/* 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 "graphics/colormasks.h" #include "zvision/render_table.h" #include "zvision/vector2.h" namespace ZVision { RenderTable::RenderTable(uint numColumns, uint numRows) : _numRows(numRows), _numColumns(numColumns), _renderState(FLAT) { assert(numRows != 0 && numColumns != 0); _internalBuffer = new Vector2[numRows * numColumns]; } RenderTable::~RenderTable() { delete[] _internalBuffer; } void RenderTable::setRenderState(RenderState newState) { _renderState = newState; switch (newState) { case PANORAMA: _panoramaOptions.fieldOfView = 27.0f; _panoramaOptions.linearScale = 0.55f; _panoramaOptions.reverse = false; break; case TILT: break; case FLAT: // Intentionally left empty break; } } uint16 mixTwoRGB(uint16 colorOne, uint16 colorTwo, float percentColorOne) { assert(percentColorOne < 1.0f); float rOne = float((colorOne & Graphics::ColorMasks<555>::kRedMask) >> Graphics::ColorMasks<555>::kRedShift); float rTwo = float((colorTwo & Graphics::ColorMasks<555>::kRedMask) >> Graphics::ColorMasks<555>::kRedShift); float gOne = float((colorOne & Graphics::ColorMasks<555>::kGreenMask) >> Graphics::ColorMasks<555>::kGreenShift); float gTwo = float((colorTwo & Graphics::ColorMasks<555>::kGreenMask) >> Graphics::ColorMasks<555>::kGreenShift); float bOne = float((colorOne & Graphics::ColorMasks<555>::kBlueMask) >> Graphics::ColorMasks<555>::kBlueShift); float bTwo = float((colorTwo & Graphics::ColorMasks<555>::kBlueMask) >> Graphics::ColorMasks<555>::kBlueShift); float rFinal = rOne * percentColorOne + rTwo * (1.0f - percentColorOne); float gFinal = gOne * percentColorOne + gTwo * (1.0f - percentColorOne); float bFinal = bOne * percentColorOne + bTwo * (1.0f - percentColorOne); uint16 returnColor = (byte(rFinal + 0.5f) << Graphics::ColorMasks<555>::kRedShift) | (byte(gFinal + 0.5f) << Graphics::ColorMasks<555>::kGreenShift) | (byte(bFinal + 0.5f) << Graphics::ColorMasks<555>::kBlueShift); return returnColor; } void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 imageWidth, uint32 imageHeight, Common::Rect subRectangle, Common::Rect destRectangle) { bool isTransposed = _renderState == RenderTable::PANORAMA || _renderState == RenderTable::TILT; for (int y = subRectangle.top; y < subRectangle.bottom; y++) { uint normalizedY = y - subRectangle.top; for (int x = subRectangle.left; x < subRectangle.right; x++) { uint normalizedX = x - subRectangle.left; uint32 index = (y + destRectangle.top) * _numColumns + (x + destRectangle.left); // RenderTable only stores offsets from the original coordinates uint32 sourceYIndex = y + _internalBuffer[index].y; uint32 sourceXIndex = x + _internalBuffer[index].x; // Clamp the yIndex to the size of the image sourceYIndex = CLIP(sourceYIndex, 0, imageHeight - 1); // Clamp the xIndex to the size of the image sourceXIndex = CLIP(sourceXIndex, 0, imageWidth - 1); // TODO: Figure out a way to not have branching every loop. The only way that comes to mind is to have a whole separate set of for loops for isTransposed, but that's ugly. The compiler might do this anyway in the end if (isTransposed) { destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceXIndex * imageHeight + sourceYIndex]; } else { destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceYIndex * imageWidth + sourceXIndex]; } } } } void RenderTable::generateRenderTable() { switch (_renderState) { case ZVision::RenderTable::PANORAMA: generatePanoramaLookupTable(); break; case ZVision::RenderTable::TILT: generateTiltLookupTable(); break; case ZVision::RenderTable::FLAT: // Intentionally left empty break; } } void RenderTable::generatePanoramaLookupTable() { memset(_internalBuffer, 0, _numRows * _numColumns * sizeof(uint16)); float halfWidth = (float)_numColumns / 2.0f; float halfHeight = (float)_numRows / 2.0f; float fovRadians = (_panoramaOptions.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 (uint 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 = int32(floor((halfHeightOverTan * _panoramaOptions.linearScale * temp) + halfWidth)); float cosX = cos(temp); for (uint y = 0; y < _numRows; y++) { int32 newY = int32(floor(halfHeight + ((float)y - halfHeight) * cosX)); uint32 index = y * _numColumns + x; // Only store the x,y offsets instead of the absolute positions _internalBuffer[index].x = newX - x; //pixel index _internalBuffer[index].y = newY - y; //pixel index } } } void RenderTable::generateTiltLookupTable() { } void RenderTable::setPanoramaFoV(float fov) { assert(fov > 0.0f); _panoramaOptions.fieldOfView = fov; } void RenderTable::setPanoramaScale(float scale) { assert(scale > 0.0f); _panoramaOptions.linearScale = scale; } void RenderTable::setPanoramaReverse(bool reverse) { _panoramaOptions.reverse = reverse; } void RenderTable::setTiltFoV(float fov) { assert(fov > 0.0f); _tiltOptions.fieldOfView = fov; } void RenderTable::setTiltScale(float scale) { assert(scale > 0.0f); _tiltOptions.linearScale = scale; } void RenderTable::setTiltReverse(bool reverse) { _tiltOptions.reverse = reverse; } } // End of namespace ZVision