/* 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/fog.h" #include "common/stream.h" namespace BladeRunner { Fog::Fog() { _frameCount = 0; _animatedParameters = 0; _fogDensity = 0.0f; _animationData = nullptr; _m11ptr = nullptr; _m12ptr = nullptr; _m13ptr = nullptr; _m14ptr = nullptr; _m21ptr = nullptr; _m22ptr = nullptr; _m23ptr = nullptr; _m24ptr = nullptr; _m31ptr = nullptr; _m32ptr = nullptr; _m33ptr = nullptr; _m34ptr = nullptr; _next = nullptr; } Fog::~Fog() { if (_animationData != nullptr) { delete[] _animationData; } } int Fog::readCommon(Common::ReadStream *stream) { int offset = stream->readUint32LE(); char buf[20]; stream->read(buf, sizeof(buf)); _name = buf; _fogColor.r = stream->readFloatLE(); _fogColor.g = stream->readFloatLE(); _fogColor.b = stream->readFloatLE(); _fogDensity = stream->readFloatLE(); return offset; } void Fog::readAnimationData(Common::ReadStream *stream, int size) { _animatedParameters = stream->readUint32LE(); if (_animationData != nullptr) { delete[] _animationData; } int floatCount = size / 4; _animationData = new float[floatCount]; for (int i = 0; i < floatCount; i++) { _animationData[i] = stream->readFloatLE(); } _m11ptr = _animationData; _m12ptr = _m11ptr + (_animatedParameters & 0x1 ? _frameCount : 1); _m13ptr = _m12ptr + (_animatedParameters & 0x2 ? _frameCount : 1); _m14ptr = _m13ptr + (_animatedParameters & 0x4 ? _frameCount : 1); _m21ptr = _m14ptr + (_animatedParameters & 0x8 ? _frameCount : 1); _m22ptr = _m21ptr + (_animatedParameters & 0x10 ? _frameCount : 1); _m23ptr = _m22ptr + (_animatedParameters & 0x20 ? _frameCount : 1); _m24ptr = _m23ptr + (_animatedParameters & 0x40 ? _frameCount : 1); _m31ptr = _m24ptr + (_animatedParameters & 0x80 ? _frameCount : 1); _m32ptr = _m31ptr + (_animatedParameters & 0x100 ? _frameCount : 1); _m33ptr = _m32ptr + (_animatedParameters & 0x200 ? _frameCount : 1); _m34ptr = _m33ptr + (_animatedParameters & 0x400 ? _frameCount : 1); setupFrame(0); } void Fog::reset() { } void Fog::setupFrame(int frame) { int offset = frame % _frameCount; _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); _inverted = invertMatrix(_matrix); } void FogSphere::read(Common::ReadStream *stream, int frameCount) { _frameCount = frameCount; int size = readCommon(stream); _radius = stream->readFloatLE(); readAnimationData(stream, size - 52); } void FogSphere::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) { *coeficient = 0.0f; // ray - sphere intersection, where sphere center is always at 0, 0, 0 as everything else tranformed by the fog matrix Vector3 rayOrigin = _matrix * position; Vector3 rayDestination = _matrix * viewPosition; Vector3 rayDirection = (rayDestination - rayOrigin).normalize(); float b = Vector3::dot(rayDirection, rayOrigin); float c = Vector3::dot(rayOrigin, rayOrigin) - (_radius * _radius); float t = b * b - c; if (t >= 0.0f) { // there is an interstection between ray and the sphere Vector3 intersection1 = rayOrigin + (-b - sqrt(t)) * rayDirection; Vector3 intersection2 = rayOrigin + (-b + sqrt(t)) * rayDirection; Vector3 intersection1World = _inverted * intersection1; Vector3 intersection2World = _inverted * intersection2; float intersection1Distance = (intersection1World - position).length(); float intersection2Distance = (intersection2World - position).length(); float distance = (viewPosition - position).length(); if (intersection1Distance < 0.0f) { intersection1Distance = 0.0f; } if (intersection2Distance > distance) { intersection2Distance = distance; } if (intersection2Distance >= intersection1Distance) { *coeficient = intersection2Distance - intersection1Distance; } } } void FogCone::read(Common::ReadStream *stream, int frameCount) { _frameCount = frameCount; int size = readCommon(stream); _coneAngle = stream->readFloatLE(); readAnimationData(stream, size - 52); } void FogCone::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) { *coeficient = 0.0f; // ray - cone intersection, cone vertex V lies at (0,0,0) and direction v = (0,0,-1) // The algorithm looks like from book Alan W. Paeth (1995), Graphics Gems V (p. 228-230) Vector3 positionT = _matrix * position; Vector3 viewPositionT = _matrix * viewPosition; Vector3 v(0.0f, 0.0f, -1.0f); Vector3 planeNormal = Vector3::cross(positionT, viewPositionT).normalize(); if (planeNormal.x != 0.0f || planeNormal.y != 0.0f || planeNormal.z != 0.0f) { if (planeNormal.z < 0.0f) { planeNormal = -1.0f * planeNormal; } float cosTheta = sqrt(1.0f - Vector3::dot(planeNormal, v) * Vector3::dot(planeNormal, v)); if (cosTheta > cos(_coneAngle)) { Vector3 u = Vector3::cross(v, planeNormal).normalize(); Vector3 w = Vector3::cross(u, v).normalize(); float tanTheta = sqrt(1.0f - cosTheta * cosTheta) / cosTheta; Vector3 temp1 = tanTheta * w; Vector3 temp2 = sqrt(tan(_coneAngle) * tan(_coneAngle) - tanTheta * tanTheta) * u; Vector3 delta1 = v + temp1 - temp2; Vector3 delta2 = v + temp1 + temp2; Vector3 d = viewPositionT - positionT; Vector3 vecVD = -1.0f * positionT; Vector3 crossddelta1 = Vector3::cross(d, delta1); Vector3 crossddelta2 = Vector3::cross(d, delta2); float r1 = Vector3::dot(Vector3::cross(vecVD, delta1), crossddelta1) / Vector3::dot(crossddelta1, crossddelta1); float r2 = Vector3::dot(Vector3::cross(vecVD, delta2), crossddelta2) / Vector3::dot(crossddelta2, crossddelta2); if (r2 < r1) { float temp = r1; r1 = r2; r2 = temp; } if (r1 <= 1.0f && r2 >= 0.0f) { if (r1 < 0.0f) { r1 = 0.0; } if (r2 > 1.0f) { r2 = 1.0; } Vector3 intersection1 = positionT + (r1 * d); Vector3 intersection1World = _inverted * intersection1; Vector3 intersection2 = positionT + (r2 * d); Vector3 intersection2World = _inverted * intersection2; *coeficient = (intersection2World - intersection1World).length(); } } } } void FogBox::read(Common::ReadStream *stream, int frameCount) { _frameCount = frameCount; int size = readCommon(stream); _size.x = stream->readFloatLE(); _size.y = stream->readFloatLE(); _size.z = stream->readFloatLE(); readAnimationData(stream, size - 60); } void FogBox::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) { *coeficient = 0.0f; // line - box intersection, where everything is rotated to box orientation by the fog matrix Vector3 point1 = _matrix * position; Vector3 point2 = _matrix * viewPosition; Vector3 intersection1 = point1; Vector3 intersection2 = point2; Vector3 direction = point2 - point1; // clip X float minX = -(_size.x * 0.5f); if (point1.x < minX) { if (point2.x < minX) { return; } float scale = (minX - point1.x) / direction.x; intersection1 = point1 + scale * direction; } else if (point2.x < minX) { float scale = (minX - point2.x) / direction.x; intersection2 = point2 + scale * direction; } float maxX = _size.x * 0.5f; if (intersection1.x > maxX ) { if (intersection2.x > maxX) { return; } float scale = (maxX - intersection1.x) / direction.x; intersection1 = intersection1 + scale * direction; } else if (intersection2.x > maxX) { float scale = (maxX - intersection2.x) / direction.x; intersection2 = intersection2 + scale * direction; } // clip Y float minY = -(_size.y * 0.5f); if (intersection1.y < minY) { if (intersection2.y < minY) { return; } float scale = (minY - intersection1.y) / direction.y; intersection1 = intersection1 + scale * direction; } else if (intersection2.y < minY) { float scale = (minY - intersection2.y) / direction.y; intersection2 = intersection2 + scale * direction; } float maxY = _size.y * 0.5f; if (intersection1.y > maxY) { if (intersection2.y > maxY) { return; } float scale = (maxY - intersection1.y) / direction.y; intersection1 = intersection1 + scale * direction; } else if (intersection2.y > maxY) { float scale = (maxY - intersection2.y) / direction.y; intersection2 = intersection2 + scale * direction; } // clip Z if (intersection1.z < 0.0f) { if (intersection2.z < 0.0f) { return; } float scale = -intersection1.z / direction.z; intersection1 = intersection1 + scale * direction; } else if (intersection2.z < 0.0f) { float scale = -intersection2.z / direction.z; intersection2 = intersection2 + scale * direction; } if (intersection1.z > _size.z) { if (intersection2.z > _size.z) { return; } float scale = (_size.z - intersection1.z) / direction.z; intersection1 = intersection1 + scale * direction; } else if (intersection2.z > _size.z) { float scale = (_size.z - intersection2.z) / direction.z; intersection2 = intersection2 + scale * direction; } Vector3 intersection1World = _inverted * intersection1; Vector3 intersection2World = _inverted * intersection2; *coeficient = (intersection2World - intersection1World).length(); } } // End of namespace BladeRunner