mirror of
https://github.com/libretro/scummvm.git
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241 lines
7.8 KiB
C++
241 lines
7.8 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
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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 "common/scummsys.h"
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#include "graphics/colormasks.h"
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#include "zvision/render_table.h"
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#include "zvision/vector2.h"
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namespace ZVision {
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RenderTable::RenderTable(uint numColumns, uint numRows)
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: _numRows(numRows),
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_numColumns(numColumns),
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_renderState(FLAT) {
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assert(numRows != 0 && numColumns != 0);
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_internalBuffer = new Vector2[numRows * numColumns];
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}
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RenderTable::~RenderTable() {
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delete[] _internalBuffer;
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}
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void RenderTable::setRenderState(RenderState newState) {
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_renderState = newState;
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switch (newState) {
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case PANORAMA:
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_panoramaOptions.fieldOfView = 27.0f;
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_panoramaOptions.linearScale = 0.55f;
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_panoramaOptions.reverse = false;
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break;
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case TILT:
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break;
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case FLAT:
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// Intentionally left empty
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break;
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}
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}
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const Common::Point RenderTable::convertWarpedCoordToFlatCoord(const Common::Point &point) {
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// If we're outside the range of the RenderTable, no warping is happening. Return the maximum image coords
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if (point.x >= _numColumns || point.y >= _numRows) {
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int16 x = CLIP<int16>(point.x, 0, _numColumns);
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int16 y = CLIP<int16>(point.y, 0, _numRows);
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return Common::Point(x, y);
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}
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uint32 index = point.y * _numColumns + point.x;
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Common::Point newPoint(point);
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newPoint.x += _internalBuffer[index].x;
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newPoint.y += _internalBuffer[index].y;
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return newPoint;
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}
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uint16 mixTwoRGB(uint16 colorOne, uint16 colorTwo, float percentColorOne) {
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assert(percentColorOne < 1.0f);
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float rOne = float((colorOne & Graphics::ColorMasks<555>::kRedMask) >> Graphics::ColorMasks<555>::kRedShift);
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float rTwo = float((colorTwo & Graphics::ColorMasks<555>::kRedMask) >> Graphics::ColorMasks<555>::kRedShift);
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float gOne = float((colorOne & Graphics::ColorMasks<555>::kGreenMask) >> Graphics::ColorMasks<555>::kGreenShift);
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float gTwo = float((colorTwo & Graphics::ColorMasks<555>::kGreenMask) >> Graphics::ColorMasks<555>::kGreenShift);
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float bOne = float((colorOne & Graphics::ColorMasks<555>::kBlueMask) >> Graphics::ColorMasks<555>::kBlueShift);
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float bTwo = float((colorTwo & Graphics::ColorMasks<555>::kBlueMask) >> Graphics::ColorMasks<555>::kBlueShift);
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float rFinal = rOne * percentColorOne + rTwo * (1.0f - percentColorOne);
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float gFinal = gOne * percentColorOne + gTwo * (1.0f - percentColorOne);
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float bFinal = bOne * percentColorOne + bTwo * (1.0f - percentColorOne);
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uint16 returnColor = (byte(rFinal + 0.5f) << Graphics::ColorMasks<555>::kRedShift) |
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(byte(gFinal + 0.5f) << Graphics::ColorMasks<555>::kGreenShift) |
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(byte(bFinal + 0.5f) << Graphics::ColorMasks<555>::kBlueShift);
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return returnColor;
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}
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void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, int16 imageWidth, int16 imageHeight, int16 destinationX, int16 destinationY, const Common::Rect &subRect, bool wrap, bool isTransposed) {
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for (int16 y = subRect.top; y < subRect.bottom; y++) {
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int16 normalizedY = y - subRect.top;
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int32 internalColumnIndex = (normalizedY + destinationY) * _numColumns;
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int32 destColumnIndex = normalizedY * _numColumns;
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for (int16 x = subRect.left; x < subRect.right; x++) {
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int16 normalizedX = x - subRect.left;
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int32 index = internalColumnIndex + normalizedX + destinationX;
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// RenderTable only stores offsets from the original coordinates
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int16 sourceYIndex = y + _internalBuffer[index].y;
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int16 sourceXIndex = x + _internalBuffer[index].x;
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if (wrap) {
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while (sourceXIndex >= imageWidth) {
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sourceXIndex -= imageWidth;
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}
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while (sourceXIndex < 0) {
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sourceXIndex += imageWidth;
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}
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while (sourceYIndex >= imageHeight) {
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sourceYIndex -= imageHeight;
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}
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while (sourceYIndex < 0) {
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sourceYIndex += imageHeight;
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}
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} else {
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// Clamp the yIndex to the size of the image
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sourceYIndex = CLIP<int16>(sourceYIndex, 0, imageHeight - 1);
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// Clamp the xIndex to the size of the image
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sourceXIndex = CLIP<int16>(sourceXIndex, 0, imageWidth - 1);
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}
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if (isTransposed) {
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destBuffer[destColumnIndex + normalizedX] = sourceBuffer[sourceXIndex * imageHeight + sourceYIndex];
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} else {
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destBuffer[destColumnIndex + normalizedX] = sourceBuffer[sourceYIndex * imageWidth + sourceXIndex];
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}
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}
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}
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}
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void RenderTable::generateRenderTable() {
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switch (_renderState) {
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case ZVision::RenderTable::PANORAMA:
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generatePanoramaLookupTable();
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break;
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case ZVision::RenderTable::TILT:
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generateTiltLookupTable();
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break;
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case ZVision::RenderTable::FLAT:
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// Intentionally left empty
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break;
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}
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}
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void RenderTable::generatePanoramaLookupTable() {
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memset(_internalBuffer, 0, _numRows * _numColumns * sizeof(uint16));
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float halfWidth = (float)_numColumns / 2.0f;
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float halfHeight = (float)_numRows / 2.0f;
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float fovInRadians = (_panoramaOptions.fieldOfView * M_PI / 180.0f);
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float cylinderRadius = halfHeight / tan(fovInRadians);
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// TODO: Change the algorithm to write a whole row at a time instead of a whole column at a time. AKA: for(y) { for(x) {}} instead of for(x) { for(y) {}}
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for (uint x = 0; x < _numColumns; x++) {
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// Add an offset of 0.01 to overcome zero tan/atan issue (vertical line on half of screen)
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// Alpha represents the horizontal angle between the viewer at the center of a cylinder and x
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float alpha = atan(((float)x - halfWidth + 0.01f) / cylinderRadius);
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// To get x in cylinder coordinates, we just need to calculate the arc length
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// We also scale it by _panoramaOptions.linearScale
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int32 xInCylinderCoords = int32(floor((cylinderRadius * _panoramaOptions.linearScale * alpha) + halfWidth));
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float cosAlpha = cos(alpha);
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for (uint y = 0; y < _numRows; y++) {
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// To calculate y in cylinder coordinates, we can do similar triangles comparison,
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// comparing the triangle from the center to the screen and from the center to the edge of the cylinder
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int32 yInCylinderCoords = int32(floor(halfHeight + ((float)y - halfHeight) * cosAlpha));
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uint32 index = y * _numColumns + x;
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// Only store the (x,y) offsets instead of the absolute positions
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_internalBuffer[index].x = xInCylinderCoords - x;
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_internalBuffer[index].y = yInCylinderCoords - y;
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}
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}
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}
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void RenderTable::generateTiltLookupTable() {
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for (uint x = 0; x < _numColumns; x++) {
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for (uint y = 0; y < _numRows; y++) {
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uint32 index = y * _numColumns + x;
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_internalBuffer[index].x = 0;
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_internalBuffer[index].y = 0;
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}
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}
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}
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void RenderTable::setPanoramaFoV(float fov) {
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assert(fov > 0.0f);
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_panoramaOptions.fieldOfView = fov;
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}
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void RenderTable::setPanoramaScale(float scale) {
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assert(scale > 0.0f);
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_panoramaOptions.linearScale = scale;
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}
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void RenderTable::setPanoramaReverse(bool reverse) {
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_panoramaOptions.reverse = reverse;
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}
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void RenderTable::setTiltFoV(float fov) {
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assert(fov > 0.0f);
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_tiltOptions.fieldOfView = fov;
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}
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void RenderTable::setTiltScale(float scale) {
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assert(scale > 0.0f);
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_tiltOptions.linearScale = scale;
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}
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void RenderTable::setTiltReverse(bool reverse) {
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_tiltOptions.reverse = reverse;
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}
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} // End of namespace ZVision
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