/* 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/slice_renderer.h" #include "bladerunner/aesc.h" #include "bladerunner/bladerunner.h" #include "bladerunner/lights.h" #include "bladerunner/set_effects.h" #include "bladerunner/slice_animations.h" #include "common/memstream.h" #include "common/rect.h" #include "common/util.h" namespace BladeRunner { SliceRenderer::SliceRenderer(BladeRunnerEngine *vm) { _vm = vm; _pixelFormat = createRGB555(); int i; for (i = 0; i < 942; i++) { // yes, its going just to 942 and not 997 _animationsShadowEnabled[i] = true; } } SliceRenderer::~SliceRenderer() { } void SliceRenderer::setAESC(AESC *aesc) { _aesc = aesc; } void SliceRenderer::setView(const View &view) { _view = view; } void SliceRenderer::setLights(Lights *lights) { _lights = lights; } void SliceRenderer::setSetEffects(SetEffects *setEffects) { _setEffects = setEffects; } void SliceRenderer::setupFrameInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale) { _position = position; _facing = facing; _scale = scale; loadFrame(animationId, animationFrame); calculateBoundingRect(); } void SliceRenderer::getScreenRectangle(Common::Rect *screenRectangle, int animationId, int animationFrame, Vector3 position, float facing, float scale) { assert(screenRectangle); setupFrameInWorld(animationId, animationFrame, position, facing, scale); *screenRectangle = _screenRectangle; } Matrix3x2 SliceRenderer::calculateFacingRotationMatrix() { assert(_sliceFramePtr); Matrix4x3 viewMatrix = _view._sliceViewMatrix; Vector3 viewPos = viewMatrix * _position; float dir = atan2f(viewPos.x, viewPos.z) + _facing; float s = sinf(dir); float c = cosf(dir); Matrix3x2 rotation( c, -s, 0.0f, s, c, 0.0f); Matrix3x2 viewRotation(viewMatrix(0,0), viewMatrix(0,1), 0.0f, viewMatrix(2,0), viewMatrix(2,1), 0.0f); return viewRotation * rotation; } void SliceRenderer::calculateBoundingRect() { assert(_sliceFramePtr); _screenRectangle.left = 0; _screenRectangle.right = 0; _screenRectangle.top = 0; _screenRectangle.bottom = 0; Matrix4x3 viewMatrix = _view._sliceViewMatrix; Vector3 frameBottom = Vector3(0.0f, 0.0f, _frameBottomZ); Vector3 frameTop = Vector3(0.0f, 0.0f, _frameBottomZ + _frameSliceCount * _frameSliceHeight); Vector3 bottom = viewMatrix * (_position + frameBottom); Vector3 top = viewMatrix * (_position + frameTop); top = bottom + _scale * (top - bottom); if (bottom.z < 0.0f || top.z < 0.0f) return; Matrix3x2 facingRotation = calculateFacingRotationMatrix(); Matrix3x2 m_projection(_view._viewportDistance / bottom.z, 0.0f, 0.0f, 0.0f, 25.5f, 0.0f); Matrix3x2 m_frame(_frameScale.x, 0.0f, _framePos.x, 0.0f, _frameScale.y, _framePos.y); _modelMatrix = m_projection * (facingRotation * m_frame); Vector4 startScreenVector( _view._viewportHalfWidth + top.x / top.z * _view._viewportDistance, _view._viewportHalfHeight + top.y / top.z * _view._viewportDistance, 1.0f / top.z, _frameSliceCount * (1.0f / top.z)); Vector4 endScreenVector( _view._viewportHalfWidth + bottom.x / bottom.z * _view._viewportDistance, _view._viewportHalfHeight + bottom.y / bottom.z * _view._viewportDistance, 1.0f / bottom.z, 0.0f); _startScreenVector.x = startScreenVector.x; _startScreenVector.y = startScreenVector.y; _startScreenVector.z = startScreenVector.z; _endScreenVector.x = endScreenVector.x; _endScreenVector.y = endScreenVector.y; _endScreenVector.z = endScreenVector.z; _startSlice = startScreenVector.w; _endSlice = endScreenVector.w; Vector4 delta = endScreenVector - startScreenVector; if (delta.y == 0.0f) { return; } /* * Calculate min and max Y */ float screenMinY = 0.0f; float screenMaxY = 479.0f; if (startScreenVector.y < screenMinY) { if (endScreenVector.y < screenMinY) return; float f = (screenMinY - startScreenVector.y) / delta.y; startScreenVector = startScreenVector + f * delta; } else if (startScreenVector.y > screenMaxY) { if (endScreenVector.y >= screenMaxY) return; float f = (screenMaxY - startScreenVector.y) / delta.y; startScreenVector = startScreenVector + f * delta; } if (endScreenVector.y < screenMinY) { float f = (screenMinY - endScreenVector.y) / delta.y; endScreenVector = endScreenVector + f * delta; } else if (endScreenVector.y > screenMaxY) { float f = (screenMaxY - endScreenVector.y) / delta.y; endScreenVector = endScreenVector + f * delta; } int bbox_min_y = (int)MIN(startScreenVector.y, endScreenVector.y); int bbox_max_y = (int)MAX(startScreenVector.y, endScreenVector.y) + 1; /* * Calculate min and max X */ Matrix3x2 mB6 = _modelMatrix + Vector2(startScreenVector.x, 25.5f / startScreenVector.z); Matrix3x2 mC2 = _modelMatrix + Vector2(endScreenVector.x, 25.5f / endScreenVector.z); float min_x = 640.0f; float max_x = 0.0f; for (float i = 0.0f; i <= 256.0f; i += 255.0f) { for (float j = 0.0f; j <= 256.0f; j += 255.0f) { Vector2 v1 = mB6 * Vector2(i, j); min_x = MIN(min_x, v1.x); max_x = MAX(max_x, v1.x); Vector2 v2 = mC2 * Vector2(i, j); min_x = MIN(min_x, v2.x); max_x = MAX(max_x, v2.x); } } int bbox_min_x = CLIP((int)min_x, 0, 640); int bbox_max_x = CLIP((int)max_x + 1, 0, 640); _startScreenVector.x = startScreenVector.x; _startScreenVector.y = startScreenVector.y; _startScreenVector.z = startScreenVector.z; _endScreenVector.x = endScreenVector.x; _endScreenVector.y = endScreenVector.y; _endScreenVector.z = endScreenVector.z; _startSlice = startScreenVector.w; _endSlice = endScreenVector.w; _screenRectangle.left = bbox_min_x; _screenRectangle.right = bbox_max_x; _screenRectangle.top = bbox_min_y; _screenRectangle.bottom = bbox_max_y; } void SliceRenderer::loadFrame(int animation, int frame) { _animation = animation; _frame = frame; _sliceFramePtr = _vm->_sliceAnimations->getFramePtr(_animation, _frame); Common::MemoryReadStream stream((byte*)_sliceFramePtr, _vm->_sliceAnimations->_animations[_animation].frameSize); _frameScale.x = stream.readFloatLE(); _frameScale.y = stream.readFloatLE(); _frameSliceHeight = stream.readFloatLE(); _framePos.x = stream.readFloatLE(); _framePos.y = stream.readFloatLE(); _frameBottomZ = stream.readFloatLE(); _framePaletteIndex = stream.readUint32LE(); _frameSliceCount = stream.readUint32LE(); } struct SliceLineIterator { int _sliceMatrix[2][3]; int _startY; int _endY; float _currentZ; float _stepZ; float _currentSlice; float _stepSlice; float _currentX; float _stepX; int _field_38; int _currentY; void setup(float endScreenX, float endScreenY, float endScreenZ, float startScreenX, float startScreenY, float startScreenZ, float endSlice, float startSlice, Matrix3x2 m); float line(); void advance(); }; void SliceLineIterator::setup( float endScreenX, float endScreenY, float endScreenZ, float startScreenX, float startScreenY, float startScreenZ, float endSlice, float startSlice, Matrix3x2 m) { _startY = (int)startScreenY; _endY = (int)endScreenY; float size = endScreenY - startScreenY; if (size <= 0.0f || startScreenZ <= 0.0f) _currentY = _endY + 1; _currentZ = startScreenZ; _stepZ = (endScreenZ - startScreenZ) / size; _stepSlice = (endSlice - startSlice) / size; _currentSlice = startSlice - (startScreenY - floor(startScreenY) - 1.0f) * _stepSlice; _currentX = startScreenX; _stepX = (endScreenX - startScreenX) / size; _field_38 = (int)((25.5f / size) * (1.0f / endScreenZ - 1.0f / startScreenZ) * 64.0); _currentY = _startY; float offsetX = _currentX; float offsetZ = 25.5f / _currentZ; Matrix3x2 translate_matrix = Matrix3x2(1.0f, 0.0f, offsetX, 0.0f, 1.0f, offsetZ); Matrix3x2 scale_matrix = Matrix3x2(65536.0f, 0.0f, 0.0f, 0.0f, 64.0f, 0.0f); m = scale_matrix * (translate_matrix * m); for (int r = 0; r != 2; ++r) for (int c = 0; c != 3; ++c) _sliceMatrix[r][c] = m(r, c); } float SliceLineIterator::line() { float var_0 = 0.0f; if (_currentZ != 0.0f) var_0 = _currentSlice / _currentZ; if (var_0 < 0.0) var_0 = 0.0f; return var_0; } void SliceLineIterator::advance() { _currentZ += _stepZ; _currentSlice += _stepSlice; _currentX += _stepX; _currentY += 1; _sliceMatrix[0][2] += (int)(65536.0f * _stepX); _sliceMatrix[1][2] += _field_38; } static void setupLookupTable(int t[256], int inc) { int v = 0; for (int i = 0; i != 256; ++i) { t[i] = v; v += inc; } } void SliceRenderer::drawInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer) { assert(_lights); assert(_setEffects); //assert(_view); _vm->_sliceRenderer->setupFrameInWorld(animationId, animationFrame, position, facing); assert(_sliceFramePtr); SliceLineIterator sliceLineIterator; sliceLineIterator.setup( _endScreenVector.x, _endScreenVector.y, _endScreenVector.z, _startScreenVector.x, _startScreenVector.y, _startScreenVector.z, _endSlice, _startSlice, _modelMatrix ); Vector3 cameraPosition(_view._cameraPosition.x, _view._cameraPosition.z, _view._cameraPosition.y); // not a bug SliceRendererLights sliceRendererLights = SliceRendererLights(_lights); _lights->setupFrame(_view._frame); _setEffects->setupFrame(_view._frame); float sliceLine = sliceLineIterator.line(); sliceRendererLights.calculateColorBase( Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), Vector3(_position.x, _position.y, _position.z + _frameBottomZ), sliceLineIterator._endY - sliceLineIterator._startY); float setEffectsColorCoeficient; Color setEffectColor; _setEffects->calculateColor( cameraPosition, Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), &setEffectsColorCoeficient, &setEffectColor); _lightsColor.r = setEffectsColorCoeficient * sliceRendererLights._finalColor.r * 65536.0f; _lightsColor.g = setEffectsColorCoeficient * sliceRendererLights._finalColor.g * 65536.0f; _lightsColor.b = setEffectsColorCoeficient * sliceRendererLights._finalColor.b * 65536.0f; _setEffectColor.r = setEffectColor.r * 31.0f * 65536.0f; _setEffectColor.g = setEffectColor.g * 31.0f * 65536.0f; _setEffectColor.b = setEffectColor.b * 31.0f * 65536.0f; setupLookupTable(_m11lookup, sliceLineIterator._sliceMatrix[0][0]); setupLookupTable(_m12lookup, sliceLineIterator._sliceMatrix[0][1]); _m13 = sliceLineIterator._sliceMatrix[0][2]; setupLookupTable(_m21lookup, sliceLineIterator._sliceMatrix[1][0]); setupLookupTable(_m22lookup, sliceLineIterator._sliceMatrix[1][1]); _m23 = sliceLineIterator._sliceMatrix[1][2]; if(_animationsShadowEnabled[_animation]) { //TODO: draw shadows } int frameY = sliceLineIterator._startY; uint16 *frameLinePtr = (uint16*)surface.getPixels() + 640 * frameY; uint16 *zBufferLinePtr = zbuffer + 640 * frameY; while (sliceLineIterator._currentY <= sliceLineIterator._endY) { sliceLine = sliceLineIterator.line(); sliceRendererLights.calculateColorSlice(Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight)); if (sliceLineIterator._currentY & 1) { _setEffects->calculateColor( cameraPosition, Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), &setEffectsColorCoeficient, &setEffectColor); } _lightsColor.r = setEffectsColorCoeficient * sliceRendererLights._finalColor.r * 65536.0f; _lightsColor.g = setEffectsColorCoeficient * sliceRendererLights._finalColor.g * 65536.0f; _lightsColor.b = setEffectsColorCoeficient * sliceRendererLights._finalColor.b * 65536.0f; _setEffectColor.r = setEffectColor.r * 31.0f * 65536.0f; _setEffectColor.g = setEffectColor.g * 31.0f * 65536.0f; _setEffectColor.b = setEffectColor.b * 31.0f * 65536.0f; if (frameY >= 0 && frameY < 480) { drawSlice((int)sliceLine, true, frameLinePtr, zBufferLinePtr, frameY); } sliceLineIterator.advance(); frameY += 1; frameLinePtr += 640; zBufferLinePtr += 640; } } void SliceRenderer::drawOnScreen(int animationId, int animationFrame, int screenX, int screenY, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer) { if (scale == 0.0f) { return; } _position.x = 0; _position.y = 0; _position.z = 0; _facing = facing; loadFrame(animationId, animationFrame); float frameHeight = _frameSliceHeight * _frameSliceCount; float frameSize = sqrtf(_frameScale.x * 255.0f * _frameScale.x * 255.0f + _frameScale.y * 255.0f * _frameScale.y * 255.0f); float size = scale / MAX(frameSize, frameHeight); float s = sinf(_facing); float c = cosf(_facing); Matrix3x2 m_rotation(c, -s, 0.0f, s, c, 0.0f); Matrix3x2 m_frame(_frameScale.x, 0.0f, _framePos.x, 0.0f, _frameScale.y, _framePos.y); Matrix3x2 m_scale_size_25_5(size, 0.0f, 0.0f, 0.0f, 25.5f, 0.0f); Matrix3x2 m_translate_x_32k(1.0f, 0.0f, screenX, 0.0f, 1.0f, 32768.0f); Matrix3x2 m_scale_64k_64(65536.0f, 0.0f, 0.0f, 0.0f, 64.0f, 0.0f); Matrix3x2 m = m_scale_64k_64 * (m_translate_x_32k * (m_scale_size_25_5 * (m_rotation * m_frame))); setupLookupTable(_m11lookup, m(0, 0)); setupLookupTable(_m12lookup, m(0, 1)); _m13 = m(0, 2); setupLookupTable(_m21lookup, m(1, 0)); setupLookupTable(_m22lookup, m(1, 1)); _m23 = m(1, 2); int frameY = screenY + (size / 2.0f * frameHeight); int currentY = frameY; float currentSlice = 0; float sliceStep = 1.0f / size / _frameSliceHeight; uint16 *frameLinePtr = (uint16*)surface.getPixels() + 640 * frameY; uint16 lineZbuffer[640]; while (currentSlice < _frameSliceCount) { if (currentY >= 0 && currentY < 480) { memset(lineZbuffer, 0xFF, 640 * 2); drawSlice(currentSlice, false, frameLinePtr, lineZbuffer, currentY); currentSlice += sliceStep; currentY--; frameLinePtr -= 640; } } } void SliceRenderer::drawSlice(int slice, bool advanced, uint16 *frameLinePtr, uint16 *zbufLinePtr, int y) { if (slice < 0 || (uint32)slice >= _frameSliceCount) return; SlicePalette &palette = _vm->_sliceAnimations->getPalette(_framePaletteIndex); byte *p = (byte*)_sliceFramePtr + 0x20 + 4 * slice; uint32 polyOffset = READ_LE_UINT32(p); p = (byte*)_sliceFramePtr + polyOffset; uint32 polyCount = READ_LE_UINT32(p); p += 4; while (polyCount--) { uint32 vertexCount = READ_LE_UINT32(p); p += 4; if (vertexCount == 0) continue; uint32 lastVertex = vertexCount - 1; int lastVertexX = MAX((_m11lookup[p[3 * lastVertex]] + _m12lookup[p[3 * lastVertex + 1]] + _m13) >> 16, 0); int previousVertexX = lastVertexX; while (vertexCount--) { int vertexX = CLIP((_m11lookup[p[0]] + _m12lookup[p[1]] + _m13) >> 16, 0, 640); if (vertexX > previousVertexX) { int vertexZ = (_m21lookup[p[0]] + _m22lookup[p[1]] + _m23) >> 6; if (vertexZ >= 0 && vertexZ < 65536) { int color555 = palette.color555[p[2]]; if (advanced) { Color256 aescColor = { 0, 0, 0 }; _aesc->getColor(&aescColor, vertexX, y, vertexZ); Color256 color = palette.color[p[2]]; color.r = ((int)(_setEffectColor.r + _lightsColor.r * color.r) >> 16) + aescColor.r; color.g = ((int)(_setEffectColor.g + _lightsColor.g * color.g) >> 16) + aescColor.g; color.b = ((int)(_setEffectColor.b + _lightsColor.b * color.b) >> 16) + aescColor.b; int bladeToScummVmConstant = 256 / 32; color555 = _pixelFormat.RGBToColor(CLIP(color.r * bladeToScummVmConstant, 0, 255), CLIP(color.g * bladeToScummVmConstant, 0, 255), CLIP(color.b * bladeToScummVmConstant, 0, 255)); } for (int x = previousVertexX; x != vertexX; ++x) { if (vertexZ < zbufLinePtr[x]) { frameLinePtr[x] = color555; zbufLinePtr[x] = (uint16)vertexZ; } } } } p += 3; previousVertexX = vertexX; } } } void SliceRenderer::preload(int animationId) { int i; int frameCount = _vm->_sliceAnimations->getFrameCount(animationId); for (i = 0; i < frameCount; i++) _vm->_sliceAnimations->getFramePtr(animationId, i); } void SliceRenderer::disableShadows(int animationsIdsList[], int listSize) { int i; for (i = 0; i < listSize; i++) { _animationsShadowEnabled[animationsIdsList[i]] = false; } } SliceRendererLights::SliceRendererLights(Lights *lights) { _finalColor.r = 0.0f; _finalColor.g = 0.0f; _finalColor.b = 0.0f; _lights = lights; for (int i = 0; i < 20; i++) { _cacheColor[i].r = 0.0f; _cacheColor[i].g = 0.0f; _cacheColor[i].b = 0.0f; } } void SliceRendererLights::calculateColorBase(Vector3 position1, Vector3 position2, float height) { _finalColor.r = 0.0f; _finalColor.g = 0.0f; _finalColor.b = 0.0f; _cacheRecalculation = 0; if (_lights) { for (uint i = 0; i < _lights->_lights.size(); i++) { Light *light = _lights->_lights[i]; if (i < 20) { float cacheCoeficient = light->calculate(position1, position2/*, height*/); _cacheStart[i] = cacheCoeficient; _cacheCounter[i] = cacheCoeficient; Color color; light->calculateColor(&color, position1); _cacheColor[i] = color; _finalColor.r += color.r; _finalColor.g += color.g; _finalColor.b += color.b; } else { Color color; light->calculateColor(&color, position1); _finalColor.r += color.r; _finalColor.g += color.g; _finalColor.b += color.b; } } _finalColor.r += _lights->_ambientLightColor.r; _finalColor.g += _lights->_ambientLightColor.g; _finalColor.b += _lights->_ambientLightColor.b; } } void SliceRendererLights::calculateColorSlice(Vector3 position) { _finalColor.r = 0.0f; _finalColor.g = 0.0f; _finalColor.b = 0.0f; if (_lights) { for (uint i = 0; i < _lights->_lights.size(); i++) { Light *light = _lights->_lights[i]; if (i < 20) { _cacheCounter[i] -= 1.0f; if (_cacheCounter[i] <= 0.0f) { do { _cacheCounter[i] = _cacheCounter[i] + _cacheStart[i]; } while (_cacheCounter[i] <= 0.0f); light->calculateColor(&_cacheColor[i], position); _cacheRecalculation++; } _finalColor.r += _cacheColor[i].r; _finalColor.g += _cacheColor[i].g; _finalColor.b += _cacheColor[i].b; } else { Color color; light->calculateColor(&color, position); _cacheRecalculation++; _finalColor.r += color.r; _finalColor.g += color.g; _finalColor.b += color.b; } } _finalColor.r += _lights->_ambientLightColor.r; _finalColor.g += _lights->_ambientLightColor.g; _finalColor.b += _lights->_ambientLightColor.b; } } } // End of namespace BladeRunner