scummvm/engines/bladerunner/slice_renderer.cpp
Thomas Fach-Pedersen 669e6be438 BLADERUNNER: Fix uninitialized variable accesses
Fixes a couple of issues reported by valgrind and clang
sanitizers.

In particular, the initialization of Actor::_inCombat means that McCoy
no longer randomly has his gun out at the beginning of the game. In
SliceRenderer::drawInWorld, the assert of _sliceFramePtr has been
moved to after the call to setupFrameInWorld which is the method that
initializes the field. This misplaced assert caused the game to crash
for several people.
2016-10-22 18:46:28 +02:00

650 lines
19 KiB
C++

/* 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 "bladerunner/slice_renderer.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/lights.h"
#include "bladerunner/set_effects.h"
#include "bladerunner/slice_animations.h"
#include "common/memstream.h"
#include "common/rect.h"
#include "common/util.h"
namespace BladeRunner {
SliceRenderer::SliceRenderer(BladeRunnerEngine *vm) {
_vm = vm;
_pixelFormat = createRGB555();
int i;
for (i = 0; i < 942; i++) { // yes, its going just to 942 and not 997
_animationsShadowEnabled[i] = true;
}
}
SliceRenderer::~SliceRenderer() {
}
void SliceRenderer::setView(const View &view) {
_view = view;
}
void SliceRenderer::setLights(Lights *lights) {
_lights = lights;
}
void SliceRenderer::setSetEffects(SetEffects *setEffects) {
_setEffects = setEffects;
}
void SliceRenderer::setupFrameInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale) {
_position = position;
_facing = facing;
_scale = scale;
loadFrame(animationId, animationFrame);
calculateBoundingRect();
}
void SliceRenderer::getScreenRectangle(Common::Rect *screenRectangle, int animationId, int animationFrame, Vector3 position, float facing, float scale) {
assert(screenRectangle);
setupFrameInWorld(animationId, animationFrame, position, facing, scale);
*screenRectangle = _screenRectangle;
}
Matrix3x2 SliceRenderer::calculateFacingRotationMatrix() {
assert(_sliceFramePtr);
Matrix4x3 viewMatrix = _view._sliceViewMatrix;
Vector3 viewPos = viewMatrix * _position;
float dir = atan2f(viewPos.x, viewPos.z) + _facing;
float s = sinf(dir);
float c = cosf(dir);
Matrix3x2 rotation( c, -s, 0.0f,
s, c, 0.0f);
Matrix3x2 viewRotation(viewMatrix(0,0), viewMatrix(0,1), 0.0f,
viewMatrix(2,0), viewMatrix(2,1), 0.0f);
return viewRotation * rotation;
}
void SliceRenderer::calculateBoundingRect() {
assert(_sliceFramePtr);
_screenRectangle.left = 0;
_screenRectangle.right = 0;
_screenRectangle.top = 0;
_screenRectangle.bottom = 0;
Matrix4x3 viewMatrix = _view._sliceViewMatrix;
Vector3 frameBottom = Vector3(0.0f, 0.0f, _frameBottomZ);
Vector3 frameTop = Vector3(0.0f, 0.0f, _frameBottomZ + _frameSliceCount * _frameSliceHeight);
Vector3 bottom = viewMatrix * (_position + frameBottom);
Vector3 top = viewMatrix * (_position + frameTop);
top = bottom + _scale * (top - bottom);
if (bottom.z < 0.0f || top.z < 0.0f)
return;
Matrix3x2 facingRotation = calculateFacingRotationMatrix();
Matrix3x2 m_projection(_view._viewportDistance / bottom.z, 0.0f, 0.0f,
0.0f, 25.5f, 0.0f);
Matrix3x2 m_frame(_frameScale.x, 0.0f, _framePos.x,
0.0f, _frameScale.y, _framePos.y);
_modelMatrix = m_projection * (facingRotation * m_frame);
Vector4 startScreenVector(
_view._viewportHalfWidth + top.x / top.z * _view._viewportDistance,
_view._viewportHalfHeight + top.y / top.z * _view._viewportDistance,
1.0f / top.z,
_frameSliceCount * (1.0f / top.z));
Vector4 endScreenVector(
_view._viewportHalfWidth + bottom.x / bottom.z * _view._viewportDistance,
_view._viewportHalfHeight + bottom.y / bottom.z * _view._viewportDistance,
1.0f / bottom.z,
0.0f);
_startScreenVector.x = startScreenVector.x;
_startScreenVector.y = startScreenVector.y;
_startScreenVector.z = startScreenVector.z;
_endScreenVector.x = endScreenVector.x;
_endScreenVector.y = endScreenVector.y;
_endScreenVector.z = endScreenVector.z;
_startSlice = startScreenVector.w;
_endSlice = endScreenVector.w;
Vector4 delta = endScreenVector - startScreenVector;
if (delta.y == 0.0f) {
return;
}
/*
* Calculate min and max Y
*/
float screenMinY = 0.0f;
float screenMaxY = 479.0f;
if (startScreenVector.y < screenMinY) {
if (endScreenVector.y < screenMinY)
return;
float f = (screenMinY - startScreenVector.y) / delta.y;
startScreenVector = startScreenVector + f * delta;
} else if (startScreenVector.y > screenMaxY) {
if (endScreenVector.y >= screenMaxY)
return;
float f = (screenMaxY - startScreenVector.y) / delta.y;
startScreenVector = startScreenVector + f * delta;
}
if (endScreenVector.y < screenMinY) {
float f = (screenMinY - endScreenVector.y) / delta.y;
endScreenVector = endScreenVector + f * delta;
} else if (endScreenVector.y > screenMaxY) {
float f = (screenMaxY - endScreenVector.y) / delta.y;
endScreenVector = endScreenVector + f * delta;
}
int bbox_min_y = (int)MIN(startScreenVector.y, endScreenVector.y);
int bbox_max_y = (int)MAX(startScreenVector.y, endScreenVector.y) + 1;
/*
* Calculate min and max X
*/
Matrix3x2 mB6 = _modelMatrix + Vector2(startScreenVector.x, 25.5f / startScreenVector.z);
Matrix3x2 mC2 = _modelMatrix + Vector2(endScreenVector.x, 25.5f / endScreenVector.z);
float min_x = 640.0f;
float max_x = 0.0f;
for (float i = 0.0f; i <= 256.0f; i += 255.0f) {
for (float j = 0.0f; j <= 256.0f; j += 255.0f) {
Vector2 v1 = mB6 * Vector2(i, j);
min_x = MIN(min_x, v1.x);
max_x = MAX(max_x, v1.x);
Vector2 v2 = mC2 * Vector2(i, j);
min_x = MIN(min_x, v2.x);
max_x = MAX(max_x, v2.x);
}
}
int bbox_min_x = CLIP((int)min_x, 0, 640);
int bbox_max_x = CLIP((int)max_x + 1, 0, 640);
_startScreenVector.x = startScreenVector.x;
_startScreenVector.y = startScreenVector.y;
_startScreenVector.z = startScreenVector.z;
_endScreenVector.x = endScreenVector.x;
_endScreenVector.y = endScreenVector.y;
_endScreenVector.z = endScreenVector.z;
_startSlice = startScreenVector.w;
_endSlice = endScreenVector.w;
_screenRectangle.left = bbox_min_x;
_screenRectangle.right = bbox_max_x;
_screenRectangle.top = bbox_min_y;
_screenRectangle.bottom = bbox_max_y;
}
void SliceRenderer::loadFrame(int animation, int frame) {
_animation = animation;
_frame = frame;
_sliceFramePtr = _vm->_sliceAnimations->getFramePtr(_animation, _frame);
Common::MemoryReadStream stream((byte*)_sliceFramePtr, _vm->_sliceAnimations->_animations[_animation].frameSize);
_frameScale.x = stream.readFloatLE();
_frameScale.y = stream.readFloatLE();
_frameSliceHeight = stream.readFloatLE();
_framePos.x = stream.readFloatLE();
_framePos.y = stream.readFloatLE();
_frameBottomZ = stream.readFloatLE();
_framePaletteIndex = stream.readUint32LE();
_frameSliceCount = stream.readUint32LE();
}
struct SliceLineIterator {
int _sliceMatrix[2][3];
int _startY;
int _endY;
float _currentZ;
float _stepZ;
float _currentSlice;
float _stepSlice;
float _currentX;
float _stepX;
int _field_38;
int _currentY;
void setup(float endScreenX, float endScreenY, float endScreenZ,
float startScreenX, float startScreenY, float startScreenZ,
float endSlice, float startSlice,
Matrix3x2 m);
float line();
void advance();
};
void SliceLineIterator::setup(
float endScreenX, float endScreenY, float endScreenZ,
float startScreenX, float startScreenY, float startScreenZ,
float endSlice, float startSlice,
Matrix3x2 m) {
_startY = (int)startScreenY;
_endY = (int)endScreenY;
float size = endScreenY - startScreenY;
if (size <= 0.0f || startScreenZ <= 0.0f)
_currentY = _endY + 1;
_currentZ = startScreenZ;
_stepZ = (endScreenZ - startScreenZ) / size;
_stepSlice = (endSlice - startSlice) / size;
_currentSlice = startSlice - (startScreenY - floor(startScreenY) - 1.0f) * _stepSlice;
_currentX = startScreenX;
_stepX = (endScreenX - startScreenX) / size;
_field_38 = (int)((25.5f / size) * (1.0f / endScreenZ - 1.0f / startScreenZ) * 64.0);
_currentY = _startY;
float offsetX = _currentX;
float offsetZ = 25.5f / _currentZ;
Matrix3x2 translate_matrix = Matrix3x2(1.0f, 0.0f, offsetX,
0.0f, 1.0f, offsetZ);
Matrix3x2 scale_matrix = Matrix3x2(65536.0f, 0.0f, 0.0f,
0.0f, 64.0f, 0.0f);
m = scale_matrix * (translate_matrix * m);
for (int r = 0; r != 2; ++r)
for (int c = 0; c != 3; ++c)
_sliceMatrix[r][c] = m(r, c);
}
float SliceLineIterator::line() {
float var_0 = 0.0f;
if (_currentZ != 0.0f)
var_0 = _currentSlice / _currentZ;
if (var_0 < 0.0)
var_0 = 0.0f;
return var_0;
}
void SliceLineIterator::advance() {
_currentZ += _stepZ;
_currentSlice += _stepSlice;
_currentX += _stepX;
_currentY += 1;
_sliceMatrix[0][2] += (int)(65536.0f * _stepX);
_sliceMatrix[1][2] += _field_38;
}
static void setupLookupTable(int t[256], int inc) {
int v = 0;
for (int i = 0; i != 256; ++i) {
t[i] = v;
v += inc;
}
}
void SliceRenderer::drawInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer) {
assert(_lights);
assert(_setEffects);
//assert(_view);
_vm->_sliceRenderer->setupFrameInWorld(animationId, animationFrame, position, facing);
assert(_sliceFramePtr);
SliceLineIterator sliceLineIterator;
sliceLineIterator.setup(
_endScreenVector.x, _endScreenVector.y, _endScreenVector.z,
_startScreenVector.x, _startScreenVector.y, _startScreenVector.z,
_endSlice, _startSlice,
_modelMatrix
);
SliceRendererLights sliceRendererLights = SliceRendererLights(_lights);
_lights->setupFrame(_view._frame);
_setEffects->setupFrame(_view._frame);
float sliceLine = sliceLineIterator.line();
sliceRendererLights.calculateColorBase(
Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight),
Vector3(_position.x, _position.y, _position.z + _frameBottomZ),
sliceLineIterator._endY - sliceLineIterator._startY);
float setEffectsColorCoeficient;
Color setEffectColor;
_setEffects->calculateColor(
_view._cameraPosition,
Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight),
&setEffectsColorCoeficient,
&setEffectColor);
_lightsColor.r = setEffectsColorCoeficient * sliceRendererLights._finalColor.r * 65536.0f;
_lightsColor.g = setEffectsColorCoeficient * sliceRendererLights._finalColor.g * 65536.0f;
_lightsColor.b = setEffectsColorCoeficient * sliceRendererLights._finalColor.b * 65536.0f;
_setEffectColor.r = setEffectColor.r * 31.0f * 65536.0f;
_setEffectColor.g = setEffectColor.g * 31.0f * 65536.0f;
_setEffectColor.b = setEffectColor.b * 31.0f * 65536.0f;
setupLookupTable(_m11lookup, sliceLineIterator._sliceMatrix[0][0]);
setupLookupTable(_m12lookup, sliceLineIterator._sliceMatrix[0][1]);
_m13 = sliceLineIterator._sliceMatrix[0][2];
setupLookupTable(_m21lookup, sliceLineIterator._sliceMatrix[1][0]);
setupLookupTable(_m22lookup, sliceLineIterator._sliceMatrix[1][1]);
_m23 = sliceLineIterator._sliceMatrix[1][2];
if(_animationsShadowEnabled[_animation]) {
//TODO: draw shadows
}
int frameY = sliceLineIterator._startY;
uint16 *frameLinePtr = (uint16*)surface.getPixels() + 640 * frameY;
uint16 *zBufferLinePtr = zbuffer + 640 * frameY;
while (sliceLineIterator._currentY <= sliceLineIterator._endY) {
sliceLine = sliceLineIterator.line();
sliceRendererLights.calculateColorSlice(Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight));
if (sliceLineIterator._currentY & 1) {
_setEffects->calculateColor(
_view._cameraPosition,
Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight),
&setEffectsColorCoeficient,
&setEffectColor);
}
_lightsColor.r = setEffectsColorCoeficient * sliceRendererLights._finalColor.r * 65536.0f;
_lightsColor.g = setEffectsColorCoeficient * sliceRendererLights._finalColor.g * 65536.0f;
_lightsColor.b = setEffectsColorCoeficient * sliceRendererLights._finalColor.b * 65536.0f;
_setEffectColor.r = setEffectColor.r * 31.0f * 65536.0f;
_setEffectColor.g = setEffectColor.g * 31.0f * 65536.0f;
_setEffectColor.b = setEffectColor.b * 31.0f * 65536.0f;
if (frameY >= 0 && frameY < 480) {
drawSlice((int)sliceLine, true, frameLinePtr, zBufferLinePtr);
}
sliceLineIterator.advance();
frameY += 1;
frameLinePtr += 640;
zBufferLinePtr += 640;
}
}
void SliceRenderer::drawOnScreen(int animationId, int animationFrame, int screenX, int screenY, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer) {
if (scale == 0.0f) {
return;
}
_position.x = 0;
_position.y = 0;
_position.z = 0;
_facing = facing;
loadFrame(animationId, animationFrame);
float frameHeight = _frameSliceHeight * _frameSliceCount;
float frameSize = sqrtf(_frameScale.x * 255.0f * _frameScale.x * 255.0f + _frameScale.y * 255.0f * _frameScale.y * 255.0f);
float size = scale / MAX(frameSize, frameHeight);
float s = sinf(_facing);
float c = cosf(_facing);
Matrix3x2 m_rotation(c, -s, 0.0f,
s, c, 0.0f);
Matrix3x2 m_frame(_frameScale.x, 0.0f, _framePos.x,
0.0f, _frameScale.y, _framePos.y);
Matrix3x2 m_scale_size_25_5(size, 0.0f, 0.0f,
0.0f, 25.5f, 0.0f);
Matrix3x2 m_translate_x_32k(1.0f, 0.0f, screenX,
0.0f, 1.0f, 32768.0f);
Matrix3x2 m_scale_64k_64(65536.0f, 0.0f, 0.0f,
0.0f, 64.0f, 0.0f);
Matrix3x2 m = m_scale_64k_64 * (m_translate_x_32k * (m_scale_size_25_5 * (m_rotation * m_frame)));
setupLookupTable(_m11lookup, m(0, 0));
setupLookupTable(_m12lookup, m(0, 1));
_m13 = m(0, 2);
setupLookupTable(_m21lookup, m(1, 0));
setupLookupTable(_m22lookup, m(1, 1));
_m23 = m(1, 2);
int frameY = screenY + (size / 2.0f * frameHeight);
int currentY = frameY;
float currentSlice = 0;
float sliceStep = 1.0f / size / _frameSliceHeight;
uint16 *frameLinePtr = (uint16*)surface.getPixels() + 640 * frameY;
uint16 lineZbuffer[640];
while (currentSlice < _frameSliceCount) {
if (currentY >= 0 && currentY < 480) {
memset(lineZbuffer, 0xFF, 640 * 2);
drawSlice(currentSlice, false, frameLinePtr, lineZbuffer);
currentSlice += sliceStep;
currentY--;
frameLinePtr -= 640;
}
}
}
void SliceRenderer::drawSlice(int slice, bool advanced, uint16 *frameLinePtr, uint16 *zbufLinePtr) {
if (slice < 0 || (uint32)slice >= _frameSliceCount)
return;
SlicePalette &palette = _vm->_sliceAnimations->getPalette(_framePaletteIndex);
byte *p = (byte*)_sliceFramePtr + 0x20 + 4 * slice;
uint32 polyOffset = READ_LE_UINT32(p);
p = (byte*)_sliceFramePtr + polyOffset;
uint32 polyCount = READ_LE_UINT32(p);
p += 4;
while (polyCount--) {
uint32 vertexCount = READ_LE_UINT32(p);
p += 4;
if (vertexCount == 0)
continue;
uint32 lastVertex = vertexCount - 1;
int lastVertexX = MAX((_m11lookup[p[3 * lastVertex]] + _m12lookup[p[3 * lastVertex + 1]] + _m13) >> 16, 0);
int previousVertexX = lastVertexX;
while (vertexCount--) {
int vertexX = CLIP((_m11lookup[p[0]] + _m12lookup[p[1]] + _m13) >> 16, 0, 640);
if (vertexX > previousVertexX) {
int vertexZ = (_m21lookup[p[0]] + _m22lookup[p[1]] + _m23) >> 6;
if (vertexZ >= 0 && vertexZ < 65536) {
int color555 = palette.color555[p[2]];
if (advanced) {
Color256 color = palette.color[p[2]];
color.r = (int)(_setEffectColor.r + _lightsColor.r * color.r) >> 16;
color.g = (int)(_setEffectColor.g + _lightsColor.g * color.g) >> 16;
color.b = (int)(_setEffectColor.b + _lightsColor.b * color.b) >> 16;
int bladeToScummVmConstant = 256 / 32;
color555 = _pixelFormat.RGBToColor(CLIP(color.r * bladeToScummVmConstant, 0, 255), CLIP(color.g * bladeToScummVmConstant, 0, 255), CLIP(color.b * bladeToScummVmConstant, 0, 255));
}
for (int x = previousVertexX; x != vertexX; ++x) {
if (vertexZ < zbufLinePtr[x]) {
frameLinePtr[x] = color555;
zbufLinePtr[x] = (uint16)vertexZ;
}
}
}
}
p += 3;
previousVertexX = vertexX;
}
}
}
void SliceRenderer::preload(int animationId) {
int i;
int frameCount = _vm->_sliceAnimations->getFrameCount(animationId);
for (i = 0; i < frameCount; i++)
_vm->_sliceAnimations->getFramePtr(animationId, i);
}
void SliceRenderer::disableShadows(int animationsIdsList[], int listSize) {
int i;
for (i = 0; i < listSize; i++) {
_animationsShadowEnabled[animationsIdsList[i]] = false;
}
}
SliceRendererLights::SliceRendererLights(Lights *lights) {
_finalColor.r = 0.0f;
_finalColor.g = 0.0f;
_finalColor.b = 0.0f;
_lights = lights;
for (int i = 0; i < 20; i++) {
_colors[i].r = 0.0f;
_colors[i].g = 0.0f;
_colors[i].b = 0.0f;
}
}
void SliceRendererLights::calculateColorBase(Vector3 position1, Vector3 position2, float height) {
_finalColor.r = 0.0f;
_finalColor.g = 0.0f;
_finalColor.b = 0.0f;
_hmm3 = 0;
if (_lights) {
for (uint i = 0; i < _lights->_lights.size(); i++) {
Light *light = _lights->_lights[i];
if (i < 20) {
float v8 = light->calculate(position1, position2/*, height*/);
this->_hmm2[i] = v8;
this->_hmm[i] = v8;
Color v22;
light->calculateColor(&v22, position1);
_colors[i] = v22;
_finalColor.r += v22.r;
_finalColor.g += v22.g;
_finalColor.b += v22.b;
} else {
Color v23;
light->calculateColor(&v23, position1);
_finalColor.r += v23.r;
_finalColor.g += v23.g;
_finalColor.b += v23.b;
}
}
_finalColor.r += _lights->_ambientLightColor.r;
_finalColor.g += _lights->_ambientLightColor.g;
_finalColor.b += _lights->_ambientLightColor.b;
}
}
void SliceRendererLights::calculateColorSlice(Vector3 position) {
_finalColor.r = 0.0f;
_finalColor.g = 0.0f;
_finalColor.b = 0.0f;
if (_lights) {
for (uint i = 0; i < _lights->_lights.size(); i++) {
Light *light = _lights->_lights[i];
if (i < 20) {
_hmm[i] = _hmm[i] - 1.0f;
if (_hmm[i] <= 0.0f) {
do {
_hmm[i] = _hmm[i] + _hmm2[i];
} while (_hmm[i] <= 0.0f);
light->calculateColor(&_colors[i], position);
_hmm3++;
}
_finalColor.r += _colors[i].r;
_finalColor.g += _colors[i].g;
_finalColor.b += _colors[i].b;
} else {
Color color;
light->calculateColor(&color, position);
_hmm3++;
_finalColor.r += color.r;
_finalColor.g += color.g;
_finalColor.b += color.b;
}
}
_finalColor.r += _lights->_ambientLightColor.r;
_finalColor.g += _lights->_ambientLightColor.g;
_finalColor.b += _lights->_ambientLightColor.b;
}
}
} // End of namespace BladeRunner