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authorrichiesams2013-07-28 21:37:32 -0500
committerrichiesams2013-08-04 13:32:42 -0500
commita23970bbc68865ccffa4c2e0849ffe244d48d5f1 (patch)
treea259609e497d77eea4fd6d6719d49bb69ce8da71 /engines/zvision
parent611ff31a56055b1ec05445597087cb042de2c648 (diff)
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ZVISION: Convert RenderTable to only storing (x,y) offsets instead of absolute postions.
This allows the destRectangle to be offset within the RenderTable
Diffstat (limited to 'engines/zvision')
-rw-r--r--engines/zvision/render_manager.cpp2
-rw-r--r--engines/zvision/render_table.cpp40
-rw-r--r--engines/zvision/render_table.h6
3 files changed, 33 insertions, 15 deletions
diff --git a/engines/zvision/render_manager.cpp b/engines/zvision/render_manager.cpp
index 183f823c56..cfd53fdc4b 100644
--- a/engines/zvision/render_manager.cpp
+++ b/engines/zvision/render_manager.cpp
@@ -91,7 +91,7 @@ void RenderManager::renderSubRectToScreen(uint16 *buffer, uint32 imageWidth, uin
_system->copyRectToScreen(buffer + subRectangle.top * horizontalPitch + subRectangle.left, horizontalPitch, destRect.left, destRect.top, destRect.width(), destRect.height());
} else {
uint16 *destBuffer = new uint16[destRect.width() * destRect.height()];
- _renderTable.mutateImage((uint16 *)buffer, destBuffer, horizontalPitch, subRectangle);
+ _renderTable.mutateImage((uint16 *)buffer, destBuffer, imageWidth, imageHeight, subRectangle, destRect);
_system->copyRectToScreen(destBuffer, subRectangle.width() * sizeof(uint16), destRect.left, destRect.top, destRect.width(), destRect.height());
delete[] destBuffer;
diff --git a/engines/zvision/render_table.cpp b/engines/zvision/render_table.cpp
index 388dc85bcb..085908fc68 100644
--- a/engines/zvision/render_table.cpp
+++ b/engines/zvision/render_table.cpp
@@ -22,8 +22,9 @@
#include "common/scummsys.h"
-#include "zvision/render_table.h"
+#include "zvision/render_table.h"
+#include "zvision/point.h"
namespace ZVision {
@@ -33,7 +34,7 @@ RenderTable::RenderTable(uint32 numColumns, uint32 numRows)
_renderState(RenderState::FLAT) {
assert(numRows != 0 && numColumns != 0);
- _internalBuffer = new Common::Point[numRows * numColumns];
+ _internalBuffer = new Point<int16>[numRows * numColumns];
}
RenderTable::~RenderTable() {
@@ -58,17 +59,33 @@ void RenderTable::setRenderState(RenderState newState) {
}
}
-void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 horizontalPitch, Common::Rect subRectangle) {
- uint32 imageWidth = horizontalPitch / 2;
+void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 imageWidth, uint32 imageHeight, Common::Rect subRectangle, Common::Rect destRectangle) {
+ bool isTransposed = _renderState == RenderTable::PANORAMA || _renderState == RenderTable::TILT;
for (int y = subRectangle.top; y < subRectangle.bottom; y++) {
uint32 normalizedY = y - subRectangle.top;
+
for (int x = subRectangle.left; x < subRectangle.right; x++) {
uint32 normalizedX = x - subRectangle.left;
- uint32 index = y * _numColumns + x;
- uint32 sourceIndex = _internalBuffer[index].y * imageWidth + _internalBuffer[index].x;
- destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceIndex];
+ uint32 index = (y + destRectangle.top) * _numColumns + (x + destRectangle.left);
+
+ // RenderTable only stores offsets from the original coordinates
+ uint32 sourceYIndex = y + _internalBuffer[index].y;
+ uint32 sourceXIndex = x + _internalBuffer[index].x;
+
+ // Clamp the yIndex to the size of the image
+ sourceYIndex = CLIP<uint32>(sourceYIndex, 0, imageHeight - 1);
+
+ // Clamp the xIndex to the size of the image
+ sourceXIndex = CLIP<uint32>(sourceXIndex, 0, imageWidth - 1);
+
+ // TODO: Figure out a way to not have branching every loop. The only way that comes to mind is to have a whole separate set of for loops for isTransposed, but that's ugly. The compiler might do this anyway in the end
+ if (isTransposed) {
+ destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceXIndex * imageHeight + sourceYIndex];
+ } else {
+ destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceYIndex * imageWidth + sourceXIndex];
+ }
}
}
}
@@ -91,7 +108,7 @@ void RenderTable::generatePanoramaLookupTable() {
// Add an offset of 0.01 to overcome zero tan/atan issue (vertical line on half of screen)
float temp = atan(tanOverHalfHeight * ((float)x - halfWidth + 0.01f));
- int32 newX = floor((halfHeightOverTan * scale * temp) + halfWidth);
+ int32 newX = floor((halfHeightOverTan * _panoramaOptions.linearScale * temp) + halfWidth);
float cosX = cos(temp);
for (uint32 y = 0; y < _numRows; y++) {
@@ -99,10 +116,9 @@ void RenderTable::generatePanoramaLookupTable() {
uint32 index = y * _numColumns + x;
- // Panorama images are transposed. Rather than trying to transpose the source, we know
- // they will be mutated by this table. Therefore we can swap the axes here
- _internalBuffer[index].x = newY; //pixel index
- _internalBuffer[index].y = newX; //pixel index
+ // Only store the x,y offsets instead of the absolute positions
+ _internalBuffer[index].x = newX - x; //pixel index
+ _internalBuffer[index].y = newY - y; //pixel index
}
}
}
diff --git a/engines/zvision/render_table.h b/engines/zvision/render_table.h
index fca76818e5..cb91f885b4 100644
--- a/engines/zvision/render_table.h
+++ b/engines/zvision/render_table.h
@@ -26,6 +26,8 @@
#include "common/types.h"
#include "common/rect.h"
+#include "zvision/point.h"
+
namespace ZVision {
class RenderTable {
@@ -42,7 +44,7 @@ public:
private:
uint32 _numColumns, _numRows;
- Common::Point *_internalBuffer;
+ Point<int16> *_internalBuffer;
RenderState _renderState;
struct {
@@ -59,7 +61,7 @@ private:
public:
RenderState getRenderState() { return _renderState; }
void setRenderState(RenderState newState);
- void mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 horizontalPitch, Common::Rect subRectangle);
+ void mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 imageWidth, uint32 imageHeight, Common::Rect subRectangle, Common::Rect destRectangle);
private:
void generatePanoramaLookupTable();