false;
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#endif
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}
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/*********
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~BinkVideo
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*********/
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BinkVideo::~BinkVideo()
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{
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Free(buffer);
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BinkClose(bink);
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}
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/*********
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AllocateXboxMem
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Pre-Allocates memory for xbox
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*********/
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#ifdef _XBOX
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void BinkVideo::AllocateXboxMem(void)
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{
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u32 memToAllocate = XBOX_MEM_STAGE_1 +
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XBOX_MEM_STAGE_2 +
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XBOX_MEM_STAGE_3 +
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XBOX_MEM_STAGE_4 +
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XBOX_MEM_STAGE_5 +
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XBOX_MEM_STAGE_6 +
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XBOX_MEM_STAGE_7 +
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XBOX_MEM_STAGE_8 +
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XBOX_BUFFER_SIZE;
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binkXboxStartAddr = (char*)Allocate(memToAllocate);
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memMarker = 0;
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initialized = true;
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}
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/*********
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FreeXboxMem
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*********/
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void BinkVideo::FreeXboxMem(void)
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{
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initialized = false;
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Z_Free(binkXboxStartAddr);
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memMarker = 0;
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}
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#endif
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/*********
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Start
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Opens a bink file and gets it ready to play
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*********/
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bool BinkVideo::Start(const char *filename, float xOrigin, float yOrigin, float width, float height)
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{
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#ifdef _XBOX
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assert(initialized);
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#endif
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// Check to see if a video is being played.
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if(status == NS_BV_PLAYING)
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{
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// stop
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this->Stop();
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}
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// Set memory allocation wrapper
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RADSetMemory(AllocWrapper,FreeWrapper);
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// Set up sound for consoles
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#if defined(_XBOX)
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// If we are on XBox, tell Bink to play all of the 5.1 tracks
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U32 TrackIDsToPlay[ 4 ] = { 0, 1, 2, 3 };
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BinkSetSoundTrack( 4, TrackIDsToPlay );
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// Now route the sound tracks to the correct speaker
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U32 bins[ 2 ];
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bins[ 0 ] = DSMIXBIN_FRONT_LEFT;
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bins[ 1 ] = DSMIXBIN_FRONT_RIGHT;
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BinkSetMixBins( bink, 0, bins, 2 );
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bins[ 0 ] = DSMIXBIN_FRONT_CENTER;
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BinkSetMixBins( bink, 1, bins, 1 );
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bins[ 0 ] = DSMIXBIN_LOW_FREQUENCY;
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BinkSetMixBins( bink, 2, bins, 1 );
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bins[ 0 ] = DSMIXBIN_BACK_LEFT;
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bins[ 1 ] = DSMIXBIN_BACK_RIGHT;
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BinkSetMixBins( bink, 3, bins, 2 );
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#elif defined(_GAMECUBE)
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BinkSoundUseNGCSound();
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RADMEMALLOC a;
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alGeti(AL_MEMORY_ALLOCATOR, (ALint*)&a);
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RADMEMFREE f;
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alGeti(AL_MEMORY_DEALLOCATOR, (ALint*)&f);
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RADSetAudioMemory(a, f);
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#endif
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// Try to open the Bink file.
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#ifdef _XBOX
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bink = BinkOpen( filename, BINKSNDTRACK );
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if(!bink)
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{
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return false;
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}
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#elif defined _GAMECUBE
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if(bvUseGCTexMem)
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{
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extern void GLW_TexCacheLock(void);
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GLW_TexCacheLock();
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}
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bink = BinkOpen( filename, 0);
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if(!bink)
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{
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extern void GLW_TexCacheUnlock(void);
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GLW_TexCacheUnlock();
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return false;
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}
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#endif
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assert(bink->Width <= MAX_WIDTH && bink->Height <=MAX_HEIGHT);
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// allocate memory for the frame buffer
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#ifdef _XBOX
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buffer = AllocWrapper(XBOX_BUFFER_SIZE);
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#elif _GAMECUBE
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buffer = Allocate(XBOX_BUFFER_SIZE);
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#endif
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// set the height, width, etc...
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x1 = xOrigin;
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y1 = yOrigin;
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x2 = x1 + width;
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y2 = y1 + height;
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w = width;
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h = height;
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// flush any background sound reads
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#if defined (_XBOX)|| (_GAMECUBE)
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extern void S_DrainRawSoundData(void);
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S_DrainRawSoundData();
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#endif
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// Create the video texture
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GLuint tex = (GLuint)texture;
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if (tex != 0)
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qglDeleteTextures(1, &tex);
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qglGenTextures(1, &tex);
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qglBindTexture(GL_TEXTURE_2D, tex);
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glState.currenttextures[glState.currenttmu] = tex;
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qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB5, bink->Width, bink->Height, 0,
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GL_RGB_SWIZZLE_EXT, GL_UNSIGNED_BYTE, buffer );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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texture = (int)tex;
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status = NS_BV_PLAYING;
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return true;
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}
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/*********
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Run
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Decompresses a frame, renders it to the screen, and advances to
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the next frame.
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*********/
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bool BinkVideo::Run(void)
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{
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if(status == NS_BV_STOPPED) // A movie can't be run if it's not started first
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{
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return false;
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}
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while(BinkWait(bink)); // Wait
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DecompressFrame(); // Decompress
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Draw(); // Render
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if(status != NS_BV_PAUSED) // Only advance the frame is not paused
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{
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BinkNextFrame( bink );
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}
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if(bink->FrameNum == (bink->Frames - 1) && !looping) // The movie is done
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{
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Stop();
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return false;
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}
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return true;
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}
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/*********
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GetBinkData
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Returns the buffer data for the next frame of the video
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*********/
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void* BinkVideo::GetBinkData(void)
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{
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while(BinkWait(bink));
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DecompressFrame();
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BinkNextFrame(bink);
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return buffer;
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}
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/********
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Draw
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Copies the decompressed frame to a texture to be rendered on
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the screen.
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********/
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void BinkVideo::Draw(void)
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{
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if(buffer)
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{
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qglFlush();
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extern void RB_SetGL2D (void);
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RB_SetGL2D();
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GL_SelectTexture(0);
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// Update the video texture
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qglBindTexture(GL_TEXTURE_2D, (GLuint)texture);
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glState.currenttextures[glState.currenttmu] = texture;
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qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, bink->Width, bink->Height,
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GL_RGB_SWIZZLE_EXT, GL_UNSIGNED_BYTE, buffer );
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// Clear the screen. We use triangles here (instead
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// of glClear) because we want the back buffer to stick
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// around... so we can get a nice, cheap fade on Gamecube
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// reset.
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qglColor3f(0.f, 0.f, 0.f);
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#if defined (_XBOX) || (_GAMECUBE)
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qglBeginEXT (GL_TRIANGLE_STRIP, 4, 0, 0, 4, 0);
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#else
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qglBegin(GL_TRIANGLE_STRIP);
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#endif
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qglTexCoord2f ( 0, 0 );
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qglVertex2f (-10, -10);
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qglTexCoord2f ( 1 , 0 );
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qglVertex2f (650, -10);
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qglTexCoord2f ( 0, 1 );
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qglVertex2f (-10, 490);
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qglTexCoord2f ( 1, 1 );
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qglVertex2f (650, 490);
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qglEnd ();
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// Draw the video
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qglColor3f(1.f, 1.f, 1.f);
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#if defined (_XBOX) || (_GAMECUBE)
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qglBeginEXT (GL_TRIANGLE_STRIP, 4, 0, 0, 4, 0);
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#else
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qglBegin(GL_TRIANGLE_STRIP);
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#endif
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qglTexCoord2f ( 0, 0 );
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qglVertex2f (x1, y1);
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qglTexCoord2f ( 1 , 0 );
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qglVertex2f (x2, y1);
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qglTexCoord2f ( 0, 1 );
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qglVertex2f (x1, y2);
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qglTexCoord2f ( 1, 1 );
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qglVertex2f (x2, y2);
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qglEnd ();
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}
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}
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/*********
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Stop
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Stops the current movie, and clears it from memory
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*********/
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void BinkVideo::Stop(void)
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{
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BinkClose(bink);
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bink = NULL;
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#ifdef _XBOX
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FreeWrapper(buffer);
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#elif _GAMECUBE
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Free(buffer);
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#endif
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buffer = NULL;
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GLuint tex = (GLuint)texture;
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if (tex != 0)
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qglDeleteTextures(1, &tex);
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texture = 0;
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x1 = 0.0f;
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y1 = 0.0f;
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x2 = 0.0f;
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y2 = 0.0f;
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w = 0.0f;
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h = 0.0f;
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status = NS_BV_STOPPED;
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#ifdef _XBOX
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memMarker = 0;
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#endif
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#ifdef _GAMECUBE
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extern void GLW_TexCacheUnlock(void);
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GLW_TexCacheUnlock();
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#endif
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}
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/*********
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Pause
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Pauses the current movie. Only the current frame is rendered
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*********/
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void BinkVideo::Pause(void)
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{
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status = NS_BV_PAUSED;
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}
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/*********
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SetExtends
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Sets dimmension variables
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*********/
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void BinkVideo::SetExtents(float xOrigin, float yOrigin, float width, float height)
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{
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x1 = xOrigin;
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y1 = yOrigin;
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x2 = x1 + width;
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y2 = y1 + height;
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w = width;
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h = height;
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}
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/*********
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SetMasterVolume
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Sets the volume of the specified track
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*********/
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void BinkVideo::SetMasterVolume(s32 volume)
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{
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#ifdef _XBOX
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int i;
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for(i = 0; i < 4; i++)
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{
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BinkSetVolume(bink,i,volume);
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}
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#else
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BinkSetVolume(bink,0,volume);
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#endif
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}
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/*********
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DecompressFrame
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Decompresses current frame and copies the data to
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the buffer
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*********/
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S32 BinkVideo::DecompressFrame()
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{
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BinkDoFrame(bink);
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S32 skip;
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skip = BinkCopyToBuffer(
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bink,
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(void *)buffer,
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NS_BV_DEFAULT_CIN_BPS * bink->Width, //pitch
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bink->Height,
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0,
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0,
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BINKCOPYALL | BINKSURFACE565);
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return skip;
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}
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/*********
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Allocate
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Allocates memory for the frame buffer
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*********/
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void *BinkVideo::Allocate(U32 size)
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{
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size = RoundUp(size + 32, 32);
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char* ptr = NULL;
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#ifdef _GAMECUBE
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if (bvUseGCTexMem)
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{
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// Try allocating from texture cache
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extern void* GLW_TexCacheAllocRaw(int size);
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ptr = (char*)GLW_TexCacheAllocRaw(size);
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}
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#endif
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if (!ptr)
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{
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// Did not allocate texture cache memory, fall
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// back to main memory..
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ptr = (char*)Z_Malloc(size, TAG_BINK, qfalse, 32);
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ptr[0] = 'z';
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}
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else
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{
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// Allocated memory from the texture cache
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ptr[0] = 't';
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}
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return (void*)(ptr + 32);
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}
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/*********
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FreeBuffer
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Releases the frame buffer memory
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*********/
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void BinkVideo::Free(void* ptr)
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{
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char* base = (char*)ptr - 32;
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switch (*base)
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{
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#ifdef _GAMECUBE
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case 't':
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{
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// Free texture cache memory
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extern void GLW_TexCacheFreeRaw(void* ptr);
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GLW_TexCacheFreeRaw(base);
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break;
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}
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#endif
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case 'z':
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// Free main memory
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Z_Free(base);
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break;
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default:
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assert(false);
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}
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}
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