/* 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 "common/scummsys.h" #include "zvision/render_table.h" namespace ZVision { RenderTable::RenderTable(uint32 numColumns, uint32 numRows) : _numRows(numRows), _numColumns(numColumns), _renderState(RenderState::FLAT) { assert(numRows != 0 && numColumns != 0); _internalBuffer = new Common::Point[numRows * numColumns]; } RenderTable::~RenderTable() { delete[] _internalBuffer; } void RenderTable::setRenderState(RenderState newState) { _renderState = newState; switch (newState) { case PANORAMA: _panoramaOptions.fieldOfView = 60; _panoramaOptions.linearScale = 1; generatePanoramaLookupTable(); break; case TILT: generateTiltLookupTable(); break; case FLAT: // Intentionally left empty break; } } 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; memset(_internalBuffer, 0, _numRows * _numColumns * sizeof(uint16)); float halfWidth = (float)_numColumns / 2.0f; float halfHeight = (float)_numRows / 2.0f; float fovRadians = (fieldOfView * M_PI / 180.0f); float halfHeightOverTan = halfHeight / tan(fovRadians); float tanOverHalfHeight = tan(fovRadians) / halfHeight; // 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 temp = atan(tanOverHalfHeight * ((float)x - halfWidth + 0.01f)); int32 newX = floor((halfHeightOverTan * scale * temp) + halfWidth); float cosX = cos(temp); for (uint32 y = 0; y < _numRows; y++) { int32 newY = floor(halfHeight + (y - halfHeight) * cosX); 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 } } } void RenderTable::generateTiltLookupTable() { } } // End of namespace ZVision