The general thought is int is faster than int16 or byte. So if you can afford the space, use it over int16 or byte. Also, only use int32 when you specifically need the 32 bits.
195 lines
6.5 KiB
C++
195 lines
6.5 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(uint numColumns, uint numRows)
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: _numRows(numRows),
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_numColumns(numColumns),
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_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 = 27.0f;
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_panoramaOptions.linearScale = 0.55f;
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_panoramaOptions.reverse = false;
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break;
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case TILT:
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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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uint normalizedY = y - subRectangle.top;
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for (int x = subRectangle.left; x < subRectangle.right; x++) {
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uint 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::generateRenderTable() {
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switch (_renderState) {
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case ZVision::RenderTable::PANORAMA:
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generatePanoramaLookupTable();
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break;
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case ZVision::RenderTable::TILT:
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generateTiltLookupTable();
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break;
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case ZVision::RenderTable::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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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 (uint 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 = int32(floor((halfHeightOverTan * _panoramaOptions.linearScale * temp) + halfWidth));
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float cosX = cos(temp);
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for (uint y = 0; y < _numRows; y++) {
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int32 newY = int32(floor(halfHeight + ((float)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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void RenderTable::setPanoramaFoV(float fov) {
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assert(fov > 0.0f);
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_panoramaOptions.fieldOfView = fov;
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}
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void RenderTable::setPanoramaScale(float scale) {
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assert(scale > 0.0f);
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_panoramaOptions.linearScale = scale;
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}
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void RenderTable::setPanoramaReverse(bool reverse) {
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_panoramaOptions.reverse = reverse;
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}
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void RenderTable::setTiltFoV(float fov) {
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assert(fov > 0.0f);
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_tiltOptions.fieldOfView = fov;
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}
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void RenderTable::setTiltScale(float scale) {
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assert(scale > 0.0f);
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_tiltOptions.linearScale = scale;
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}
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void RenderTable::setTiltReverse(bool reverse) {
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_tiltOptions.reverse = reverse;
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}
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} // End of namespace ZVision
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