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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 "common/scummsys.h"
#include "zvision/render_table.h"
namespace ZVision {
RenderTable::RenderTable(uint32 numRows, uint32 numColumns)
: _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);
// 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
uint32 index = y * _numColumns + x;
_internalBuffer[index].x = newY; //pixel index
_internalBuffer[index].y = newX; //pixel index
}
}
}
void RenderTable::generateTiltLookupTable() {
}
} // End of namespace ZVision
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