scummvm/engines/stark/scene.cpp
2020-09-23 23:20:23 +02:00

179 lines
5.3 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "engines/stark/scene.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/renderentry.h"
#include "common/system.h"
#include "math/glmath.h"
namespace Stark {
Scene::Scene(Gfx::Driver *gfx) :
_gfx(gfx),
_fov(45.0),
_nearClipPlane(100.0),
_farClipPlane(64000.0),
_fadeLevel(1.0),
_floatOffset(0.0),
_shouldRenderShadows(true),
_maxShadowLength(0.075f) {
}
Scene::~Scene() {
}
void Scene::initCamera(const Math::Vector3d &position, const Math::Vector3d &lookDirection,
float fov, Common::Rect viewSize, float nearClipPlane, float farClipPlane) {
_cameraPosition = position;
_cameraLookDirection = lookDirection;
_fov = fov;
_viewSize = viewSize;
_nearClipPlane = nearClipPlane;
_farClipPlane = farClipPlane;
_viewMatrix = Math::makeLookAtMatrix(_cameraPosition, _cameraPosition + _cameraLookDirection, Math::Vector3d(0.0, 0.0, 1.0));
_viewMatrix.transpose(); // Math::makeLookAtMatrix outputs transposed matrices ...
_viewMatrix.translate(-_cameraPosition);
setSwayAngle(0);
setFadeLevel(1.0);
setFloatOffset(0);
}
void Scene::scrollCamera(const Common::Rect &viewport) {
_viewport = viewport;
float xmin, xmax, ymin, ymax;
computeClippingRect(&xmin, &xmax, &ymin, &ymax);
// The amounts by which translate to clipping planes to account for one pixel
// of camera scrolling movement
float scollXFactor = (xmax - xmin) / _viewport.width();
float scollYFactor = (ymax - ymin) / _viewport.height();
int32 distanceToRight = _viewport.right - _viewSize.width();
int32 distanceToTop = -_viewport.top;
xmin += distanceToRight * scollXFactor;
xmax += distanceToRight * scollXFactor;
ymin += distanceToTop * scollYFactor;
ymax += distanceToTop * scollYFactor;
_projectionMatrix = Math::makeFrustumMatrix(xmin, xmax, ymin, ymax, _nearClipPlane, _farClipPlane);
_projectionMatrix.transpose(); // Math::makeFrustumMatrix outputs transposed matrices ...
}
void Scene::computeClippingRect(float *xmin, float *xmax, float *ymin, float *ymax) {
float aspectRatio = _viewSize.width() / (float) _viewSize.height();
float xmaxValue = _nearClipPlane * tan(_fov * (float)M_PI / 360.0);
float ymaxValue = xmaxValue / aspectRatio;
float xminValue = xmaxValue - 2 * xmaxValue * (_viewport.width() / (float) _viewSize.width());
float yminValue = ymaxValue - 2 * ymaxValue * (_viewport.height() / (float) _viewSize.height());
if (xmin) *xmin = xminValue;
if (xmax) *xmax = xmaxValue;
if (ymin) *ymin = yminValue;
if (ymax) *ymax = ymaxValue;
}
Math::Ray Scene::makeRayFromMouse(const Common::Point &mouse) const {
Common::Rect gameViewport = _gfx->gameViewport();
Math::Vector4d in;
in.x() = (mouse.x - gameViewport.left) * 2 / (float) gameViewport.width() - 1.0;
in.y() = (gameViewport.bottom - mouse.y) * 2 / (float) gameViewport.height() - 1.0;
in.z() = 1.0;
in.w() = 1.0;
Math::Matrix4 view = _viewMatrix;
view.translate(_cameraPosition);
Math::Matrix4 A = _projectionMatrix * view;
A.inverse();
Math::Vector4d out = A * in;
Math::Vector3d origin = _cameraPosition;
Math::Vector3d direction = Math::Vector3d(out.x(), out.y(), out.z());
direction.normalize();
return Math::Ray(origin, direction);
}
Common::Point Scene::convertPosition3DToGameScreenOriginal(const Math::Vector3d &obj) const {
Math::Vector4d in;
in.set(obj.x(), obj.y(), obj.z(), 1.0);
Math::Vector4d out = _projectionMatrix * _viewMatrix * in;
out.x() /= out.w();
out.y() /= out.w();
Common::Point point;
point.x = (1 + out.x()) * Gfx::Driver::kGameViewportWidth / 2;
point.y = -Gfx::Driver::kTopBorderHeight + Gfx::Driver::kOriginalHeight - (1 + out.y()) * Gfx::Driver::kGameViewportHeight / 2;
return point;
}
void Scene::setFadeLevel(float fadeLevel) {
_fadeLevel = fadeLevel;
}
float Scene::getFadeLevel() const {
return _fadeLevel;
}
void Scene::setSwayAngle(const Math::Angle &angle) {
_swayAngle = angle;
}
Math::Angle Scene::getSwayAngle() const {
return _swayAngle;
}
Math::Vector3d Scene::getSwayDirection() const {
// Actor sway is always along the camera direction, so that
// the rotation is not affected by the direction they are facing.
return _cameraLookDirection;
}
void Scene::setFloatOffset(float floatOffset) {
_floatOffset = floatOffset;
}
float Scene::getFloatOffset() const {
return _floatOffset;
}
void Scene::setupShadows(bool enabled, float length) {
_shouldRenderShadows = enabled;
_maxShadowLength = length;
}
} // End of namespace Stark