mirror of
https://github.com/libretro/scummvm.git
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188 lines
6.5 KiB
C++
188 lines
6.5 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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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_RAB_API_HH
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#define ICB_RAB_API_HH
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#include "engines/icb/gfx/psx_pcdefines.h"
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#include "engines/icb/gfx/rap_api.h"
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namespace ICB {
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// The output file format for the .rab file
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#define RAB_API_SCHEMA 7
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#define RAB_API_ID "RAB"
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// All the different animation frame types used during the
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// compression process
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#define ALL_ANGLES_32_BYTE_SIZE (4)
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#define ALL_DELTAS_24_BYTE_SIZE (3)
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#define ALL_DELTAS_16_BYTE_SIZE (2)
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#define ALL_DELTAS_8_BYTE_SIZE (1)
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#define NONZERO_ANGLES_32_BYTE_SIZE (5)
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#define NONZERO_DELTAS_24_BYTE_SIZE (4)
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#define NONZERO_DELTAS_16_BYTE_SIZE (3)
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#define NONZERO_DELTAS_8_BYTE_SIZE (2)
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#define ZERO_ANGLE (0)
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#define DELTA_24_NBITS (8)
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#define DELTA_16_NBITS (5)
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#define DELTA_8_NBITS (2)
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#define DELTA_24_ZERO (((1 << (DELTA_24_NBITS - 1)) << (DELTA_24_NBITS + DELTA_24_NBITS)) | ((1 << (DELTA_24_NBITS - 1)) << (DELTA_24_NBITS)) | (1 << (DELTA_24_NBITS - 1)))
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#define DELTA_16_ZERO (((1 << (DELTA_16_NBITS - 1)) << (DELTA_16_NBITS + DELTA_16_NBITS)) | ((1 << (DELTA_16_NBITS - 1)) << (DELTA_16_NBITS)) | (1 << (DELTA_16_NBITS - 1)))
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#define DELTA_8_ZERO (((1 << (DELTA_8_NBITS - 1)) << (DELTA_8_NBITS + DELTA_8_NBITS)) | ((1 << (DELTA_8_NBITS - 1)) << (DELTA_8_NBITS)) | (1 << (DELTA_8_NBITS - 1)))
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// Animation frame structures with max memory pre-allocated in them
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// For use in the converter
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//
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// The animation frame structure is either:
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//
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// i) store ALL values OR store just non-zero values + bone ID
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// ii) store orientations OR store deltas from the previous frame
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// iii) use 8, 16, 24, 32-bits to store values
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typedef struct FrameHeader {
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BoneLink poseBone;
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uint8 typeSize;
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uint8 nThings;
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} FrameHeader;
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// The typeSize bit masks
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//
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// DataTypeBit : 0 = Compressed Angle Triplet, 1 = Delta Triplet
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// DataStoreZeroBit : 0 = don't store zero values, 1 = store zero values
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// DataSizeBits 3 bits : size in bytes of the data value stored (1,2,3,4)
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// Most significant bit
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#define DataTypeMask (1 << 7)
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#define DataTypeDeltas (1 << 7)
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#define DataTypeAngles (0)
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// Next one down
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#define DataStoreZeroMask (1 << 6)
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#define DataStoreZero (1 << 6)
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#define DataDontStoreZero (0)
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// Lower nibble is DataSizeBits
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#define DataSizeBitMask (0xF)
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#define ALL_ANGLES_32_TYPESIZE (DataTypeAngles | DataStoreZero | 4)
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#define ALL_DELTAS_24_TYPESIZE (DataTypeDeltas | DataStoreZero | 3)
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#define ALL_DELTAS_16_TYPESIZE (DataTypeDeltas | DataStoreZero | 2)
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#define ALL_DELTAS_8_TYPESIZE (DataTypeDeltas | DataStoreZero | 1)
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#define NONZERO_ANGLES_32_TYPESIZE (DataTypeAngles | DataDontStoreZero | 4)
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#define NONZERO_DELTAS_24_TYPESIZE (DataTypeDeltas | DataDontStoreZero | 3)
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#define NONZERO_DELTAS_16_TYPESIZE (DataTypeDeltas | DataDontStoreZero | 2)
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#define NONZERO_DELTAS_8_TYPESIZE (DataTypeDeltas | DataDontStoreZero | 1)
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// Basic angle triplet compression packs 3x12-bits into 3x10-bits
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#define COMP_ANGLE_RANGE (1 << 10)
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#define COMP_ANGLE_SHIFT (2)
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#define COMP_VX_SHIFT (20)
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#define COMP_VY_SHIFT (10)
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#define COMP_VZ_SHIFT (0)
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#define COMP_VX_MASK (0x3FF)
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#define COMP_VY_MASK (0x3FF)
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#define COMP_VZ_MASK (0x3FF)
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#define COMP_EXTRA_SHIFT (0)
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#define COMP_DELTA_RANGE (COMP_ANGLE_RANGE)
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// Generic frame data structure
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typedef struct FrameData {
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BoneLink poseBone; // the animated bone for the pose object
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uint8 typeSize; // FrameHeader but don't want compiler alignment bollocks
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uint8 nThings;
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int8 data[1]; // data[n] : n depends on compression used store frame
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} FrameData;
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typedef struct MatrixHierarchy {
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MATRIX matrix;
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MatrixHierarchy *parent;
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} MatrixHierarchy;
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typedef struct MatrixHierarchyPC {
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MATRIXPC matrix;
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MatrixHierarchyPC *parent;
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} MatrixHierarchyPC;
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typedef uint32 CompTriplet;
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typedef struct LinkedMatrix {
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CompTriplet crot; // compresseed angle triplet 10-bits per angle
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} LinkedMatrix;
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typedef struct Bone_Frame {
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BoneLink poseBone; // the animated bone for the pose object
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LinkedMatrix bones[1]; // actually LinkedMatrix rot[nBones]
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} Bone_Frame;
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typedef struct {
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char id[4];
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uint32 schema;
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uint16 nFrames;
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uint8 nBones; // nBones must match the RAP file nBones value
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uint8 currentFrame; // the current frame of animation stored
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// byte offsets from start of the file
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uint32 currentFrameOffset;
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// byte offsets from start of the file
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uint32 frameOffsets[1]; // nFrames of them
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} RabAPI;
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typedef struct _RabAPIObject {
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static Bone_Frame *GetFrame(RabAPI *rab, const int32 f);
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static Bone_Frame *GetCurrentFrame(RabAPI *rab) { return (Bone_Frame *)((uint8 *)(rab->id + FROM_LE_32(rab->currentFrameOffset))); }
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static FrameData *GetFrameData(RabAPI *rab, const int32 f) { return (FrameData *)((uint8 *)(rab->id + FROM_LE_32(rab->frameOffsets[f]))); }
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} RabAPIObject;
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// Compress an SVECTOR ( uint16 vx,vy,vz, pad; ) -> uint32
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// by dividing the angles (12-bits 0-4095) by four to make them 10-bits
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int32 CompressSVECTOR(SVECTOR rotin, uint32 *rotout);
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// Uncompress an SVECTOR ( uint32 -> uint16 vx,vy,vz, pad; )
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// by multiplying the angles (10-bits 0-1023) by four to make them 12-bits
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inline void ExpandSVECTOR(CompTriplet rotin, SVECTOR *rotout) {
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// Make the angles back up from the compressed 32-bit value
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// x = ( upper 10-bits from part1 ) * 4
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rotout->vx = (int16)(((int16)(rotin >> COMP_VX_SHIFT) & COMP_VX_MASK) << COMP_ANGLE_SHIFT);
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// y = ( middle 10-bits from part1 ) * 4
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rotout->vy = (int16)(((int16)(rotin >> COMP_VY_SHIFT) & COMP_VY_MASK) << COMP_ANGLE_SHIFT);
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// z = ( lower 10-bits from part1 ) * 4
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rotout->vz = (int16)(((int16)(rotin >> COMP_VZ_SHIFT) & COMP_VZ_MASK) << COMP_ANGLE_SHIFT);
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}
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} // End of namespace ICB
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#endif // #ifndef RAB_API_HH
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