mirror of
https://github.com/libretro/scummvm.git
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245 lines
7.4 KiB
C++
245 lines
7.4 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 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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// Matrix calculations taken from the glm library
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// Which is covered by the MIT license
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// And has this additional copyright note:
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/* Copyright (c) 2005 - 2012 G-Truc Creation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*/
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#include "engines/grim/gfx_base.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/bitmap.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/model.h"
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#include "graphics/surface.h"
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namespace Grim {
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GfxBase::GfxBase() :
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type(Graphics::RendererType::kRendererTypeDefault),
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_renderBitmaps(true), _renderZBitmaps(true), _shadowModeActive(false),
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_currentPos(0, 0, 0), _dimLevel(0.0f),
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_screenWidth(0), _screenHeight(0),
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_scaleW(1.0f), _scaleH(1.0f), _currentShadowArray(nullptr),
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_shadowColorR(255), _shadowColorG(255), _shadowColorB(255) {
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for (unsigned int i = 0; i < _numSpecialtyTextures; i++) {
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_specialtyTextures[i]._isShared = true;
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}
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}
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void GfxBase::setShadowMode() {
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_shadowModeActive = true;
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}
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void GfxBase::clearShadowMode() {
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_shadowModeActive = false;
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}
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bool GfxBase::isShadowModeActive() {
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return _shadowModeActive;
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}
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void GfxBase::saveState(SaveGame *state) {
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state->beginSection('DRVR');
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byte r, g, b;
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getShadowColor(&r, &g, &b);
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state->writeByte(r);
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state->writeByte(g);
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state->writeByte(b);
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state->writeBool(_renderBitmaps);
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state->writeBool(_renderZBitmaps);
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state->endSection();
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}
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void GfxBase::restoreState(SaveGame *state) {
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state->beginSection('DRVR');
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byte r, g, b;
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r = state->readByte();
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g = state->readByte();
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b = state->readByte();
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setShadowColor(r, g , b);
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_renderBitmaps = state->readBool();
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_renderZBitmaps = state->readBool();
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state->endSection();
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}
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void GfxBase::renderBitmaps(bool render) {
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_renderBitmaps = render;
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}
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void GfxBase::renderZBitmaps(bool render) {
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_renderZBitmaps = render;
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}
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void GfxBase::drawMesh(const Mesh *mesh) {
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for (int i = 0; i < mesh->_numFaces; i++)
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mesh->_faces[i].draw(mesh);
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}
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Math::Matrix4 GfxBase::makeLookMatrix(const Math::Vector3d& pos, const Math::Vector3d& interest, const Math::Vector3d& up) {
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Math::Vector3d f = (interest - pos).getNormalized();
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Math::Vector3d u = up.getNormalized();
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Math::Vector3d s = Math::Vector3d::crossProduct(f, u).getNormalized();
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u = Math::Vector3d::crossProduct(s, f);
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Math::Matrix4 look;
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look(0,0) = s.x();
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look(1,0) = s.y();
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look(2,0) = s.z();
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look(0,1) = u.x();
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look(1,1) = u.y();
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look(2,1) = u.z();
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look(0,2) = -f.x();
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look(1,2) = -f.y();
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look(2,2) = -f.z();
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look(3,0) = -Math::Vector3d::dotProduct(s, pos);
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look(3,1) = -Math::Vector3d::dotProduct(u, pos);
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look(3,2) = Math::Vector3d::dotProduct(f, pos);
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look.transpose();
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return look;
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}
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Math::Matrix4 GfxBase::makeProjMatrix(float fov, float nclip, float fclip) {
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float right = nclip * tan(fov / 2 * ((float)M_PI / 180));
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float left = -right;
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float top = right * 0.75;
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float bottom = -right * 0.75;
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Math::Matrix4 proj;
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proj(0,0) = (2.0f * nclip) / (right - left);
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proj(1,1) = (2.0f * nclip) / (top - bottom);
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proj(2,0) = (right + left) / (right - left);
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proj(2,1) = (top + bottom) / (top - bottom);
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proj(2,2) = -(fclip + nclip) / (fclip - nclip);
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proj(2,3) = -1.0f;
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proj(3,2) = -(2.0f * fclip * nclip) / (fclip - nclip);
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proj(3,3) = 0.0f;
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return proj;
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}
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void GfxBase::createSpecialtyTexture(uint id, const uint8 *data, int width, int height) {
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if (id >= _numSpecialtyTextures)
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return;
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if (_specialtyTextures[id]._texture) {
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destroyTexture(&_specialtyTextures[id]);
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}
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delete[] _specialtyTextures[id]._data;
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_specialtyTextures[id]._width = width;
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_specialtyTextures[id]._height = height;
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_specialtyTextures[id]._bpp = 4;
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_specialtyTextures[id]._colorFormat = BM_RGBA;
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createTexture(&_specialtyTextures[id], data, nullptr, true);
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}
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Bitmap *GfxBase::createScreenshotBitmap(Graphics::Surface *src, int w, int h, bool flipOrientation) {
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Graphics::Surface buffer;
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buffer.create(w, h, Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0));
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Common::Rect rec(0, 0, buffer.w, buffer.h);
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buffer.fillRect(rec, 0);
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int i1 = (_screenWidth * w - 1) / _screenWidth + 1;
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int j1 = (_screenHeight * h - 1) / _screenHeight + 1;
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for (int j = 0; j < j1; j++) {
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for (int i = 0; i < i1; i++) {
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int x0 = i * _screenWidth / w;
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int x1 = ((i + 1) * _screenWidth - 1) / w + 1;
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int y0 = j * _screenHeight / h;
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int y1 = ((j + 1) * _screenHeight - 1) / h + 1;
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uint16 sr = 0, sg = 0, sb = 0;
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for (int y = y0; y < y1; y++) {
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for (int x = x0; x < x1; x++) {
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uint8 r, g, b;
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uint32 pixel = src->getPixel(x, y);
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src->format.colorToRGB(pixel, r, g, b);
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sr += r;
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sg += g;
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sb += b;
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}
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}
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uint32 pixel;
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sr /= (x1 - x0) * (y1 - y0);
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sg /= (x1 - x0) * (y1 - y0);
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sb /= (x1 - x0) * (y1 - y0);
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if (g_grim->getGameType() == GType_MONKEY4) {
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pixel = buffer.format.RGBToColor(sr, sg, sb);
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} else {
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uint32 color = (sr + sg + sb) / 3;
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pixel = buffer.format.RGBToColor(color, color, color);
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}
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buffer.setPixel(i, (flipOrientation ? j : (h - j - 1)), pixel);
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}
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}
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Bitmap *screenshot = new Bitmap(buffer, w, h, "screenshot");
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buffer.free();
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return screenshot;
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}
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void GfxBase::makeScreenTextures() {
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// Make a buffer big enough to hold any of the textures
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uint8 *buffer = new uint8[256 * 256 * 4];
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// TODO: Handle screen resolutions other than 640 x 480
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createSpecialtyTextureFromScreen(0, buffer, 0, 0, 256, 256);
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createSpecialtyTextureFromScreen(1, buffer, 256, 0, 256, 256);
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createSpecialtyTextureFromScreen(2, buffer, 512, 0, 128, 128);
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createSpecialtyTextureFromScreen(3, buffer, 512, 128, 128, 128);
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createSpecialtyTextureFromScreen(4, buffer, 0, 256, 256, 256);
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createSpecialtyTextureFromScreen(5, buffer, 256, 256, 256, 256);
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createSpecialtyTextureFromScreen(6, buffer, 512, 256, 128, 128);
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createSpecialtyTextureFromScreen(7, buffer, 512, 384, 128, 128);
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delete[] buffer;
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}
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Texture *GfxBase::getSpecialtyTexturePtr(Common::String name) {
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assert(name.hasPrefix("specialty"));
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name.erase(0, 9);
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unsigned int id;
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sscanf(name.c_str(), "%u", &id);
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if (id >= _numSpecialtyTextures) {
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return nullptr;
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}
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return &_specialtyTextures[id];
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}
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}
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