346 lines
13 KiB
C++
346 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/rect.h"
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "math/utils.h"
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#include "zvision/graphics/render_table.h"
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#include "zvision/scripting/script_manager.h"
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namespace ZVision {
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RenderTable::RenderTable(ZVision *engine, uint16 numColumns, uint16 numRows, const Graphics::PixelFormat &pixelFormat)
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: _engine(engine),
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_system(engine->_system),
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_numRows(numRows),
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_numColumns(numColumns),
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_renderState(FLAT),
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_pixelFormat(pixelFormat) {
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assert(numRows != 0 && numColumns != 0);
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_internalBuffer = new FilterPixel[numRows * numColumns];
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memset(&_panoramaOptions, 0, sizeof(_panoramaOptions));
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memset(&_tiltOptions, 0, sizeof(_tiltOptions));
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_halfRows = floor((_numRows - 1) / 2);
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_halfColumns = floor((_numColumns - 1) / 2);
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_halfWidth = (float)_numColumns / 2.0f - 0.5f;
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_halfHeight = (float)_numRows / 2.0f - 0.5f;
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}
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RenderTable::~RenderTable() {
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delete[] _internalBuffer;
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}
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void RenderTable::setRenderState(RenderState newState) {
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_renderState = newState;
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switch (newState) {
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case PANORAMA:
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_panoramaOptions.verticalFOV = Math::deg2rad<float>(27.0f);
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_panoramaOptions.linearScale = 0.55f;
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_panoramaOptions.reverse = false;
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_panoramaOptions.zeroPoint = 0;
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break;
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case TILT:
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_tiltOptions.verticalFOV = Math::deg2rad<float>(27.0f);
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_tiltOptions.linearScale = 0.65f;
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_tiltOptions.reverse = false;
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break;
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case FLAT:
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// Intentionally left empty
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break;
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default:
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break;
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}
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}
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const Common::Point RenderTable::convertWarpedCoordToFlatCoord(const Common::Point &point) {
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// If we're outside the range of the RenderTable, no warping is happening. Return the maximum image coords
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if (point.x >= (int16)_numColumns || point.y >= (int16)_numRows || point.x < 0 || point.y < 0) {
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int16 x = CLIP<int16>(point.x, 0, (int16)_numColumns);
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int16 y = CLIP<int16>(point.y, 0, (int16)_numRows);
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return Common::Point(x, y);
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}
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uint32 index = point.y * _numColumns + point.x;
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Common::Point newPoint(point);
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newPoint.x += (_internalBuffer[index]._xDir ? _internalBuffer[index]._src.right : _internalBuffer[index]._src.left);
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newPoint.y += (_internalBuffer[index]._yDir ? _internalBuffer[index]._src.bottom : _internalBuffer[index]._src.top);
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return newPoint;
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}
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// Disused at present; potentially useful for future rendering efficient improvements.
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/*/
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void RenderTable::mutateImage(uint16 *sourceBuffer, uint16 *destBuffer, uint32 destWidth, const Common::Rect &subRect) {
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uint32 destOffset = 0;
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uint32 sourceXIndex = 0;
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uint32 sourceYIndex = 0;
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if(highQuality) {
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// TODO - convert to high quality pixel filtering
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for (int16 y = subRect.top; y < subRect.bottom; ++y) {
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uint32 sourceOffset = y * _numColumns;
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for (int16 x = subRect.left; x < subRect.right; ++x) {
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uint32 normalizedX = x - subRect.left;
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uint32 index = sourceOffset + x;
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// RenderTable only stores offsets from the original coordinates
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sourceYIndex = y + _internalBuffer[index]._src.top;
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sourceXIndex = x + _internalBuffer[index]._src.left;
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destBuffer[destOffset + normalizedX] = sourceBuffer[sourceYIndex * _numColumns + sourceXIndex];
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}
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destOffset += destWidth;
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}
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}
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else {
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for (int16 y = subRect.top; y < subRect.bottom; ++y) {
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uint32 sourceOffset = y * _numColumns;
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for (int16 x = subRect.left; x < subRect.right; ++x) {
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uint32 normalizedX = x - subRect.left;
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uint32 index = sourceOffset + x;
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// RenderTable only stores offsets from the original coordinates
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sourceYIndex = y + _internalBuffer[index]._src.top;
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sourceXIndex = x + _internalBuffer[index]._src.left;
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destBuffer[destOffset + normalizedX] = sourceBuffer[sourceYIndex * _numColumns + sourceXIndex];
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}
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destOffset += destWidth;
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}
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}
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}
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// */
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void RenderTable::mutateImage(Graphics::Surface *dstBuf, Graphics::Surface *srcBuf, bool highQuality) {
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uint32 destOffset = 0;
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uint32 sourceOffset = 0;
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uint16 *sourceBuffer = (uint16 *)srcBuf->getPixels();
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uint16 *destBuffer = (uint16 *)dstBuf->getPixels();
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if (highQuality != _highQuality) {
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_highQuality = highQuality;
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generateRenderTable();
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}
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uint32 mutationTime = _system->getMillis();
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if (_highQuality) {
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// Apply bilinear interpolation
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for (int16 y = 0; y < srcBuf->h; ++y) {
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sourceOffset = y * _numColumns;
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for (int16 x = 0; x < srcBuf->w; ++x) {
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const FilterPixel &curP = _internalBuffer[sourceOffset + x];
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const uint32 srcIndexYT = y + curP._src.top;
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const uint32 srcIndexYB = y + curP._src.bottom;
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const uint32 srcIndexXL = x + curP._src.left;
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const uint32 srcIndexXR = x + curP._src.right;
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uint32 rTL, rTR, rBL, rBR;
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uint32 gTL, gTR, gBL, gBR;
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uint32 bTL, bTR, bBL, bBR;
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splitColor(sourceBuffer[srcIndexYT * _numColumns + srcIndexXL], rTL, gTL, bTL);
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splitColor(sourceBuffer[srcIndexYT * _numColumns + srcIndexXR], rTR, gTR, bTR);
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splitColor(sourceBuffer[srcIndexYB * _numColumns + srcIndexXL], rBL, gBL, bBL);
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splitColor(sourceBuffer[srcIndexYB * _numColumns + srcIndexXR], rBR, gBR, bBR);
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const uint32 rF = curP._fTL * rTL + curP._fTR * rTR + curP._fBL * rBL + curP._fBR * rBR;
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const uint32 gF = curP._fTL * gTL + curP._fTR * gTR + curP._fBL * gBL + curP._fBR * gBR;
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const uint32 bF = curP._fTL * bTL + curP._fTR * bTR + curP._fBL * bBL + curP._fBR * bBR;
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destBuffer[destOffset] = mergeColor(rF, gF, bF);
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destOffset++;
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}
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}
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} else {
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// Apply nearest-neighbour interpolation
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for (int16 y = 0; y < srcBuf->h; ++y) {
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sourceOffset = y * _numColumns;
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for (int16 x = 0; x < srcBuf->w; ++x) {
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const uint32 index = sourceOffset + x;
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// RenderTable only stores offsets from the original coordinates
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const uint32 srcIndexX = x + (_internalBuffer[index]._xDir ? _internalBuffer[index]._src.right : _internalBuffer[index]._src.left);
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const uint32 srcIndexY = y + (_internalBuffer[index]._yDir ? _internalBuffer[index]._src.bottom : _internalBuffer[index]._src.top);
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destBuffer[destOffset] = sourceBuffer[srcIndexY * _numColumns + srcIndexX];
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destOffset++;
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}
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}
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}
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mutationTime = _system->getMillis() - mutationTime;
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debugC(5, kDebugGraphics, "\tPanorama mutation time %dms, %s quality", mutationTime, _highQuality ? "high" : "low");
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}
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void RenderTable::generateRenderTable() {
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switch (_renderState) {
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case RenderTable::PANORAMA: {
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generateLookupTable(false);
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break;
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}
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case RenderTable::TILT:
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generateLookupTable(true);
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break;
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case RenderTable::FLAT:
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// Intentionally left empty
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break;
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default:
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break;
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}
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}
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void RenderTable::generateLookupTable(bool tilt) {
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debugC(1, kDebugGraphics, "Generating %s lookup table.", tilt ? "tilt" : "panorama");
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debugC(5, kDebugGraphics, "_halfWidth %f, _halfHeight %f", _halfWidth, _halfHeight);
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debugC(5, kDebugGraphics, "_halfRows %d, _halfColumns %d", _halfRows, _halfColumns);
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uint32 generationTime = _system->getMillis();
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float cosAlpha, polarCoordInCylinderCoords, cylinderRadius, xOffset, yOffset;
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uint32 indexTL, indexBL, indexTR, indexBR;
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auto outerLoop = [&](uint & polarCoord, float & halfPolarSize, float & scale) {
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// polarCoord is the coordinate of the working window pixel parallel to the direction of camera rotation
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// halfPolarSize is the distance from the central axis to the outermost working window pixel in the direction of camera rotation
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// alpha represents the angle in the direction of camera rotation between the view axis and the centre of a pixel at the given polar coordinate
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const float alpha = atan(((float)polarCoord - halfPolarSize) / cylinderRadius);
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// To map the polar coordinate to the cylinder surface coordinates, we just need to calculate the arc length
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// We also scale it by linearScale
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polarCoordInCylinderCoords = (cylinderRadius * scale * alpha) + halfPolarSize;
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cosAlpha = cos(alpha);
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};
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auto innerLoop = [&](uint & polarCoord, uint & linearCoord, float & halfLinearSize, float & polarOffset, float & linearOffset) {
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// To calculate linear coordinate in cylinder coordinates, we can do similar triangles comparison,
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// comparing the triangle from the center to the screen and from the center to the edge of the cylinder
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const float linearCoordInCylinderCoords = halfLinearSize + ((float)linearCoord - halfLinearSize) * cosAlpha;
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linearOffset = linearCoordInCylinderCoords - linearCoord;
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polarOffset = polarCoordInCylinderCoords - polarCoord;
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_internalBuffer[indexTL] = FilterPixel(xOffset, yOffset, _highQuality);
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// Transformation is both horizontally and vertically symmetrical about the camera axis,
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// We can thus save on trigonometric calculations by computing one quarter of the transformation matrix and then mirroring it in both X & Y:
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_internalBuffer[indexBL] = _internalBuffer[indexTL];
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_internalBuffer[indexBL].flipV();
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_internalBuffer[indexTR] = _internalBuffer[indexTL];
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_internalBuffer[indexTR].flipH();
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_internalBuffer[indexBR] = _internalBuffer[indexBL];
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_internalBuffer[indexBR].flipH();
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};
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if (tilt) {
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cylinderRadius = (_halfWidth + 0.5f) / tan(_tiltOptions.verticalFOV);
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_tiltOptions.gap = cylinderRadius * atan2((float)(_halfHeight / cylinderRadius), 1.0f) * _tiltOptions.linearScale;
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for (uint y = 0; y <= _halfRows; ++y) {
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outerLoop(y, _halfHeight, _tiltOptions.linearScale);
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const uint32 columnIndexTL = y * _numColumns;
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const uint32 columnIndexBL = (_numRows - (y + 1)) * _numColumns;
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const uint32 columnIndexTR = columnIndexTL + (_numColumns - 1);
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const uint32 columnIndexBR = columnIndexBL + (_numColumns - 1);
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for (uint x = 0; x <= _halfColumns; ++x) {
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indexTL = columnIndexTL + x;
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indexBL = columnIndexBL + x;
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indexTR = columnIndexTR - x;
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indexBR = columnIndexBR - x;
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innerLoop(y, x, _halfWidth, yOffset, xOffset);
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}
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}
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} else {
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cylinderRadius = (_halfHeight + 0.5f) / tan(_panoramaOptions.verticalFOV);
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for (uint x = 0; x <= _halfColumns; ++x) {
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const uint32 columnIndexL = x;
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const uint32 columnIndexR = (_numColumns - 1) - x;
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uint32 rowIndexT = 0;
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uint32 rowIndexB = _numColumns * (_numRows - 1);
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outerLoop(x, _halfWidth, _panoramaOptions.linearScale);
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for (uint y = 0; y <= _halfRows; ++y) {
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indexTL = rowIndexT + columnIndexL;
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indexBL = rowIndexB + columnIndexL;
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indexTR = rowIndexT + columnIndexR;
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indexBR = rowIndexB + columnIndexR;
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innerLoop(x, y, _halfHeight, xOffset, yOffset);
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rowIndexT += _numColumns;
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rowIndexB -= _numColumns;
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}
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}
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}
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generationTime = _system->getMillis() - generationTime;
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debugC(1, kDebugGraphics, "Render table generated, %s quality", _highQuality ? "high" : "low");
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debugC(1, kDebugGraphics, "\tRender table generation time %dms", generationTime);
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}
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void RenderTable::setPanoramaFoV(float fov) {
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assert(fov > 0.0f);
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_panoramaOptions.verticalFOV = Math::deg2rad<float>(fov);
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}
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void RenderTable::setPanoramaScale(float scale) {
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assert(scale > 0.0f);
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_panoramaOptions.linearScale = scale;
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}
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void RenderTable::setPanoramaReverse(bool reverse) {
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_panoramaOptions.reverse = reverse;
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}
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bool RenderTable::getPanoramaReverse() {
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return _panoramaOptions.reverse;
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}
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void RenderTable::setPanoramaZeroPoint(uint16 point) {
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_panoramaOptions.zeroPoint = point;
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}
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uint16 RenderTable::getPanoramaZeroPoint() {
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return _panoramaOptions.zeroPoint;
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}
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void RenderTable::setTiltFoV(float fov) {
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assert(fov > 0.0f);
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_tiltOptions.verticalFOV = Math::deg2rad<float>(fov);
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}
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void RenderTable::setTiltScale(float scale) {
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assert(scale > 0.0f);
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_tiltOptions.linearScale = scale;
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}
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void RenderTable::setTiltReverse(bool reverse) {
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_tiltOptions.reverse = reverse;
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}
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float RenderTable::getTiltGap() {
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return _tiltOptions.gap;
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}
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float RenderTable::getAngle() {
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switch (_renderState) {
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case TILT:
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return Math::rad2deg<float>(_tiltOptions.verticalFOV);
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case PANORAMA:
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return Math::rad2deg<float>(_panoramaOptions.verticalFOV);
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default:
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return 1.0f;
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}
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}
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float RenderTable::getLinscale() {
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switch (_renderState) {
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case TILT:
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return _tiltOptions.linearScale;
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case PANORAMA:
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return _panoramaOptions.linearScale;
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default:
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return 1.0f;
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}
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}
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} // End of namespace ZVision
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