//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "baselayer.h" #include "renderlayer.h" #include "duke3d.h" #include "animlib.h" #include "mouse.h" #include "compat.h" #include "input.h" #include "anim.h" #ifdef USE_LIBVPX # include "animvpx.h" #endif #include "animsounds.h" hashtable_t h_dukeanim = { 8, NULL }; dukeanim_t * g_animPtr; dukeanim_t *G_FindAnim(const char *s) { intptr_t ptr = hash_findcase(&h_dukeanim, s); return (dukeanim_t *)(ptr == -1 ? NULL : (dukeanim_t *)ptr); } dukeanim_t * G_DefineAnim(const char *fn, uint8_t fdelay, void (*sound_func)(int32_t)) { dukeanim_t * anim = G_FindAnim(fn); if (!anim) anim = (dukeanim_t *)Xcalloc(1, sizeof(dukeanim_t)); hash_add(&h_dukeanim, fn, (intptr_t)anim, 0); if (sound_func) anim->sound_func = sound_func; anim->framedelay = fdelay; return anim; } void G_InitAnim(void) { hash_init(&h_dukeanim); G_DefineAnim("logo.anm", 9, logoanimsounds); G_DefineAnim("3dr.anm", 10, NULL); G_DefineAnim("vol4e1.anm", 10, endanimvol41); G_DefineAnim("vol4e2.anm", 14, endanimvol42); G_DefineAnim("vol4e3.anm", 10, endanimvol43); G_DefineAnim("vol41a.anm", 14, first4animsounds); G_DefineAnim("vol42a.anm", 18, intro4animsounds); G_DefineAnim("vol43a.anm", 10, intro42animsounds); G_DefineAnim("duketeam.anm", 10, NULL); G_DefineAnim("radlogo.anm", 10, NULL); G_DefineAnim("cineov2.anm", 18, endanimsounds); G_DefineAnim("cineov3.anm", 10, endanimsounds); } int32_t G_PlayAnim(const char *fn) { dukeanim_t *anim = G_FindAnim(fn); if (!anim) { OSD_Printf("Animation %s is undefined!\n", fn); return 0; } int32_t framenum = 0, soundidx = 0; // custom anim sounds int32_t running = 1, i; I_ClearAllInput(); #ifdef USE_LIBVPX while (getrendermode() >= REND_POLYMOST && glinfo.glsl) // if, really { char vpxfn[BMAX_PATH]; Bstrncpyz(vpxfn, fn, BMAX_PATH); char *dot = Bstrrchr(vpxfn, '.'); if (!dot || (dot - vpxfn) + 4 >= BMAX_PATH) break; dot[1] = 'i'; dot[2] = 'v'; dot[3] = 'f'; dot[4] = 0; int32_t handle = kopen4loadfrommod(vpxfn, 0); if (handle == -1) break; animvpx_ivf_header_t info; i = animvpx_read_ivf_header(handle, &info); if (i) { OSD_Printf("Failed reading IVF file: %s\n", animvpx_read_ivf_header_errmsg[i]); kclose(handle); return 0; } animvpx_setup_glstate(); animvpx_codec_ctx codec; if (animvpx_init_codec(&info, handle, &codec)) { OSD_Printf("Error initializing VPX codec.\n"); animvpx_restore_glstate(); return 0; } uint32_t msecsperframe = ((uint64_t)info.fpsdenom * 1000) / info.fpsnumer; uint32_t nextframetime = getticks(); uint8_t *pic; // OSD_Printf("msecs per frame: %d\n", msecsperframe); do { nextframetime += msecsperframe; i = animvpx_nextpic(&codec, &pic); if (i) { OSD_Printf("Failed getting next pic: %s\n", animvpx_nextpic_errmsg[i]); if (codec.errmsg) { OSD_Printf(" %s\n", codec.errmsg); if (codec.errmsg_detail) OSD_Printf(" detail: %s\n", codec.errmsg_detail); } break; } if (!pic) break; // no more pics! animvpx_render_frame(&codec); // after rendering the frame but before displaying: maybe play sound... framenum++; while (soundidx < anim->numsounds && anim->sounds[soundidx << 1] == framenum) { S_PlaySound(anim->sounds[(soundidx << 1) + 1]); soundidx++; } // this and showframe() instead of nextpage() are so that // nobody tramples on our carefully set up GL state! palfadedelta = 0; showframe(0); // I_ClearAllInput(); do { G_HandleAsync(); if (I_CheckAllInput()) { running = 0; break; } } while (getticks() < nextframetime); } while (running); animvpx_print_stats(&codec); // kclose(handle); animvpx_restore_glstate(); animvpx_uninit_codec(&codec); I_ClearAllInput(); return !running; // done with playing VP8! } #endif // ANM playback --- v v v --- #ifdef USE_OPENGL int32_t ogltexfiltermode = gltexfiltermode; #endif int32_t handle = kopen4load(fn, 0); if (handle == -1) return 0; int32_t length = kfilelength(handle); if (length == 0) { OSD_Printf("Warning: skipping playback of empty ANM file \"%s\".\n", fn); goto end_anim; } walock[TILE_ANIM] = 219; anim->animlock = 1; if (!anim->animbuf) allocache((intptr_t *)&anim->animbuf, length + 1, &anim->animlock); tilesiz[TILE_ANIM].x = 200; tilesiz[TILE_ANIM].y = 320; kread(handle, anim->animbuf, length); kclose(handle); int32_t numframes; if (ANIM_LoadAnim(anim->animbuf, length) < 0 || (numframes = ANIM_NumFrames()) <= 0) { // XXX: ANM_LoadAnim() still checks less than the bare minimum, // e.g. ANM file could still be too small and not contain any frames. OSD_Printf("Error: malformed ANM file \"%s\".\n", fn); goto end_anim; } basepaltable[ANIMPAL] = ANIM_GetPalette(); // setpalette(0L,256L,tempbuf); // setbrightness(ud.brightness>>2,tempbuf,2); P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 8 + 2); #ifdef USE_OPENGL gltexfiltermode = 0; gltexapplyprops(); #endif ototalclock = totalclock + 10; i = 1; int32_t frametime; frametime = 0; do { if (i > 4 && totalclock > frametime + 60) { OSD_Printf("WARNING: slowdown in %s, skipping playback\n", fn); goto end_anim_restore_gl; } G_HandleAsync(); if (totalclock < ototalclock - 1) continue; waloff[TILE_ANIM] = (intptr_t)ANIM_DrawFrame(i); invalidatetile(TILE_ANIM, 0, 1 << 4); // JBF 20031228 if (I_CheckAllInput()) { running = 0; goto end_anim_restore_gl; } if (g_restorePalette == 1) { P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 0); g_restorePalette = 0; } frametime = totalclock; clearallviews(0); rotatesprite_fs(0 << 16, 0 << 16, 65536L, 512, TILE_ANIM, 0, 0, 2 + 4 + 8 + 16 + 64 + BGSTRETCH); g_animPtr = anim; i = VM_OnEventWithReturn(EVENT_CUTSCENE, -1, myconnectindex, i); g_animPtr = NULL; nextpage(); I_ClearAllInput(); ototalclock += anim->framedelay; if (!anim->numsounds && anim->sound_func) anim->sound_func(i); framenum = i++; while (soundidx < anim->numsounds && anim->sounds[soundidx << 1] == framenum) { S_PlaySound(anim->sounds[(soundidx << 1) + 1]); soundidx++; } } while (i < numframes); end_anim_restore_gl: #ifdef USE_OPENGL gltexfiltermode = ogltexfiltermode; gltexapplyprops(); #endif end_anim: I_ClearAllInput(); ANIM_FreeAnim(); walock[TILE_ANIM] = 1; anim->animlock = 0; return !running; }