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