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https://github.com/libretro/scummvm.git
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605e21953d
Draw objects in debugger no longer draws mishappen rectangles
84 lines
2.4 KiB
C++
84 lines
2.4 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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*
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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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*
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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 "bladerunner/view.h"
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#include "common/debug.h"
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#include "common/stream.h"
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#include "common/util.h"
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namespace BladeRunner {
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bool View::readVqa(Common::ReadStream *stream) {
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_frame = stream->readUint32LE();
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float d[12];
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for (int i = 0; i != 12; ++i) {
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d[i] = stream->readFloatLE();
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}
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_frameViewMatrix = Matrix4x3(d);
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float fovX = stream->readFloatLE();
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setFovX(fovX);
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calculateSliceViewMatrix();
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calculateCameraPosition();
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return true;
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}
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void View::setFovX(float fovX) {
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_fovX = fovX;
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_viewportPosition.x = 320.0f;
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_viewportPosition.y = 240.0f;
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_viewportPosition.z = 320.0f / tan(_fovX / 2.0f);
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}
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void View::calculateSliceViewMatrix() {
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Matrix4x3 mRotation = rotationMatrixX(float(M_PI) / 2.0f);
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Matrix4x3 mInvert(-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f);
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_sliceViewMatrix = mInvert * (_frameViewMatrix * mRotation);
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}
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void View::calculateCameraPosition() {
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Matrix4x3 invertedMatrix = invertMatrix(_sliceViewMatrix);
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_cameraPosition.x = invertedMatrix(0, 3);
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_cameraPosition.y = invertedMatrix(1, 3);
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_cameraPosition.z = invertedMatrix(2, 3);
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}
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Vector3 View::calculateScreenPosition(Vector3 worldPosition) {
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Vector3 viewPosition = _frameViewMatrix * worldPosition;
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return Vector3(
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_viewportPosition.x - ((viewPosition.x / ABS(viewPosition.z)) * ABS(_viewportPosition.z)),
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_viewportPosition.y - ((viewPosition.y / ABS(viewPosition.z)) * ABS(_viewportPosition.z)),
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viewPosition.z
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);
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}
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} // End of namespace BladeRunner
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