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/* 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/bladerunner.h"
#include "bladerunner/slice_animations.h"
#include "common/debug.h"
#include "common/memstream.h"
#include "common/rect.h"
#include "common/util.h"
namespace BladeRunner {
#if 0
void dump(const char *str, Vector3 v) {
debug("%s %g %g %g", str, v.x, v.y, v.z);
}
void dump(const char *str, Matrix3x2 m) {
debug("%s", str);
debug("%11.6g %11.6g %11.6g", m(0, 0), m(0, 1), m(0, 2));
debug("%11.6g %11.6g %11.6g", m(1, 0), m(1, 1), m(1, 2));
}
void dump(const char *str, Matrix4x3 m) {
debug("%s", str);
debug("%11.6g %11.6g %11.6g %11.6g", m(0, 0), m(0, 1), m(0, 2), m(0, 3));
debug("%11.6g %11.6g %11.6g %11.6g", m(1, 0), m(1, 1), m(1, 2), m(1, 3));
debug("%11.6g %11.6g %11.6g %11.6g", m(2, 0), m(2, 1), m(2, 2), m(2, 3));
}
#endif
SliceRenderer::~SliceRenderer() {
}
void SliceRenderer::setView(const View &view) {
_view = view;
}
void SliceRenderer::setupFrame(int animation, int frame, Vector3 position, float facing, float scale) {
_animation = animation;
_frame = frame;
_position = position;
_facing = facing;
_scale = scale;
_sliceFramePtr = _vm->_sliceAnimations->getFramePtr(_animation, _frame);
Common::MemoryReadStream stream((byte*)_sliceFramePtr, _vm->_sliceAnimations->_animations[_animation].frameSize);
_frameFront.x = stream.readFloatLE();
_frameFront.y = stream.readFloatLE();
_frameSliceHeight = stream.readFloatLE();
_framePos.x = stream.readFloatLE();
_framePos.y = stream.readFloatLE();
_frameBottomZ = stream.readFloatLE();
_framePaletteIndex = stream.readUint32LE();
_frameSliceCount = stream.readUint32LE();
calculateBoundingRect();
}
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);
_minX = 0.0f;
_maxX = 0.0f;
_minY = 0.0f;
_maxY = 0.0f;
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 m4(_view._viewportDistance / bottom.z, 0.0f, 0.0f,
0.0f, 25.5f, 0.0f);
Matrix3x2 m2(_frameFront.x, 0.0f, _framePos.x,
0.0f, _frameFront.y, _framePos.y);
_field_109E = m4 * (facingRotation * m2);
Vector4 B6(_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 C2(_view._viewportHalfWidth + bottom.x / bottom.z * _view._viewportDistance,
_view._viewportHalfHeight + bottom.y / bottom.z * _view._viewportDistance,
1.0f / bottom.z,
0.0f);
_field_10B6.x = B6.x;
_field_10B6.y = B6.y;
_field_10B6.z = B6.z;
_field_10C2.x = C2.x;
_field_10C2.y = C2.y;
_field_10C2.z = C2.z;
_field_10CE = B6.w;
_field_10D2 = C2.w;
Vector4 delta = C2 - B6;
if (delta.y == 0.0f)
return;
/*
* Calculate min and max Y
*/
float screenMinY = 0.0f;
float screenMaxY = 479.0f;
if (B6.y < screenMinY) {
if (C2.y < screenMinY)
return;
float f = (screenMinY - B6.y) / delta.y;
B6 = B6 + f * delta;
} else if (B6.y > screenMaxY) {
if (C2.y >= screenMaxY)
return;
float f = (screenMaxY - B6.y) / delta.y;
B6 = B6 + f * delta;
}
if (C2.y < screenMinY) {
float f = (screenMinY - C2.y) / delta.y;
C2 = C2 + f * delta;
} else if (C2.y > screenMaxY) {
float f = (screenMaxY - C2.y) / delta.y;
C2 = C2 + f * delta;
}
int bbox_min_y = (int)MIN(B6.y, C2.y);
int bbox_max_y = (int)MAX(B6.y, C2.y) + 1;
/*
* Calculate min and max X
*/
Matrix3x2 mB6 = _field_109E + Vector2(B6.x, 25.5f / B6.z);
Matrix3x2 mC2 = _field_109E + Vector2(C2.x, 25.5f / C2.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 = MIN(MAX((int)min_x, 0), 640);
int bbox_max_x = MIN(MAX((int)max_x + 1, 0), 640);
_field_10B6.x = B6.x;
_field_10B6.y = B6.y;
_field_10B6.z = B6.z;
_field_10C2.x = C2.x;
_field_10C2.y = C2.y;
_field_10C2.z = C2.z;
_field_10CE = B6.w;
_field_10D2 = C2.w;
_minX = bbox_min_x;
_minY = bbox_min_y;
_maxX = bbox_max_x;
_maxY = bbox_max_y;
}
struct SliceLineIterator {
int _field_00[2][3];
int _field_18;
int _field_1C;
float _field_20;
float _field_24;
float _field_28;
float _field_2C;
float _field_30;
float _field_34;
int _field_38;
int _field_3C;
void setup(float arg_1, float arg_2, float arg_3,
float arg_4, float arg_5, float arg_6,
float arg_7, float arg_8,
Matrix3x2 arg_9);
float line();
void advance();
};
void SliceLineIterator::setup(
float arg_1, float arg_2, float arg_3,
float arg_4, float arg_5, float arg_6,
float arg_7, float arg_8,
Matrix3x2 arg_9)
{
_field_18 = (int)arg_5;
_field_1C = (int)arg_2;
float var_3 = arg_2 - arg_5;
if (var_3 <= 0.0f || arg_6 <= 0.0f)
_field_3C = _field_1C + 1;
_field_20 = arg_6;
_field_24 = (arg_3 - arg_6) / var_3;
_field_2C = (arg_7 - arg_8) / var_3;
_field_28 = arg_8 - (arg_5 - floor(arg_5) - 1.0f) * _field_2C;
_field_30 = arg_4;
_field_34 = (arg_1 - arg_4) / var_3;
_field_38 = (int)((25.5f / var_3) * (1.0f / arg_3 - 1.0f / arg_6) * 64.0);
_field_3C = _field_18;
float var_54 = _field_30;
float var_55 = 25.5f / _field_20;
Matrix3x2 translate_matrix = Matrix3x2(1.0f, 0.0f, var_54,
0.0f, 1.0f, var_55);
Matrix3x2 scale_matrix = Matrix3x2(65536.0f, 0.0f, 0.0f,
0.0f, 64.0f, 0.0f);
arg_9 = scale_matrix * (translate_matrix * arg_9);
for (int r = 0; r != 2; ++r)
for (int c = 0; c != 3; ++c)
_field_00[r][c] = arg_9(r, c);
}
float SliceLineIterator::line() {
float var_0 = 0.0f;
if (_field_20 != 0.0f)
var_0 = _field_28 / _field_20;
if (var_0 < 0.0)
var_0 = 0.0f;
return var_0;
}
void SliceLineIterator::advance() {
_field_20 += _field_24;
_field_28 += _field_2C;
_field_30 += _field_34;
_field_3C += 1;
_field_00[0][2] += (int)(65536.0f * _field_34);
_field_00[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::drawFrame(Graphics::Surface &surface) {
assert(_sliceFramePtr);
SliceLineIterator sliceLineIterator;
sliceLineIterator.setup(
_field_10C2.x, _field_10C2.y, _field_10C2.z,
_field_10B6.x, _field_10B6.y, _field_10B6.z,
_field_10D2, _field_10CE, // 2 floats
_field_109E // 3x2 matrix
);
setupLookupTable(_t1, sliceLineIterator._field_00[0][0]);
setupLookupTable(_t2, sliceLineIterator._field_00[0][1]);
setupLookupTable(_t4, sliceLineIterator._field_00[1][0]);
setupLookupTable(_t5, sliceLineIterator._field_00[1][1]);
int frameY = sliceLineIterator._field_18;
uint16 *frameLinePtr = (uint16*)surface.getPixels() + 640 * frameY;
while (sliceLineIterator._field_3C <= sliceLineIterator._field_1C) {
_c3 = sliceLineIterator._field_00[0][2];
_c6 = sliceLineIterator._field_00[1][2];
float sliceLine = sliceLineIterator.line();
if (frameY >= 0 && frameY < 480)
drawSlice((int)sliceLine, frameLinePtr);
sliceLineIterator.advance();
frameY += 1;
frameLinePtr += 640;
}
}
void SliceRenderer::drawSlice(int slice, uint16 *frameLinePtr) {
if (slice < 0 || 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;
int zbufLinePtr[640];
for (int i = 0; i != 640; ++i)
zbufLinePtr[i] = 65535;
while (polyCount--) {
uint32 vertexCount = READ_LE_UINT32(p);
p += 4;
if (vertexCount == 0)
continue;
uint32 lastVertex = vertexCount - 1;
int lastVertexX = MAX((_t1[p[3*lastVertex]] + _t2[p[3*lastVertex+1]] + _c3) >> 16, 0);
int previousVertexX = lastVertexX;
while (vertexCount--) {
int vertexX = CLIP((_t1[p[0]] + _t2[p[1]] + _c3) >> 16, 0, 640);
if (vertexX > previousVertexX) {
int vertexZ = (_t4[p[0]] + _t5[p[1]] + _c6) >> 6;
if (vertexZ >= 0 && vertexZ < 65536) {
for (int x = previousVertexX; x != vertexX; ++x) {
if (vertexZ < zbufLinePtr[x]) {
frameLinePtr[x] = palette[p[2]];
zbufLinePtr[x] = (int16)vertexZ;
}
}
}
}
p += 3;
previousVertexX = vertexX;
}
}
}
} // End of namespace BladeRunner
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