mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 12:46:56 +00:00
381 lines
9.3 KiB
C++
381 lines
9.3 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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 "engines/myst3/node.h"
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#include "engines/myst3/myst3.h"
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#include "engines/myst3/variables.h"
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#include "common/debug.h"
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#include "common/rect.h"
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#include "graphics/conversion.h"
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namespace Myst3 {
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void Face::setTextureFromJPEG(Graphics::JPEG *jpeg) {
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_bitmap = new Graphics::Surface();
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_bitmap->create(jpeg->getComponent(1)->w, jpeg->getComponent(1)->h, Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0));
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byte *y = (byte *)jpeg->getComponent(1)->getBasePtr(0, 0);
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byte *u = (byte *)jpeg->getComponent(2)->getBasePtr(0, 0);
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byte *v = (byte *)jpeg->getComponent(3)->getBasePtr(0, 0);
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byte *ptr = (byte *)_bitmap->getBasePtr(0, 0);
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for (int i = 0; i < _bitmap->w * _bitmap->h; i++) {
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byte r, g, b;
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Graphics::YUV2RGB(*y++, *u++, *v++, r, g, b);
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*ptr++ = r;
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*ptr++ = g;
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*ptr++ = b;
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}
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_texture = _vm->_gfx->createTexture(_bitmap);
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}
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Face::Face(Myst3Engine *vm) :
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_vm(vm),
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_textureDirty(true),
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_texture(0) {
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}
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void Face::uploadTexture() {
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if (_textureDirty) {
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_texture->update(_bitmap);
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_textureDirty = false;
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}
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}
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Face::~Face() {
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_bitmap->free();
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delete _bitmap;
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_bitmap = 0;
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if (_texture) {
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_vm->_gfx->freeTexture(_texture);
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}
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}
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Node::Node(Myst3Engine *vm, uint16 id) :
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_vm(vm) {
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for (uint i = 0; i < 6; i++)
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_faces[i] = 0;
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}
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void Node::dumpFaceMask(uint16 index, int face) {
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byte *mask = new byte[640 * 640];
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memset(mask, 0, sizeof(mask));
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uint32 headerOffset = 0;
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uint32 dataOffset = 0;
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const DirectorySubEntry *maskDesc = _vm->getFileDescription(0, index, face, DirectorySubEntry::kFaceMask);
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Common::MemoryReadStream *maskStream = maskDesc->getData();
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while (headerOffset < 400) {
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int blockX = (headerOffset / sizeof(dataOffset)) % 10;
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int blockY = (headerOffset / sizeof(dataOffset)) / 10;
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maskStream->seek(headerOffset, SEEK_SET);
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dataOffset = maskStream->readUint32LE();
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headerOffset = maskStream->pos();
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if (dataOffset != 0) {
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maskStream->seek(dataOffset, SEEK_SET);
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for(int i = 63; i >= 0; i--) {
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int x = 0;
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byte numValues = maskStream->readByte();
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for (int j = 0; j < numValues; j++) {
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byte repeat = maskStream->readByte();
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byte value = maskStream->readByte();
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for (int k = 0; k < repeat; k++) {
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mask[((blockY * 64) + i) * 640 + blockX * 64 + x] = value;
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x++;
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}
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}
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}
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}
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}
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delete maskStream;
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Common::DumpFile outFile;
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outFile.open("dump/1-1.masku");
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outFile.write(mask, sizeof(mask));
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outFile.close();
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delete[] mask;
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}
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Node::~Node() {
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for (uint i = 0; i < _spotItems.size(); i++) {
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delete _spotItems[i];
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}
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_spotItems.clear();
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for (int i = 0; i < 6; i++) {
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delete _faces[i];
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}
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}
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void Node::loadSpotItem(uint16 id, uint16 condition, bool fade) {
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SpotItem *spotItem = new SpotItem(_vm);
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spotItem->setCondition(condition);
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spotItem->setFade(fade);
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spotItem->setFadeVar(abs(condition));
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for (int i = 0; i < 6; i++) {
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const DirectorySubEntry *jpegDesc = _vm->getFileDescription(0, id, i + 1, DirectorySubEntry::kSpotItem);
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if (!jpegDesc)
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jpegDesc = _vm->getFileDescription(0, id, i + 1, DirectorySubEntry::kMenuSpotItem);
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if (!jpegDesc) continue;
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SpotItemFace *spotItemFace = new SpotItemFace(
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_faces[i],
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jpegDesc->getSpotItemData().u,
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jpegDesc->getSpotItemData().v);
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Common::MemoryReadStream *jpegStream = jpegDesc->getData();
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Graphics::JPEG jpeg;
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jpeg.read(jpegStream);
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spotItemFace->loadData(&jpeg);
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delete jpegStream;
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spotItem->addFace(spotItemFace);
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}
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_spotItems.push_back(spotItem);
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}
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void Node::update() {
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// First undraw ...
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for (uint i = 0; i < _spotItems.size(); i++) {
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_spotItems[i]->updateUndraw();
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}
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// ... then redraw
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for (uint i = 0; i < _spotItems.size(); i++) {
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_spotItems[i]->updateDraw();
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}
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}
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SpotItem::SpotItem(Myst3Engine *vm) :
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_vm(vm) {
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}
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SpotItem::~SpotItem() {
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for (uint i = 0; i < _faces.size(); i++) {
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delete _faces[i];
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}
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}
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void SpotItem::updateUndraw() {
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for (uint i = 0; i < _faces.size(); i++) {
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if (!_vm->_vars->evaluate(_condition) && _faces[i]->isDrawn()) {
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_faces[i]->undraw();
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}
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}
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}
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void SpotItem::updateDraw() {
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for (uint i = 0; i < _faces.size(); i++) {
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if (_enableFade) {
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uint16 newFadeValue = _vm->_vars->get(_fadeVar);
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if (_faces[i]->getFadeValue() != newFadeValue) {
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_faces[i]->setFadeValue(newFadeValue);
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_faces[i]->setDrawn(false);
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}
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}
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if (_vm->_vars->evaluate(_condition) && !_faces[i]->isDrawn()) {
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if (_enableFade)
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_faces[i]->fadeDraw();
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else
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_faces[i]->draw();
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}
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}
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}
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SpotItemFace::SpotItemFace(Face *face, uint16 posX, uint16 posY):
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_face(face),
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_posX(posX),
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_posY(posY),
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_drawn(false),
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_bitmap(0),
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_notDrawnBitmap(0),
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_fadeValue(0)
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{
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}
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SpotItemFace::~SpotItemFace() {
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if (_bitmap) {
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_bitmap->free();
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delete _bitmap;
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_bitmap = 0;
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}
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if (_notDrawnBitmap) {
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_notDrawnBitmap->free();
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delete _notDrawnBitmap;
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_notDrawnBitmap = 0;
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}
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}
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void SpotItemFace::loadData(Graphics::JPEG *jpeg) {
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// Convert active SpotItem image to raw data
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_bitmap = new Graphics::Surface();
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_bitmap->create(jpeg->getComponent(1)->w, jpeg->getComponent(1)->h, Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0));
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for (int i = 0; i < _bitmap->h; i++) {
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byte *y = (byte *)jpeg->getComponent(1)->getBasePtr(0, i);
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byte *u = (byte *)jpeg->getComponent(2)->getBasePtr(0, i);
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byte *v = (byte *)jpeg->getComponent(3)->getBasePtr(0, i);
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byte *ptr = (byte *)_bitmap->getBasePtr(0, i);
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for (int j = 0; j < _bitmap->w; j++) {
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byte r, g, b;
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Graphics::YUV2RGB(*y++, *u++, *v++, r, g, b);
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*ptr++ = r;
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*ptr++ = g;
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*ptr++ = b;
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}
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}
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// Copy not drawn SpotItem image from face
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_notDrawnBitmap = new Graphics::Surface();
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_notDrawnBitmap->create(jpeg->getComponent(1)->w, jpeg->getComponent(1)->h, Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0));
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for (uint i = 0; i < _notDrawnBitmap->h; i++) {
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memcpy(_notDrawnBitmap->getBasePtr(0, i),
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_face->_bitmap->getBasePtr(_posX, _posY + i),
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_notDrawnBitmap->w * 3);
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}
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}
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void SpotItemFace::draw() {
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for (uint i = 0; i < _bitmap->h; i++) {
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memcpy(_face->_bitmap->getBasePtr(_posX, _posY + i),
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_bitmap->getBasePtr(0, i),
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_bitmap->w * 3);
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}
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_drawn = true;
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_face->markTextureDirty();
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}
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void SpotItemFace::undraw() {
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for (uint i = 0; i < _notDrawnBitmap->h; i++) {
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memcpy(_face->_bitmap->getBasePtr(_posX, _posY + i),
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_notDrawnBitmap->getBasePtr(0, i),
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_notDrawnBitmap->w * 3);
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}
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_drawn = false;
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_face->markTextureDirty();
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}
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void SpotItemFace::fadeDraw() {
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for (int i = 0; i < _bitmap->h; i++) {
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byte *ptrND = (byte *)_notDrawnBitmap->getBasePtr(0, i);
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byte *ptrD = (byte *)_bitmap->getBasePtr(0, i);
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byte *ptrDest = (byte *)_face->_bitmap->getBasePtr(_posX, _posY + i);
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for (int j = 0; j < _bitmap->w; j++) {
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byte rND = *ptrND++;
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byte gND = *ptrND++;
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byte bND = *ptrND++;
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byte rD = *ptrD++;
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byte gD = *ptrD++;
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byte bD = *ptrD++;
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// TODO: optimize ?
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*ptrDest++ = rND * (100 - _fadeValue) / 100 + rD * _fadeValue / 100;
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*ptrDest++ = gND * (100 - _fadeValue) / 100 + gD * _fadeValue / 100;
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*ptrDest++ = bND * (100 - _fadeValue) / 100 + bD * _fadeValue / 100;
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}
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}
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_drawn = true;
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_face->markTextureDirty();
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}
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void Node::addSunSpot(const SunSpot &sunspot) {
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SunSpot *sunSpot = new SunSpot(sunspot);
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_sunspots.push_back(sunSpot);
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}
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static Math::Vector3d directionToVector(const Common::Point &lookAt) {
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Math::Vector3d v;
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float heading = Math::degreeToRadian(lookAt.x);
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float pitch = Math::degreeToRadian(lookAt.y);
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v.setValue(0, cos(pitch) * cos(heading));
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v.setValue(1, sin(pitch));
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v.setValue(2, cos(pitch) * sin(heading));
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return v;
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}
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SunSpot Node::computeSunspotsIntensity(const Common::Point &lookAt) {
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SunSpot result;
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result.intensity = -1;
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result.color = 0;
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result.radius = 0;
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for (uint i = 0; i < _sunspots.size(); i++) {
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SunSpot *s = _sunspots[i];
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uint32 value = _vm->_vars->get(s->var);
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// Skip disabled items
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if (value == 0) continue;
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Math::Vector3d vLookAt = directionToVector(lookAt);
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Math::Vector3d vSun = -directionToVector(Common::Point(s->heading, s->pitch));
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float dotProduct = Math::Vector3d::dotProduct(vLookAt, vSun);
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float distance = (0.05 * s->radius - (dotProduct + 1.0) * 90) / (0.05 * s->radius);
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distance = CLIP<float>(distance, 0.0, 1.0);
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if (distance > result.radius) {
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result.radius = distance;
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result.color = s->color;
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result.intensity = s->intensity;
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if (s->variableIntensity) {
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result.radius = value * distance / 100;
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}
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}
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}
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return result;
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}
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} // end of namespace Myst3
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