scummvm/engines/bladerunner/fog.cpp
Thanasis Antoniou cd076b26ae BLADERUNNER: Using preincrement and pre-decrease where possible
In case the compiler won't optimize such cases
2020-02-24 21:24:06 +02:00

342 lines
11 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/fog.h"
#include "common/stream.h"
namespace BladeRunner {
Fog::Fog() {
_frameCount = 0;
_animatedParameters = 0;
_fogDensity = 0.0f;
_animationData = nullptr;
_m11ptr = nullptr;
_m12ptr = nullptr;
_m13ptr = nullptr;
_m14ptr = nullptr;
_m21ptr = nullptr;
_m22ptr = nullptr;
_m23ptr = nullptr;
_m24ptr = nullptr;
_m31ptr = nullptr;
_m32ptr = nullptr;
_m33ptr = nullptr;
_m34ptr = nullptr;
_next = nullptr;
}
Fog::~Fog() {
if (_animationData != nullptr) {
delete[] _animationData;
}
}
int Fog::readCommon(Common::ReadStream *stream) {
int offset = stream->readUint32LE();
char buf[20];
stream->read(buf, sizeof(buf));
_name = buf;
_fogColor.r = stream->readFloatLE();
_fogColor.g = stream->readFloatLE();
_fogColor.b = stream->readFloatLE();
_fogDensity = stream->readFloatLE();
return offset;
}
void Fog::readAnimationData(Common::ReadStream *stream, int size) {
_animatedParameters = stream->readUint32LE();
if (_animationData != nullptr) {
delete[] _animationData;
}
int floatCount = size / 4;
_animationData = new float[floatCount];
for (int i = 0; i < floatCount; ++i) {
_animationData[i] = stream->readFloatLE();
}
_m11ptr = _animationData;
_m12ptr = _m11ptr + ((_animatedParameters & 0x1) ? _frameCount : 1);
_m13ptr = _m12ptr + ((_animatedParameters & 0x2) ? _frameCount : 1);
_m14ptr = _m13ptr + ((_animatedParameters & 0x4) ? _frameCount : 1);
_m21ptr = _m14ptr + ((_animatedParameters & 0x8) ? _frameCount : 1);
_m22ptr = _m21ptr + ((_animatedParameters & 0x10) ? _frameCount : 1);
_m23ptr = _m22ptr + ((_animatedParameters & 0x20) ? _frameCount : 1);
_m24ptr = _m23ptr + ((_animatedParameters & 0x40) ? _frameCount : 1);
_m31ptr = _m24ptr + ((_animatedParameters & 0x80) ? _frameCount : 1);
_m32ptr = _m31ptr + ((_animatedParameters & 0x100) ? _frameCount : 1);
_m33ptr = _m32ptr + ((_animatedParameters & 0x200) ? _frameCount : 1);
_m34ptr = _m33ptr + ((_animatedParameters & 0x400) ? _frameCount : 1);
setupFrame(0);
}
void Fog::reset() {
}
void Fog::setupFrame(int frame) {
int offset = frame % _frameCount;
_matrix._m[0][0] = ((_animatedParameters & 0x1) ? _m11ptr[offset] : *_m11ptr);
_matrix._m[0][1] = ((_animatedParameters & 0x2) ? _m12ptr[offset] : *_m12ptr);
_matrix._m[0][2] = ((_animatedParameters & 0x4) ? _m13ptr[offset] : *_m13ptr);
_matrix._m[0][3] = ((_animatedParameters & 0x8) ? _m14ptr[offset] : *_m14ptr);
_matrix._m[1][0] = ((_animatedParameters & 0x10) ? _m21ptr[offset] : *_m21ptr);
_matrix._m[1][1] = ((_animatedParameters & 0x20) ? _m22ptr[offset] : *_m22ptr);
_matrix._m[1][2] = ((_animatedParameters & 0x40) ? _m23ptr[offset] : *_m23ptr);
_matrix._m[1][3] = ((_animatedParameters & 0x80) ? _m24ptr[offset] : *_m24ptr);
_matrix._m[2][0] = ((_animatedParameters & 0x100) ? _m31ptr[offset] : *_m31ptr);
_matrix._m[2][1] = ((_animatedParameters & 0x200) ? _m32ptr[offset] : *_m32ptr);
_matrix._m[2][2] = ((_animatedParameters & 0x400) ? _m33ptr[offset] : *_m33ptr);
_matrix._m[2][3] = ((_animatedParameters & 0x800) ? _m34ptr[offset] : *_m34ptr);
_inverted = invertMatrix(_matrix);
}
void FogSphere::read(Common::ReadStream *stream, int frameCount) {
_frameCount = frameCount;
int size = readCommon(stream);
_radius = stream->readFloatLE();
readAnimationData(stream, size - 52);
}
void FogSphere::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) {
*coeficient = 0.0f;
// Ray - sphere intersection, where sphere center is always at 0, 0, 0 as everything else tranformed by the fog matrix.
// Quadratic formula can and was simplified becasue rayDirection is normalized and hence a = 1.
// Explained on wikipedia https://en.wikipedia.org/wiki/Line%E2%80%93sphere_intersection
// There is also alternative approach which will end-up with this formula where plane is created from ray origin, ray destination
// and sphere center, then there is only need to solve two right triangles.
// Explained in book Andrew S. Glassner (1995), Graphics Gems I (p. 388-389)
Vector3 rayOrigin = _matrix * position;
Vector3 rayDestination = _matrix * viewPosition;
Vector3 rayDirection = (rayDestination - rayOrigin).normalize();
float b = Vector3::dot(rayDirection, rayOrigin);
float c = Vector3::dot(rayOrigin, rayOrigin) - (_radius * _radius);
float d = b * b - c;
if (d >= 0.0f) { // there is an interstection between ray and the sphere
Vector3 intersection1 = rayOrigin + (-b - sqrt(d)) * rayDirection;
Vector3 intersection2 = rayOrigin + (-b + sqrt(d)) * rayDirection;
Vector3 intersection1World = _inverted * intersection1;
Vector3 intersection2World = _inverted * intersection2;
float intersection1Distance = (intersection1World - position).length();
float intersection2Distance = (intersection2World - position).length();
float distance = (viewPosition - position).length();
if (intersection1Distance < 0.0f) {
intersection1Distance = 0.0f;
}
if (intersection2Distance > distance) {
intersection2Distance = distance;
}
if (intersection2Distance >= intersection1Distance) {
*coeficient = intersection2Distance - intersection1Distance;
}
}
}
void FogCone::read(Common::ReadStream *stream, int frameCount) {
_frameCount = frameCount;
int size = readCommon(stream);
_coneAngle = stream->readFloatLE();
readAnimationData(stream, size - 52);
}
void FogCone::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) {
*coeficient = 0.0f;
// ray - cone intersection, cone vertex V lies at (0,0,0) and direction v = (0,0,-1)
// The algorithm looks like from book Alan W. Paeth (1995), Graphics Gems V (p. 228-230)
Vector3 positionT = _matrix * position;
Vector3 viewPositionT = _matrix * viewPosition;
Vector3 v(0.0f, 0.0f, -1.0f);
Vector3 planeNormal = Vector3::cross(positionT, viewPositionT).normalize();
if (planeNormal.x != 0.0f || planeNormal.y != 0.0f || planeNormal.z != 0.0f) {
if (planeNormal.z < 0.0f) {
planeNormal = -1.0f * planeNormal;
}
float cosTheta = sqrt(1.0f - Vector3::dot(planeNormal, v) * Vector3::dot(planeNormal, v));
if (cosTheta > cos(_coneAngle)) {
Vector3 u = Vector3::cross(v, planeNormal).normalize();
Vector3 w = Vector3::cross(u, v).normalize();
float tanTheta = sqrt(1.0f - cosTheta * cosTheta) / cosTheta;
Vector3 temp1 = tanTheta * w;
Vector3 temp2 = sqrt(tan(_coneAngle) * tan(_coneAngle) - tanTheta * tanTheta) * u;
Vector3 delta1 = v + temp1 - temp2;
Vector3 delta2 = v + temp1 + temp2;
Vector3 d = viewPositionT - positionT;
Vector3 vecVD = -1.0f * positionT;
Vector3 crossddelta1 = Vector3::cross(d, delta1);
Vector3 crossddelta2 = Vector3::cross(d, delta2);
float r1 = Vector3::dot(Vector3::cross(vecVD, delta1), crossddelta1) / Vector3::dot(crossddelta1, crossddelta1);
float r2 = Vector3::dot(Vector3::cross(vecVD, delta2), crossddelta2) / Vector3::dot(crossddelta2, crossddelta2);
if (r2 < r1) {
float temp = r1;
r1 = r2;
r2 = temp;
}
if (r1 <= 1.0f && r2 >= 0.0f) {
if (r1 < 0.0f) {
r1 = 0.0;
}
if (r2 > 1.0f) {
r2 = 1.0;
}
Vector3 intersection1 = positionT + (r1 * d);
Vector3 intersection1World = _inverted * intersection1;
Vector3 intersection2 = positionT + (r2 * d);
Vector3 intersection2World = _inverted * intersection2;
*coeficient = (intersection2World - intersection1World).length();
}
}
}
}
void FogBox::read(Common::ReadStream *stream, int frameCount) {
_frameCount = frameCount;
int size = readCommon(stream);
_size.x = stream->readFloatLE();
_size.y = stream->readFloatLE();
_size.z = stream->readFloatLE();
readAnimationData(stream, size - 60);
}
void FogBox::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) {
*coeficient = 0.0f;
// line - box intersection, where everything is rotated to box orientation by the fog matrix
Vector3 point1 = _matrix * position;
Vector3 point2 = _matrix * viewPosition;
Vector3 intersection1 = point1;
Vector3 intersection2 = point2;
Vector3 direction = point2 - point1;
// clip X
float minX = -(_size.x * 0.5f);
if (point1.x < minX) {
if (point2.x < minX) {
return;
}
float scale = (minX - point1.x) / direction.x;
intersection1 = point1 + scale * direction;
} else if (point2.x < minX) {
float scale = (minX - point2.x) / direction.x;
intersection2 = point2 + scale * direction;
}
float maxX = _size.x * 0.5f;
if (intersection1.x > maxX ) {
if (intersection2.x > maxX) {
return;
}
float scale = (maxX - intersection1.x) / direction.x;
intersection1 = intersection1 + scale * direction;
} else if (intersection2.x > maxX) {
float scale = (maxX - intersection2.x) / direction.x;
intersection2 = intersection2 + scale * direction;
}
// clip Y
float minY = -(_size.y * 0.5f);
if (intersection1.y < minY) {
if (intersection2.y < minY) {
return;
}
float scale = (minY - intersection1.y) / direction.y;
intersection1 = intersection1 + scale * direction;
} else if (intersection2.y < minY) {
float scale = (minY - intersection2.y) / direction.y;
intersection2 = intersection2 + scale * direction;
}
float maxY = _size.y * 0.5f;
if (intersection1.y > maxY) {
if (intersection2.y > maxY) {
return;
}
float scale = (maxY - intersection1.y) / direction.y;
intersection1 = intersection1 + scale * direction;
} else if (intersection2.y > maxY) {
float scale = (maxY - intersection2.y) / direction.y;
intersection2 = intersection2 + scale * direction;
}
// clip Z
if (intersection1.z < 0.0f) {
if (intersection2.z < 0.0f) {
return;
}
float scale = -intersection1.z / direction.z;
intersection1 = intersection1 + scale * direction;
} else if (intersection2.z < 0.0f) {
float scale = -intersection2.z / direction.z;
intersection2 = intersection2 + scale * direction;
}
if (intersection1.z > _size.z) {
if (intersection2.z > _size.z) {
return;
}
float scale = (_size.z - intersection1.z) / direction.z;
intersection1 = intersection1 + scale * direction;
} else if (intersection2.z > _size.z) {
float scale = (_size.z - intersection2.z) / direction.z;
intersection2 = intersection2 + scale * direction;
}
Vector3 intersection1World = _inverted * intersection1;
Vector3 intersection2World = _inverted * intersection2;
*coeficient = (intersection2World - intersection1World).length();
}
} // End of namespace BladeRunner