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Diffstat (limited to 'engines/bladerunner/light.cpp')
-rw-r--r-- | engines/bladerunner/light.cpp | 316 |
1 files changed, 316 insertions, 0 deletions
diff --git a/engines/bladerunner/light.cpp b/engines/bladerunner/light.cpp new file mode 100644 index 0000000000..08eb8ab5be --- /dev/null +++ b/engines/bladerunner/light.cpp @@ -0,0 +1,316 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * 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 "bladerunner/light.h" +#include "common/util.h" +#include "common/debug.h" + +namespace BladeRunner { + +Light::Light() { +} + +Light::~Light() { +} + +void Light::read(Common::ReadStream *stream, int framesCount, int frame, int animated) { + _framesCount = framesCount; + _animated = animated; + + int size = stream->readUint32LE(); + size = size - 32; + + stream->read(_name, 20); + + _animatedParameters = stream->readUint32LE(); + + int floatsCount = size / 4; + _animationData = new float[floatsCount]; + for (int i = 0; i < floatsCount; i++) { + _animationData[i] = stream->readFloatLE(); + } + + _m11ptr = _animationData; + _m12ptr = _m11ptr + (_animatedParameters & 0x1 ? framesCount : 1); + _m13ptr = _m12ptr + (_animatedParameters & 0x2 ? framesCount : 1); + _m14ptr = _m13ptr + (_animatedParameters & 0x4 ? framesCount : 1); + _m21ptr = _m14ptr + (_animatedParameters & 0x8 ? framesCount : 1); + _m22ptr = _m21ptr + (_animatedParameters & 0x10 ? framesCount : 1); + _m23ptr = _m22ptr + (_animatedParameters & 0x20 ? framesCount : 1); + _m24ptr = _m23ptr + (_animatedParameters & 0x40 ? framesCount : 1); + _m31ptr = _m24ptr + (_animatedParameters & 0x80 ? framesCount : 1); + _m32ptr = _m31ptr + (_animatedParameters & 0x100 ? framesCount : 1); + _m33ptr = _m32ptr + (_animatedParameters & 0x200 ? framesCount : 1); + _m34ptr = _m33ptr + (_animatedParameters & 0x400 ? framesCount : 1); + _colorRPtr = _m34ptr + (_animatedParameters & 0x800 ? framesCount : 1); + _colorGPtr = _colorRPtr + (_animatedParameters & 0x1000 ? framesCount : 1); + _colorBPtr = _colorGPtr + (_animatedParameters & 0x2000 ? framesCount : 1); + _falloffStartPtr = _colorBPtr + (_animatedParameters & 0x4000 ? framesCount : 1); + _falloffEndPtr = _falloffStartPtr + (_animatedParameters & 0x8000 ? framesCount : 1); + _angleStartPtr = _falloffEndPtr + (_animatedParameters & 0x10000 ? framesCount : 1); + _angleEndPtr = _angleStartPtr + (_animatedParameters & 0x20000 ? framesCount : 1); + + setupFrame(frame); +} + +void Light::readVqa(Common::ReadStream *stream, int framesCount, int frame, int animated) { + _framesCount = framesCount; + _animated = animated; + + _animatedParameters = stream->readUint32LE(); + + int size = stream->readUint32LE(); + + int floatsCount = size / 4; + _animationData = new float[floatsCount]; + for (int i = 0; i < floatsCount; i++) { + _animationData[i] = stream->readFloatLE(); + } + + _m11ptr = _animationData; + _m12ptr = _m11ptr + (_animatedParameters & 0x1 ? framesCount : 1); + _m13ptr = _m12ptr + (_animatedParameters & 0x2 ? framesCount : 1); + _m14ptr = _m13ptr + (_animatedParameters & 0x4 ? framesCount : 1); + _m21ptr = _m14ptr + (_animatedParameters & 0x8 ? framesCount : 1); + _m22ptr = _m21ptr + (_animatedParameters & 0x10 ? framesCount : 1); + _m23ptr = _m22ptr + (_animatedParameters & 0x20 ? framesCount : 1); + _m24ptr = _m23ptr + (_animatedParameters & 0x40 ? framesCount : 1); + _m31ptr = _m24ptr + (_animatedParameters & 0x80 ? framesCount : 1); + _m32ptr = _m31ptr + (_animatedParameters & 0x100 ? framesCount : 1); + _m33ptr = _m32ptr + (_animatedParameters & 0x200 ? framesCount : 1); + _m34ptr = _m33ptr + (_animatedParameters & 0x400 ? framesCount : 1); + _colorRPtr = _m34ptr + (_animatedParameters & 0x800 ? framesCount : 1); + _colorGPtr = _colorRPtr + (_animatedParameters & 0x1000 ? framesCount : 1); + _colorBPtr = _colorGPtr + (_animatedParameters & 0x2000 ? framesCount : 1); + _falloffStartPtr = _colorBPtr + (_animatedParameters & 0x4000 ? framesCount : 1); + _falloffEndPtr = _falloffStartPtr + (_animatedParameters & 0x8000 ? framesCount : 1); + _angleStartPtr = _falloffEndPtr + (_animatedParameters & 0x10000 ? framesCount : 1); + _angleEndPtr = _angleStartPtr + (_animatedParameters & 0x20000 ? framesCount : 1); + + setupFrame(frame); +} + +void Light::setupFrame(int frame) { + int offset = frame % _framesCount; + _matrix._m[0][0] = (_animatedParameters & 0x1 ? _m11ptr[offset] : *_m11ptr); + _matrix._m[0][1] = (_animatedParameters & 0x2 ? _m12ptr[offset] : *_m12ptr); + _matrix._m[0][2] = (_animatedParameters & 0x4 ? _m13ptr[offset] : *_m13ptr); + _matrix._m[0][3] = (_animatedParameters & 0x8 ? _m14ptr[offset] : *_m14ptr); + _matrix._m[1][0] = (_animatedParameters & 0x10 ? _m21ptr[offset] : *_m21ptr); + _matrix._m[1][1] = (_animatedParameters & 0x20 ? _m22ptr[offset] : *_m22ptr); + _matrix._m[1][2] = (_animatedParameters & 0x40 ? _m23ptr[offset] : *_m23ptr); + _matrix._m[1][3] = (_animatedParameters & 0x80 ? _m24ptr[offset] : *_m24ptr); + _matrix._m[2][0] = (_animatedParameters & 0x100 ? _m31ptr[offset] : *_m31ptr); + _matrix._m[2][1] = (_animatedParameters & 0x200 ? _m32ptr[offset] : *_m32ptr); + _matrix._m[2][2] = (_animatedParameters & 0x400 ? _m33ptr[offset] : *_m33ptr); + _matrix._m[2][3] = (_animatedParameters & 0x800 ? _m34ptr[offset] : *_m34ptr); + _color.r = (_animatedParameters & 0x1000 ? _colorRPtr[offset] : *_colorRPtr); + _color.g = (_animatedParameters & 0x2000 ? _colorGPtr[offset] : *_colorGPtr); + _color.b = (_animatedParameters & 0x4000 ? _colorBPtr[offset] : *_colorBPtr); + _falloffStart = (_animatedParameters & 0x8000 ? _falloffStartPtr[offset] : *_falloffStartPtr); + _falloffEnd = (_animatedParameters & 0x10000 ? _falloffEndPtr[offset] : *_falloffEndPtr); + _angleStart = (_animatedParameters & 0x20000 ? _angleStartPtr[offset] : *_angleStartPtr); + _angleEnd = (_animatedParameters & 0x40000 ? _angleEndPtr[offset] : *_angleEndPtr); +} + +float Light::calculate(Vector3 start, Vector3 end) { + return calculateCoefficient(_matrix * start, _matrix * end, _falloffStart, _falloffEnd); +} + +void Light::calculateColor(Color *outColor, Vector3 position) { + Vector3 positionT = _matrix * position; + float att = attenuation(_falloffStart, _falloffEnd, positionT.length()); + outColor->r = _color.r * att; + outColor->g = _color.g * att; + outColor->b = _color.b * att; +} + +float Light::calculateCoefficient(Vector3 start, Vector3 end, float falloffStart, float falloffEnd) { + if (falloffEnd == 0.0f) { + return 1.0e30f; + } + + if (falloffStart >= start.length() && falloffStart >= end.length()) { + return 1.0e30f; + } + + float v40 = (end - start).length(); + float v31 = 0.0f; + if (v40 != 0.0f) { + Vector3 v27 = Vector3::cross(start, (end - start)); + v31 = v27.length() / v40; + } + + if (v31 < falloffEnd) { + return 1.0f / (1.0f - (v31 / falloffEnd)); + } + return 1.0e30f; +} + +float Light::attenuation(float min, float max, float distance) { + if (max == 0.0f) { + return 1.0f; + } + if (min < max) { + distance = CLIP(distance, min, max); + float x = (max - distance) / (max - min); + return x * x * (3.0f - 2.0f * x); + } + if (distance < min) { + return 1.0f; + } + return 0.0f; +} + +float Light1::calculate(Vector3 start, Vector3 end) { + start = _matrix * start; + end = _matrix * end; + + float v40 = 0.0f; + if (_falloffEnd != 0.0f) { + v40 = calculateCoefficient(start, end, _falloffStart, _falloffEnd); + } + + float v41 = atan2(start.length(), -start.z); + float v42 = atan2(end.length(), -end.z); + + float v43; + if ((_angleStart >= v41 && _angleStart >= v42) || (_angleEnd <= v41 && _angleEnd <= v42)) { + v43 = 1.0e30f; + } else { + v43 = 2.0; + } + if (v43 < v40) { + return v40; + } else { + return v43; + } +} + +void Light1::calculateColor(Color *outColor, Vector3 position) { + Vector3 positionT = _matrix * position; + + outColor->r = 0.0f; + outColor->g = 0.0f; + outColor->b = 0.0f; + + if (positionT.z < 0.0f) { + float v12 = attenuation(_angleStart, _angleEnd, atan2(sqrt(positionT.x * positionT.x + positionT.y * positionT.y), -positionT.z)); + float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); + + outColor->r = v12 * v13 * _color.r; + outColor->g = v12 * v13 * _color.g; + outColor->b = v12 * v13 * _color.b; + } +} + +float Light2::calculate(Vector3 start, Vector3 end) { + start = _matrix * start; + end = _matrix * end; + + float v54 = 0.0f; + if (_falloffEnd != 0.0f) { + v54 = calculateCoefficient(start, end, _falloffStart, _falloffEnd); + } + + float v55 = atan2(fabs(start.x), -start.z); + float v58 = atan2(fabs(start.y), -start.z); + float v57 = atan2(fabs(end.x), -end.z); + float v56 = atan2(fabs(end.y), -end.z); + + float v59; + if ((_angleStart >= v55 && _angleStart >= v57 && _angleStart >= v58 && _angleStart >= v56) || (_angleEnd <= v55 && _angleEnd <= v57 && _angleEnd <= v58 && _angleEnd <= v56)) { + v59 = 1.0e30f; + } else { + v59 = 2.0f; + } + if (v59 < v54) { + return v54; + } else { + return v59; + } +} + +void Light2::calculateColor(Color *outColor, Vector3 position) { + Vector3 positionT = _matrix * position; + + outColor->r = 0.0f; + outColor->g = 0.0f; + outColor->b = 0.0f; + + if (positionT.z < 0.0f) { + float v11 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.y), -positionT.z)); + float v12 = attenuation(_angleStart, _angleEnd, atan2(fabs(positionT.x), -positionT.z)); + float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); + + outColor->r = v11 * v12 * v13 * _color.r; + outColor->g = v11 * v12 * v13 * _color.g; + outColor->b = v11 * v12 * v13 * _color.b; + } +} + +void Light3::calculateColor(Color *outColor, Vector3 position) { + Vector3 positionT = _matrix * position; + + outColor->r = 0.0f; + outColor->g = 0.0f; + outColor->b = 0.0f; + + if (positionT.z < 0.0f) { + float v12 = attenuation(_angleStart, _angleEnd, sqrt(positionT.x * positionT.x + positionT.y * positionT.y)); + float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); + + outColor->r = v12 * v13 * _color.r; + outColor->g = v12 * v13 * _color.g; + outColor->b = v12 * v13 * _color.b; + } +} + +void Light4::calculateColor(Color *outColor, Vector3 position) { + Vector3 positionT = _matrix * position; + + outColor->r = 0.0f; + outColor->g = 0.0f; + outColor->b = 0.0f; + + if (positionT.z < 0.0f) { + float v11 = attenuation(_angleStart, _angleEnd, fabs(positionT.y)); + float v12 = attenuation(_angleStart, _angleEnd, fabs(positionT.x)); + float v13 = attenuation(_falloffStart, _falloffEnd, positionT.length()); + + outColor->r = v11 * v12 * v13 * _color.r; + outColor->g = v11 * v12 * v13 * _color.g; + outColor->b = v11 * v12 * v13 * _color.b; + } +} + +float LightAmbient::calculate(Vector3 start, Vector3 end) { + return 1.0e30f; +} + +void LightAmbient::calculateColor(Color *outColor, Vector3 position) { + outColor->r = _color.r; + outColor->g = _color.g; + outColor->b = _color.b; +} + +} // End of namespace BladeRunner |