ZVISION: Modify the RenderTable panorama math to account for panoramas being transposed

This commit is contained in:
richiesams 2013-07-26 12:26:30 -05:00
parent 2349fcfd31
commit 3d223e2123
2 changed files with 32 additions and 11 deletions

View File

@ -29,7 +29,8 @@ namespace ZVision {
RenderTable::RenderTable(uint32 numRows, uint32 numColumns)
: _numRows(numRows),
_numColumns(numColumns) {
_numColumns(numColumns),
_renderState(RenderState::FLAT) {
assert(numRows != 0 && numColumns != 0);
_internalBuffer = new Common::Point[numRows * numColumns];
@ -57,6 +58,21 @@ void RenderTable::setRenderState(RenderState newState) {
}
}
void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 horizontalPitch, Common::Rect subRectangle) {
uint32 imageWidth = horizontalPitch / 2;
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 * _numColumns + x;
uint32 sourceIndex = _internalBuffer[index].y * imageWidth + _internalBuffer[index].x;
destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceIndex];
}
}
}
void RenderTable::generatePanoramaLookupTable() {
float fieldOfView = _panoramaOptions.fieldOfView;
float scale = _panoramaOptions.linearScale;
@ -70,20 +86,23 @@ void RenderTable::generatePanoramaLookupTable() {
float halfHeightOverTan = halfHeight / tan(fovRadians);
float tanOverHalfHeight = tan(fovRadians) / halfHeight;
for (uint32 x = 0; x < _numRows; x++) {
// 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 xPos = (float)x - halfWidth + 0.01;
float tempX = atan(xPos*tanOverHalfHeight);
float temp = atan(tanOverHalfHeight * ((float)x - halfWidth + 0.01f));
int32 newX = floor(scale * halfHeightOverTan * tempX);// + half_w);
float cosX = cos(tempX);
int32 newX = floor((halfHeightOverTan * scale * temp) + halfWidth);
float cosX = cos(temp);
for (uint32 y = 0; y < _numColumns; y++) {
for (uint32 y = 0; y < _numRows; y++) {
int32 newY = floor(halfHeight + (y - halfHeight) * cosX);
uint32 index = x * _numColumns + y;
_internalBuffer[index].x = newX; //pixel index
_internalBuffer[index].y = newY; //pixel index
// Panorama images are transposed. Rather than trying to transpose the source, we know
// they will be mutated by this table. Therefore we can swap the axes here
uint32 index = y * _numColumns + x;
_internalBuffer[index].x = newY; //pixel index
_internalBuffer[index].y = newX; //pixel index
}
}
}

View File

@ -57,13 +57,15 @@ private:
} _tiltOptions;
public:
RenderState getRenderState() { return _renderState; }
void setRenderState(RenderState newState);
void mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 horizontalPitch, Common::Rect subRectangle);
private:
void generatePanoramaLookupTable();
void generateTiltLookupTable();
};
} // End of namesapce ZVision
} // End of namespace ZVision
#endif