149 lines
5.7 KiB
C++
149 lines
5.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "graphics/colormasks.h"
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#include "zvision/render_table.h"
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#include "zvision/vector2.h"
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namespace ZVision {
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RenderTable::RenderTable(uint32 numColumns, uint32 numRows)
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: _numRows(numRows),
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_numColumns(numColumns),
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_renderState(RenderState::FLAT) {
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assert(numRows != 0 && numColumns != 0);
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_internalBuffer = new Vector2[numRows * numColumns];
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}
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RenderTable::~RenderTable() {
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delete[] _internalBuffer;
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}
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void RenderTable::setRenderState(RenderState newState) {
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_renderState = newState;
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switch (newState) {
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case PANORAMA:
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_panoramaOptions.fieldOfView = 60;
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_panoramaOptions.linearScale = 0.55f;
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generatePanoramaLookupTable();
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break;
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case TILT:
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generateTiltLookupTable();
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break;
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case FLAT:
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// Intentionally left empty
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break;
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}
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}
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uint16 mixTwoRGB(uint16 colorOne, uint16 colorTwo, float percentColorOne) {
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assert(percentColorOne < 1.0f);
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float rOne = float((colorOne & Graphics::ColorMasks<555>::kRedMask) >> Graphics::ColorMasks<555>::kRedShift);
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float rTwo = float((colorTwo & Graphics::ColorMasks<555>::kRedMask) >> Graphics::ColorMasks<555>::kRedShift);
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float gOne = float((colorOne & Graphics::ColorMasks<555>::kGreenMask) >> Graphics::ColorMasks<555>::kGreenShift);
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float gTwo = float((colorTwo & Graphics::ColorMasks<555>::kGreenMask) >> Graphics::ColorMasks<555>::kGreenShift);
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float bOne = float((colorOne & Graphics::ColorMasks<555>::kBlueMask) >> Graphics::ColorMasks<555>::kBlueShift);
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float bTwo = float((colorTwo & Graphics::ColorMasks<555>::kBlueMask) >> Graphics::ColorMasks<555>::kBlueShift);
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float rFinal = rOne * percentColorOne + rTwo * (1.0f - percentColorOne);
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float gFinal = gOne * percentColorOne + gTwo * (1.0f - percentColorOne);
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float bFinal = bOne * percentColorOne + bTwo * (1.0f - percentColorOne);
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uint16 returnColor = (byte(rFinal + 0.5f) << Graphics::ColorMasks<555>::kRedShift) |
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(byte(gFinal + 0.5f) << Graphics::ColorMasks<555>::kGreenShift) |
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(byte(bFinal + 0.5f) << Graphics::ColorMasks<555>::kBlueShift);
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return returnColor;
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}
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void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 imageWidth, uint32 imageHeight, Common::Rect subRectangle, Common::Rect destRectangle) {
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bool isTransposed = _renderState == RenderTable::PANORAMA || _renderState == RenderTable::TILT;
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for (int y = subRectangle.top; y < subRectangle.bottom; y++) {
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uint32 normalizedY = y - subRectangle.top;
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for (int x = subRectangle.left; x < subRectangle.right; x++) {
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uint32 normalizedX = x - subRectangle.left;
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uint32 index = (y + destRectangle.top) * _numColumns + (x + destRectangle.left);
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// RenderTable only stores offsets from the original coordinates
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uint32 sourceYIndex = y + _internalBuffer[index].y;
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uint32 sourceXIndex = x + _internalBuffer[index].x;
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// Clamp the yIndex to the size of the image
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sourceYIndex = CLIP<uint32>(sourceYIndex, 0, imageHeight - 1);
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// Clamp the xIndex to the size of the image
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sourceXIndex = CLIP<uint32>(sourceXIndex, 0, imageWidth - 1);
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// TODO: Figure out a way to not have branching every loop. The only way that comes to mind is to have a whole separate set of for loops for isTransposed, but that's ugly. The compiler might do this anyway in the end
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if (isTransposed) {
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destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceXIndex * imageHeight + sourceYIndex];
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} else {
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destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceYIndex * imageWidth + sourceXIndex];
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}
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}
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}
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}
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void RenderTable::generatePanoramaLookupTable() {
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memset(_internalBuffer, 0, _numRows * _numColumns * sizeof(uint16));
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float halfWidth = (float)_numColumns / 2.0f;
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float halfHeight = (float)_numRows / 2.0f;
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float fovRadians = (_panoramaOptions.fieldOfView * M_PI / 180.0f);
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float halfHeightOverTan = halfHeight / tan(fovRadians);
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float tanOverHalfHeight = tan(fovRadians) / halfHeight;
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// TODO: Change the algorithm to write a whole row at a time instead of a whole column at a time. AKA: for(y) { for(x) {}} instead of for(x) { for(y) {}}
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for (uint32 x = 0; x < _numColumns; x++) {
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// Add an offset of 0.01 to overcome zero tan/atan issue (vertical line on half of screen)
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float temp = atan(tanOverHalfHeight * ((float)x - halfWidth + 0.01f));
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int32 newX = floor((halfHeightOverTan * _panoramaOptions.linearScale * temp) + halfWidth);
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float cosX = cos(temp);
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for (uint32 y = 0; y < _numRows; y++) {
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int32 newY = floor(halfHeight + (y - halfHeight) * cosX);
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uint32 index = y * _numColumns + x;
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// Only store the x,y offsets instead of the absolute positions
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_internalBuffer[index].x = newX - x; //pixel index
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_internalBuffer[index].y = newY - y; //pixel index
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}
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}
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}
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void RenderTable::generateTiltLookupTable() {
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}
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} // End of namespace ZVision
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