Initial commit
This commit is contained in:
177
engines/stark/scene.cpp
Normal file
177
engines/stark/scene.cpp
Normal file
@@ -0,0 +1,177 @@
|
||||
/* 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#include "engines/stark/scene.h"
|
||||
|
||||
#include "engines/stark/gfx/driver.h"
|
||||
#include "engines/stark/gfx/renderentry.h"
|
||||
|
||||
#include "common/system.h"
|
||||
|
||||
#include "math/glmath.h"
|
||||
|
||||
namespace Stark {
|
||||
|
||||
Scene::Scene(Gfx::Driver *gfx) :
|
||||
_gfx(gfx),
|
||||
_fov(45.0),
|
||||
_nearClipPlane(100.0),
|
||||
_farClipPlane(64000.0),
|
||||
_fadeLevel(1.0),
|
||||
_floatOffset(0.0),
|
||||
_shouldRenderShadows(true),
|
||||
_maxShadowLength(0.075f) {
|
||||
}
|
||||
|
||||
Scene::~Scene() {
|
||||
}
|
||||
|
||||
void Scene::initCamera(const Math::Vector3d &position, const Math::Vector3d &lookDirection,
|
||||
float fov, Common::Rect viewSize, float nearClipPlane, float farClipPlane) {
|
||||
_cameraPosition = position;
|
||||
_cameraLookDirection = lookDirection;
|
||||
_fov = fov;
|
||||
_viewSize = viewSize;
|
||||
_nearClipPlane = nearClipPlane;
|
||||
_farClipPlane = farClipPlane;
|
||||
|
||||
_viewMatrix = Math::makeLookAtMatrix(_cameraPosition, _cameraPosition + _cameraLookDirection, Math::Vector3d(0.0, 0.0, 1.0));
|
||||
_viewMatrix.transpose(); // Math::makeLookAtMatrix outputs transposed matrices ...
|
||||
_viewMatrix.translate(-_cameraPosition);
|
||||
|
||||
setSwayAngle(0);
|
||||
setFadeLevel(1.0);
|
||||
setFloatOffset(0);
|
||||
}
|
||||
|
||||
void Scene::scrollCamera(const Common::Rect &viewport) {
|
||||
_viewport = viewport;
|
||||
|
||||
float xmin, xmax, ymin, ymax;
|
||||
computeClippingRect(&xmin, &xmax, &ymin, &ymax);
|
||||
|
||||
// The amounts by which translate to clipping planes to account for one pixel
|
||||
// of camera scrolling movement
|
||||
float scollXFactor = (xmax - xmin) / _viewport.width();
|
||||
float scollYFactor = (ymax - ymin) / _viewport.height();
|
||||
|
||||
int32 distanceToRight = _viewport.right - _viewSize.width();
|
||||
int32 distanceToTop = -_viewport.top;
|
||||
|
||||
xmin += distanceToRight * scollXFactor;
|
||||
xmax += distanceToRight * scollXFactor;
|
||||
ymin += distanceToTop * scollYFactor;
|
||||
ymax += distanceToTop * scollYFactor;
|
||||
|
||||
_projectionMatrix = Math::makeFrustumMatrix(xmin, xmax, ymin, ymax, _nearClipPlane, _farClipPlane);
|
||||
_projectionMatrix.transpose(); // Math::makeFrustumMatrix outputs transposed matrices ...
|
||||
}
|
||||
|
||||
void Scene::computeClippingRect(float *xmin, float *xmax, float *ymin, float *ymax) {
|
||||
float aspectRatio = _viewSize.width() / (float) _viewSize.height();
|
||||
float xmaxValue = _nearClipPlane * tan(_fov * (float)M_PI / 360.0);
|
||||
float ymaxValue = xmaxValue / aspectRatio;
|
||||
|
||||
float xminValue = xmaxValue - 2 * xmaxValue * (_viewport.width() / (float) _viewSize.width());
|
||||
float yminValue = ymaxValue - 2 * ymaxValue * (_viewport.height() / (float) _viewSize.height());
|
||||
|
||||
if (xmin) *xmin = xminValue;
|
||||
if (xmax) *xmax = xmaxValue;
|
||||
if (ymin) *ymin = yminValue;
|
||||
if (ymax) *ymax = ymaxValue;
|
||||
}
|
||||
|
||||
Math::Ray Scene::makeRayFromMouse(const Common::Point &mouse) const {
|
||||
Common::Rect gameViewport = _gfx->gameViewport();
|
||||
|
||||
Math::Vector4d in;
|
||||
in.x() = (mouse.x - gameViewport.left) * 2 / (float) gameViewport.width() - 1.0;
|
||||
in.y() = (gameViewport.bottom - mouse.y) * 2 / (float) gameViewport.height() - 1.0;
|
||||
in.z() = 1.0;
|
||||
in.w() = 1.0;
|
||||
|
||||
Math::Matrix4 view = _viewMatrix;
|
||||
view.translate(_cameraPosition);
|
||||
|
||||
Math::Matrix4 A = _projectionMatrix * view;
|
||||
A.inverse();
|
||||
|
||||
Math::Vector4d out = A * in;
|
||||
|
||||
Math::Vector3d origin = _cameraPosition;
|
||||
Math::Vector3d direction = Math::Vector3d(out.x(), out.y(), out.z());
|
||||
direction.normalize();
|
||||
|
||||
return Math::Ray(origin, direction);
|
||||
}
|
||||
|
||||
Common::Point Scene::convertPosition3DToGameScreenOriginal(const Math::Vector3d &obj) const {
|
||||
Math::Vector4d in;
|
||||
in.set(obj.x(), obj.y(), obj.z(), 1.0);
|
||||
|
||||
Math::Vector4d out = _projectionMatrix * _viewMatrix * in;
|
||||
|
||||
out.x() /= out.w();
|
||||
out.y() /= out.w();
|
||||
|
||||
Common::Point point;
|
||||
point.x = (1 + out.x()) * Gfx::Driver::kGameViewportWidth / 2;
|
||||
point.y = -Gfx::Driver::kTopBorderHeight + Gfx::Driver::kOriginalHeight - (1 + out.y()) * Gfx::Driver::kGameViewportHeight / 2;
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
void Scene::setFadeLevel(float fadeLevel) {
|
||||
_fadeLevel = fadeLevel;
|
||||
}
|
||||
|
||||
float Scene::getFadeLevel() const {
|
||||
return _fadeLevel;
|
||||
}
|
||||
|
||||
void Scene::setSwayAngle(const Math::Angle &angle) {
|
||||
_swayAngle = angle;
|
||||
}
|
||||
|
||||
Math::Angle Scene::getSwayAngle() const {
|
||||
return _swayAngle;
|
||||
}
|
||||
|
||||
Math::Vector3d Scene::getSwayDirection() const {
|
||||
// Actor sway is always along the camera direction, so that
|
||||
// the rotation is not affected by the direction they are facing.
|
||||
return _cameraLookDirection;
|
||||
}
|
||||
|
||||
void Scene::setFloatOffset(float floatOffset) {
|
||||
_floatOffset = floatOffset;
|
||||
}
|
||||
|
||||
float Scene::getFloatOffset() const {
|
||||
return _floatOffset;
|
||||
}
|
||||
|
||||
void Scene::setupShadows(bool enabled, float length) {
|
||||
_shouldRenderShadows = enabled;
|
||||
_maxShadowLength = length;
|
||||
}
|
||||
|
||||
} // End of namespace Stark
|
||||
Reference in New Issue
Block a user