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-rw-r--r--engines/zvision/render_table.cpp39
-rw-r--r--engines/zvision/render_table.h4
2 files changed, 32 insertions, 11 deletions
diff --git a/engines/zvision/render_table.cpp b/engines/zvision/render_table.cpp
index 1baf9514a3..3743c42d27 100644
--- a/engines/zvision/render_table.cpp
+++ b/engines/zvision/render_table.cpp
@@ -29,7 +29,8 @@ namespace ZVision {
RenderTable::RenderTable(uint32 numRows, uint32 numColumns)
: _numRows(numRows),
- _numColumns(numColumns) {
+ _numColumns(numColumns),
+ _renderState(RenderState::FLAT) {
assert(numRows != 0 && numColumns != 0);
_internalBuffer = new Common::Point[numRows * numColumns];
@@ -57,6 +58,21 @@ void RenderTable::setRenderState(RenderState newState) {
}
}
+void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 horizontalPitch, Common::Rect subRectangle) {
+ uint32 imageWidth = horizontalPitch / 2;
+
+ 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];
+ }
+ }
+}
+
void RenderTable::generatePanoramaLookupTable() {
float fieldOfView = _panoramaOptions.fieldOfView;
float scale = _panoramaOptions.linearScale;
@@ -70,20 +86,23 @@ void RenderTable::generatePanoramaLookupTable() {
float halfHeightOverTan = halfHeight / tan(fovRadians);
float tanOverHalfHeight = tan(fovRadians) / halfHeight;
- for (uint32 x = 0; x < _numRows; x++) {
+ // 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) {}}
+ for (uint32 x = 0; x < _numColumns; x++) {
// Add an offset of 0.01 to overcome zero tan/atan issue (vertical line on half of screen)
- float xPos = (float)x - halfWidth + 0.01;
- float tempX = atan(xPos*tanOverHalfHeight);
+ float temp = atan(tanOverHalfHeight * ((float)x - halfWidth + 0.01f));
- int32 newX = floor(scale * halfHeightOverTan * tempX);// + half_w);
- float cosX = cos(tempX);
+ int32 newX = floor((halfHeightOverTan * scale * temp) + halfWidth);
+ float cosX = cos(temp);
- for (uint32 y = 0; y < _numColumns; y++) {
+ for (uint32 y = 0; y < _numRows; y++) {
int32 newY = floor(halfHeight + (y - halfHeight) * cosX);
- uint32 index = x * _numColumns + y;
- _internalBuffer[index].x = newX; //pixel index
- _internalBuffer[index].y = newY; //pixel index
+ // 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
+ uint32 index = y * _numColumns + x;
+
+ _internalBuffer[index].x = newY; //pixel index
+ _internalBuffer[index].y = newX; //pixel index
}
}
}
diff --git a/engines/zvision/render_table.h b/engines/zvision/render_table.h
index 9d54551c3b..fca76818e5 100644
--- a/engines/zvision/render_table.h
+++ b/engines/zvision/render_table.h
@@ -57,13 +57,15 @@ private:
} _tiltOptions;
public:
+ RenderState getRenderState() { return _renderState; }
void setRenderState(RenderState newState);
+ void mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 horizontalPitch, Common::Rect subRectangle);
private:
void generatePanoramaLookupTable();
void generateTiltLookupTable();
};
-} // End of namesapce ZVision
+} // End of namespace ZVision
#endif