scummvm/engines/zvision/render_table.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* 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 "common/scummsys.h"
#include "graphics/colormasks.h"
#include "zvision/render_table.h"
#include "zvision/vector2.h"
namespace ZVision {
RenderTable::RenderTable(uint32 numColumns, uint32 numRows)
: _numRows(numRows),
_numColumns(numColumns),
_renderState(RenderState::FLAT) {
assert(numRows != 0 && numColumns != 0);
_internalBuffer = new Vector2[numRows * numColumns];
}
RenderTable::~RenderTable() {
delete[] _internalBuffer;
}
void RenderTable::setRenderState(RenderState newState) {
_renderState = newState;
switch (newState) {
case PANORAMA:
_panoramaOptions.fieldOfView = 60;
_panoramaOptions.linearScale = 0.55f;
break;
case TILT:
break;
case FLAT:
// Intentionally left empty
break;
}
}
uint16 mixTwoRGB(uint16 colorOne, uint16 colorTwo, float percentColorOne) {
assert(percentColorOne < 1.0f);
float rOne = float((colorOne & Graphics::ColorMasks<555>::kRedMask) >> Graphics::ColorMasks<555>::kRedShift);
float rTwo = float((colorTwo & Graphics::ColorMasks<555>::kRedMask) >> Graphics::ColorMasks<555>::kRedShift);
float gOne = float((colorOne & Graphics::ColorMasks<555>::kGreenMask) >> Graphics::ColorMasks<555>::kGreenShift);
float gTwo = float((colorTwo & Graphics::ColorMasks<555>::kGreenMask) >> Graphics::ColorMasks<555>::kGreenShift);
float bOne = float((colorOne & Graphics::ColorMasks<555>::kBlueMask) >> Graphics::ColorMasks<555>::kBlueShift);
float bTwo = float((colorTwo & Graphics::ColorMasks<555>::kBlueMask) >> Graphics::ColorMasks<555>::kBlueShift);
float rFinal = rOne * percentColorOne + rTwo * (1.0f - percentColorOne);
float gFinal = gOne * percentColorOne + gTwo * (1.0f - percentColorOne);
float bFinal = bOne * percentColorOne + bTwo * (1.0f - percentColorOne);
uint16 returnColor = (byte(rFinal + 0.5f) << Graphics::ColorMasks<555>::kRedShift) |
(byte(gFinal + 0.5f) << Graphics::ColorMasks<555>::kGreenShift) |
(byte(bFinal + 0.5f) << Graphics::ColorMasks<555>::kBlueShift);
return returnColor;
}
void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 imageWidth, uint32 imageHeight, Common::Rect subRectangle, Common::Rect destRectangle) {
bool isTransposed = _renderState == RenderTable::PANORAMA || _renderState == RenderTable::TILT;
for (int y = subRectangle.top; y < subRectangle.bottom; y++) {
uint32 normalizedY = y - subRectangle.top;
for (int x = subRectangle.left; x < subRectangle.right; x++) {
uint32 normalizedX = x - subRectangle.left;
uint32 index = (y + destRectangle.top) * _numColumns + (x + destRectangle.left);
// RenderTable only stores offsets from the original coordinates
uint32 sourceYIndex = y + _internalBuffer[index].y;
uint32 sourceXIndex = x + _internalBuffer[index].x;
// Clamp the yIndex to the size of the image
sourceYIndex = CLIP<uint32>(sourceYIndex, 0, imageHeight - 1);
// Clamp the xIndex to the size of the image
sourceXIndex = CLIP<uint32>(sourceXIndex, 0, imageWidth - 1);
// 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
if (isTransposed) {
destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceXIndex * imageHeight + sourceYIndex];
} else {
destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceYIndex * imageWidth + sourceXIndex];
}
}
}
}
void RenderTable::generateRenderTable() {
switch (_renderState) {
case ZVision::RenderTable::PANORAMA:
generatePanoramaLookupTable();
break;
case ZVision::RenderTable::TILT:
generateTiltLookupTable();
break;
case ZVision::RenderTable::FLAT:
// Intentionally left empty
break;
}
}
void RenderTable::generatePanoramaLookupTable() {
memset(_internalBuffer, 0, _numRows * _numColumns * sizeof(uint16));
float halfWidth = (float)_numColumns / 2.0f;
float halfHeight = (float)_numRows / 2.0f;
float fovRadians = (_panoramaOptions.fieldOfView * M_PI / 180.0f);
float halfHeightOverTan = halfHeight / tan(fovRadians);
float tanOverHalfHeight = tan(fovRadians) / halfHeight;
// 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) {}}
for (uint32 x = 0; x < _numColumns; x++) {
// Add an offset of 0.01 to overcome zero tan/atan issue (vertical line on half of screen)
float temp = atan(tanOverHalfHeight * ((float)x - halfWidth + 0.01f));
int32 newX = floor((halfHeightOverTan * _panoramaOptions.linearScale * temp) + halfWidth);
float cosX = cos(temp);
for (uint32 y = 0; y < _numRows; y++) {
int32 newY = floor(halfHeight + (y - halfHeight) * cosX);
uint32 index = y * _numColumns + x;
// Only store the x,y offsets instead of the absolute positions
_internalBuffer[index].x = newX - x; //pixel index
_internalBuffer[index].y = newY - y; //pixel index
}
}
}
void RenderTable::generateTiltLookupTable() {
}
} // End of namespace ZVision