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AGS: Revert AGSFlashlight to more closely match original
The plugin previously had a bunch of hacks since the AGS engine was rendering the screen at 32-bits rather than 16-bits the original was designed for. But with more recent engine changes, the screen is 16-bits again. So I was able to revert the hacks and return to the original code
This commit is contained in:
parent
71de3facb2
commit
3370b6917c
@ -327,6 +327,7 @@ MODULE_OBJS = \
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plugins/ags_creditz/drawing.o \
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plugins/ags_fire/ags_fire.o \
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plugins/ags_flashlight/ags_flashlight.o \
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plugins/ags_flashlight/gfx.o \
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plugins/ags_galaxy_steam/ags_wadjeteye_steam.o \
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plugins/ags_galaxy_steam/ags_galaxy_steam.o \
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plugins/ags_joy/ags_joy.o \
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@ -98,369 +98,11 @@ int64 AGSFlashlight::AGS_EngineOnEvent(int event, NumberPtr data) {
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// Get screen size once here.
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_engine->GetScreenDimensions(&screen_width, &screen_height, &screen_color_depth);
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_engine->UnrequestEventHook(AGSE_PRESCREENDRAW);
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// Only 32 bit color depth is supported.
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if (screen_color_depth != 32) {
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_engine->UnrequestEventHook(AGSE_PREGUIDRAW);
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_engine->UnrequestEventHook(AGSE_PRESCREENDRAW);
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_engine->UnrequestEventHook(AGSE_SAVEGAME);
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_engine->UnrequestEventHook(AGSE_RESTOREGAME);
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}
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}
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return 0;
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}
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void AGSFlashlight::calc_x_n(uint32 x) {
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flashlight_x = x;
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flashlight_n = flashlight_x >> 24;
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if (flashlight_n)
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flashlight_n = (flashlight_n + 1) / 8;
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flashlight_x = ((flashlight_x >> 19) & 0x001F) | ((flashlight_x >> 5) & 0x07E0) | ((flashlight_x << 8) & 0xF800);
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flashlight_x = (flashlight_x | (flashlight_x << 16)) & 0x7E0F81F;
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}
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inline uint32 AGSFlashlight::_blender_alpha16_bgr(uint32 y) {
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uint32 result;
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y = ((y & 0xFFFF) | (y << 16)) & 0x7E0F81F;
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result = ((flashlight_x - y) * flashlight_n / 32 + y) & 0x7E0F81F;
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return ((result & 0xFFFF) | (result >> 16));
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}
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inline void AGSFlashlight::setPixel(int x, int y, uint32 color, uint32 *pixel) {
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if ((x >= g_DarknessDiameter) || (y >= g_DarknessDiameter) || (x < 0) || (y < 0))
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return;
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*(pixel + (y * g_DarknessDiameter) + x) = color;
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}
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void AGSFlashlight::plotCircle(int xm, int ym, int r, uint32 color) {
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uint32 *pixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
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int x = -r;
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int y = 0;
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int err = 2 - 2 * r;
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do {
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setPixel(xm - x, ym + y, color, pixel); // I. Quadrant
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setPixel(xm - x - 1, ym + y, color, pixel);
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setPixel(xm - y, ym - x, color, pixel); // II. Quadrant
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setPixel(xm - y, ym - x - 1, color, pixel);
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setPixel(xm + x, ym - y, color, pixel); // III. Quadrant
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setPixel(xm + x + 1, ym - y, color, pixel);
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setPixel(xm + y, ym + x, color, pixel); // IV. Quadrant
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setPixel(xm + y, ym + x + 1, color, pixel);
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r = err;
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if (r > x)
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err += ++x * 2 + 1;
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if (r <= y)
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err += ++y * 2 + 1;
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} while (x < 0);
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_engine->ReleaseBitmapSurface(g_LightBitmap);
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}
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void AGSFlashlight::ClipToRange(int &variable, int min, int max) {
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if (variable < min)
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variable = min;
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if (variable > max)
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variable = max;
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}
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void AGSFlashlight::AlphaBlendBitmap() {
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uint32 *destpixel = (uint32 *)_engine->GetRawBitmapSurface(_engine->GetVirtualScreen());
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uint32 *sourcepixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
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uint32 *currentdestpixel = destpixel;
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uint32 *currentsourcepixel = sourcepixel;
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int x, y;
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int targetX = (g_FlashlightDrawAtX > -1) ? g_FlashlightDrawAtX : 0;
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int targetY = (g_FlashlightDrawAtY > -1) ? g_FlashlightDrawAtY : 0;
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int startX = (g_FlashlightDrawAtX < 0) ? -1 * g_FlashlightDrawAtX : 0;
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int endX = (g_FlashlightDrawAtX + g_DarknessDiameter < screen_width) ? g_DarknessDiameter : g_DarknessDiameter - ((g_FlashlightDrawAtX + g_DarknessDiameter) - screen_width);
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int startY = (g_FlashlightDrawAtY < 0) ? -1 * g_FlashlightDrawAtY : 0;
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int endY = (g_FlashlightDrawAtY + g_DarknessDiameter < screen_height) ? g_DarknessDiameter : g_DarknessDiameter - ((g_FlashlightDrawAtY + g_DarknessDiameter) - screen_height);
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for (y = 0; y < endY - startY; y++) {
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currentdestpixel = destpixel + (y + targetY) * screen_width + targetX;
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currentsourcepixel = sourcepixel + (y + startY) * g_DarknessDiameter + startX;
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for (x = 0; x < endX - startX; x++) {
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calc_x_n(*currentsourcepixel);
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*currentdestpixel = (uint16)_blender_alpha16_bgr(*currentdestpixel);
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currentdestpixel++;
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currentsourcepixel++;
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}
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}
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_engine->ReleaseBitmapSurface(_engine->GetVirtualScreen());
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_engine->ReleaseBitmapSurface(g_LightBitmap);
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}
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void AGSFlashlight::DrawTint() {
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int x, y;
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BITMAP *screen = _engine->GetVirtualScreen();
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uint16 *destpixel = (uint16 *)_engine->GetRawBitmapSurface(screen);
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int32 red, blue, green, alpha;
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for (y = 0; y < screen_height; y++) {
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for (x = 0; x < screen_width; x++) {
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_engine->GetRawColorComponents(16, *destpixel, &red, &green, &blue, &alpha);
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if (g_RedTint != 0) {
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red += g_RedTint * 8;
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if (red > 255)
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red = 255;
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else if (red < 0)
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red = 0;
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}
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if (g_BlueTint != 0) {
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blue += g_BlueTint * 8;
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if (blue > 255)
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blue = 255;
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else if (blue < 0)
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blue = 0;
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}
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if (g_GreenTint != 0) {
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green += g_GreenTint * 8;
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if (green > 255)
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green = 255;
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else if (green < 0)
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green = 0;
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}
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*destpixel = _engine->MakeRawColorPixel(16, red, green, blue, alpha);
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destpixel++;
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}
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}
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_engine->ReleaseBitmapSurface(screen);
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}
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#define DARKEN(VAL, SHIFT) (((int)(col >> SHIFT) & 255) * light / 255)
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uint32 AGSFlashlight::blendPixel(uint32 col, bool isAlpha24, int light) {
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byte b0 = isAlpha24 ? DARKEN(col, 0) : (col & 0xff);
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byte b1 = DARKEN(col, 8);
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byte b2 = DARKEN(col, 16);
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byte b3 = !isAlpha24 ? DARKEN(col, 24) : (col >> 24) & 0xff;
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return b0 | (b1 << 8) | (b2 << 16) | (b3 << 24);
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}
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void AGSFlashlight::DrawDarkness() {
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int x, y;
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BITMAP *screen = _engine->GetVirtualScreen();
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const Graphics::PixelFormat &format = screen->format;
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uint32 *destpixel = (uint32 *)_engine->GetRawBitmapSurface(screen);
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int light = (int)((float)g_DarknessLightLevel * 2.55f);
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uint32 color = format.ARGBToColor(255 - light, 0, 0, 0);
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uint32 *currentpixel;
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assert(format.aShift == 0 || format.aShift == 24);
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bool isAlpha24 = format.aShift == 24;
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calc_x_n(color);
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if (g_DarknessSize == 0) {
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// Whole screen.
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for (x = 0; x < screen_width * screen_height; x++) {
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*destpixel = blendPixel(*destpixel, isAlpha24, light);
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destpixel++;
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}
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} else {
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// Top.
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if (g_FlashlightDrawAtY > -1) {
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currentpixel = destpixel;
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for (y = 0; y < g_FlashlightDrawAtY; y++) {
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for (x = 0; x < screen_width; x++) {
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*currentpixel = blendPixel(*currentpixel, isAlpha24, light);
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currentpixel++;
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}
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}
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}
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// Bottom.
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if (g_FlashlightDrawAtY + g_DarknessDiameter < screen_height) {
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currentpixel = destpixel + (g_FlashlightDrawAtY + g_DarknessDiameter) * screen_width;
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for (y = g_FlashlightDrawAtY + g_DarknessDiameter; y < screen_height; y++) {
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for (x = 0; x < screen_width; x++) {
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*currentpixel = blendPixel(*currentpixel, isAlpha24, light);
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currentpixel++;
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}
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}
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}
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// Left.
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if (g_FlashlightDrawAtX > 0) {
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currentpixel = destpixel;
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int startpoint = (g_FlashlightDrawAtY > 0) ? g_FlashlightDrawAtY : 0;
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int endpoint = (g_FlashlightDrawAtY + g_DarknessDiameter >= screen_height) ? screen_height + 1 : g_FlashlightDrawAtY + g_DarknessDiameter + 1;
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for (y = startpoint; y < endpoint; y++) {
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for (x = 0; x < g_FlashlightDrawAtX; x++) {
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*currentpixel = blendPixel(*currentpixel, isAlpha24, light);
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currentpixel++;
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}
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currentpixel = destpixel + screen_width * y;
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}
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}
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// Right.
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if (g_FlashlightDrawAtX + g_DarknessDiameter < screen_width) {
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currentpixel = destpixel + (g_FlashlightDrawAtX + g_DarknessDiameter);
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int startpoint = (g_FlashlightDrawAtY > 0) ? g_FlashlightDrawAtY : 0;
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int endpoint = (g_FlashlightDrawAtY + g_DarknessDiameter >= screen_height) ? screen_height + 1 : g_FlashlightDrawAtY + g_DarknessDiameter + 1;
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for (y = startpoint; y < endpoint; y++) {
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for (x = g_FlashlightDrawAtX + g_DarknessDiameter; x < screen_width; x++) {
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*currentpixel = blendPixel(*currentpixel, isAlpha24, light);
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currentpixel++;
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}
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currentpixel = destpixel + screen_width * y + (g_FlashlightDrawAtX + g_DarknessDiameter);
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}
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}
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}
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_engine->ReleaseBitmapSurface(screen);
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}
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void AGSFlashlight::CreateLightBitmap() {
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if (g_DarknessSize == 0)
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return;
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if (g_LightBitmap)
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_engine->FreeBitmap(g_LightBitmap);
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g_LightBitmap = _engine->CreateBlankBitmap(g_DarknessDiameter, g_DarknessDiameter, 32);
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// Fill with darkness color.
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uint32 color = (255 - (int)((float)g_DarknessLightLevel * 2.55f)) << 24;
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uint32 *pixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
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int i;
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for (i = 0; i < g_DarknessDiameter * g_DarknessDiameter; i++)
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*pixel++ = (uint32)color;
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// Draw light circle if wanted.
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if (g_DarknessSize > 0) {
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int current_value = 0;
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color = (255 - (int)((float)g_BrightnessLightLevel * 2.55f));
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uint32 targetcolor = ((255 - (int)((float)g_DarknessLightLevel * 2.55f)));
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int increment = (targetcolor - color) / (g_DarknessSize - g_BrightnessSize);
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float perfect_increment = (float)(targetcolor - color) / (float)(g_DarknessSize - g_BrightnessSize);
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float error_term;
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for (i = g_BrightnessSize; i < g_DarknessSize; i++) {
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error_term = (perfect_increment * (i - g_BrightnessSize)) - current_value;
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if (error_term >= 1.0f)
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increment++;
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else if (error_term <= -1.0f)
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increment--;
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current_value += increment;
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if ((uint)current_value > targetcolor)
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current_value = targetcolor;
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plotCircle(g_DarknessSize, g_DarknessSize, i, (current_value << 24) + color);
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}
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}
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// Draw inner fully lit circle.
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if (g_BrightnessSize > 0) {
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color = (255 - (int)((float)g_BrightnessLightLevel * 2.55f)) << 24;
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for (i = 0; i < g_BrightnessSize; i++)
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plotCircle(g_DarknessSize, g_DarknessSize, i, color);
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}
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_engine->ReleaseBitmapSurface(g_LightBitmap);
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}
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void AGSFlashlight::Update() {
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if (g_BitmapMustBeUpdated) {
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CreateLightBitmap();
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g_BitmapMustBeUpdated = false;
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}
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if (g_FlashlightFollowMouse) {
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_engine->GetMousePosition(&g_FlashlightX, &g_FlashlightY);
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} else if (g_FollowCharacter != nullptr) {
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g_FlashlightX = g_FollowCharacter->x + g_FollowCharacterDx;
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g_FlashlightY = g_FollowCharacter->y + g_FollowCharacterDy;
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if ((g_FollowCharacterHorz != 0) || (g_FollowCharacterVert != 0)) {
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switch (g_FollowCharacter->loop) {
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// Down
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case 0:
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case 4:
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case 6:
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g_FlashlightY += g_FollowCharacterVert;
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break;
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// Up
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case 3:
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case 5:
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case 7:
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g_FlashlightY -= g_FollowCharacterVert;
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break;
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// Left
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case 1:
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g_FlashlightX -= g_FollowCharacterHorz;
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break;
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// Right:
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case 2:
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g_FlashlightX += g_FollowCharacterHorz;
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break;
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}
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}
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}
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g_FlashlightDrawAtX = g_FlashlightX - g_DarknessSize;
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g_FlashlightDrawAtY = g_FlashlightY - g_DarknessSize;
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if ((g_GreenTint != 0) || (g_RedTint != 0) || (g_BlueTint != 0))
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DrawTint();
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if (g_DarknessSize > 0)
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AlphaBlendBitmap();
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if (g_DarknessLightLevel != 100)
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DrawDarkness();
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_engine->MarkRegionDirty(0, 0, screen_width, screen_height);
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}
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void AGSFlashlight::syncGame(Serializer &s) {
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uint32 SaveVersion = SaveMagic;
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s.syncAsInt(SaveVersion);
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@ -497,10 +139,6 @@ void AGSFlashlight::syncGame(Serializer &s) {
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}
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}
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// ********************************************
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// ************ AGS Interface ***************
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// ********************************************
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void AGSFlashlight::SetFlashlightTint(ScriptMethodParams ¶ms) {
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PARAMS3(int, RedTint, int, GreenTint, int, BlueTint);
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ClipToRange(RedTint, -31, 31);
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374
engines/ags/plugins/ags_flashlight/gfx.cpp
Normal file
374
engines/ags/plugins/ags_flashlight/gfx.cpp
Normal file
@ -0,0 +1,374 @@
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/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or(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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "ags/plugins/ags_flashlight/ags_flashlight.h"
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namespace AGS3 {
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namespace Plugins {
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namespace AGSFlashlight {
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void AGSFlashlight::calc_x_n(uint32 _x) {
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flashlight_x = _x;
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flashlight_n = flashlight_x >> 24;
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if (flashlight_n)
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flashlight_n = (flashlight_n + 1) / 8;
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flashlight_x = ((flashlight_x >> 19) & 0x001F) | ((flashlight_x >> 5) & 0x07E0) | ((flashlight_x << 8) & 0xF800);
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flashlight_x = (flashlight_x | (flashlight_x << 16)) & 0x7E0F81F;
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}
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uint32 AGSFlashlight::_blender_alpha16_bgr(uint32 y) {
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uint32 result;
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y = ((y & 0xFFFF) | (y << 16)) & 0x7E0F81F;
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result = ((flashlight_x - y) * flashlight_n / 32 + y) & 0x7E0F81F;
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return ((result & 0xFFFF) | (result >> 16));
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}
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void AGSFlashlight::setPixel(int x, int y, uint32 color, uint32 *pixel) {
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if ((x >= g_DarknessDiameter) || (y >= g_DarknessDiameter) || (x < 0) || (y < 0))
|
||||
return;
|
||||
|
||||
*(pixel + (y * g_DarknessDiameter) + x) = color;
|
||||
}
|
||||
|
||||
|
||||
void AGSFlashlight::plotCircle(int xm, int ym, int r, uint32 color) {
|
||||
uint32 *pixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
|
||||
|
||||
int x = -r;
|
||||
int y = 0;
|
||||
int err = 2 - 2 * r;
|
||||
|
||||
do {
|
||||
setPixel(xm - x, ym + y, color, pixel); // I. Quadrant
|
||||
setPixel(xm - x - 1, ym + y, color, pixel);
|
||||
|
||||
setPixel(xm - y, ym - x, color, pixel); // II. Quadrant
|
||||
setPixel(xm - y, ym - x - 1, color, pixel);
|
||||
|
||||
setPixel(xm + x, ym - y, color, pixel); // III. Quadrant
|
||||
setPixel(xm + x + 1, ym - y, color, pixel);
|
||||
|
||||
setPixel(xm + y, ym + x, color, pixel); // IV. Quadrant
|
||||
setPixel(xm + y, ym + x + 1, color, pixel);
|
||||
|
||||
r = err;
|
||||
if (r > x)
|
||||
err += ++x * 2 + 1;
|
||||
|
||||
if (r <= y)
|
||||
err += ++y * 2 + 1;
|
||||
} while (x < 0);
|
||||
|
||||
_engine->ReleaseBitmapSurface(g_LightBitmap);
|
||||
}
|
||||
|
||||
|
||||
void AGSFlashlight::ClipToRange(int &variable, int min, int max) {
|
||||
if (variable < min)
|
||||
variable = min;
|
||||
|
||||
if (variable > max)
|
||||
variable = max;
|
||||
}
|
||||
|
||||
|
||||
void AGSFlashlight::AlphaBlendBitmap() {
|
||||
uint16 *destpixel = (uint16 *)_engine->GetRawBitmapSurface(_engine->GetVirtualScreen());
|
||||
uint32 *sourcepixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
|
||||
|
||||
uint16 *currentdestpixel = destpixel;
|
||||
uint32 *currentsourcepixel = sourcepixel;
|
||||
|
||||
int x, y;
|
||||
|
||||
int targetX = (g_FlashlightDrawAtX > -1) ? g_FlashlightDrawAtX : 0;
|
||||
int targetY = (g_FlashlightDrawAtY > -1) ? g_FlashlightDrawAtY : 0;
|
||||
|
||||
int startX = (g_FlashlightDrawAtX < 0) ? -1 * g_FlashlightDrawAtX : 0;
|
||||
int endX = (g_FlashlightDrawAtX + g_DarknessDiameter < screen_width) ? g_DarknessDiameter : g_DarknessDiameter - ((g_FlashlightDrawAtX + g_DarknessDiameter) - screen_width);
|
||||
|
||||
int startY = (g_FlashlightDrawAtY < 0) ? -1 * g_FlashlightDrawAtY : 0;
|
||||
int endY = (g_FlashlightDrawAtY + g_DarknessDiameter < screen_height) ? g_DarknessDiameter : g_DarknessDiameter - ((g_FlashlightDrawAtY + g_DarknessDiameter) - screen_height);
|
||||
|
||||
for (y = 0; y < endY - startY; y++) {
|
||||
currentdestpixel = destpixel + (y + targetY) * screen_width + targetX;
|
||||
currentsourcepixel = sourcepixel + (y + startY) * g_DarknessDiameter + startX;
|
||||
|
||||
for (x = 0; x < endX - startX; x++) {
|
||||
calc_x_n(*currentsourcepixel);
|
||||
*currentdestpixel = (uint16)_blender_alpha16_bgr(*currentdestpixel);
|
||||
|
||||
currentdestpixel++;
|
||||
currentsourcepixel++;
|
||||
}
|
||||
}
|
||||
|
||||
_engine->ReleaseBitmapSurface(_engine->GetVirtualScreen());
|
||||
_engine->ReleaseBitmapSurface(g_LightBitmap);
|
||||
}
|
||||
|
||||
|
||||
void AGSFlashlight::DrawTint() {
|
||||
int x, y;
|
||||
BITMAP *screen = _engine->GetVirtualScreen();
|
||||
uint16 *destpixel = (uint16 *)_engine->GetRawBitmapSurface(screen);
|
||||
|
||||
int32 red, blue, green, alpha;
|
||||
|
||||
for (y = 0; y < screen_height; y++) {
|
||||
for (x = 0; x < screen_width; x++) {
|
||||
_engine->GetRawColorComponents(16, *destpixel, &red, &green, &blue, &alpha);
|
||||
|
||||
if (g_RedTint != 0) {
|
||||
red += g_RedTint * 8;
|
||||
if (red > 255)
|
||||
red = 255;
|
||||
else if (red < 0)
|
||||
red = 0;
|
||||
}
|
||||
|
||||
if (g_BlueTint != 0) {
|
||||
blue += g_BlueTint * 8;
|
||||
if (blue > 255)
|
||||
blue = 255;
|
||||
else if (blue < 0)
|
||||
blue = 0;
|
||||
}
|
||||
|
||||
if (g_GreenTint != 0) {
|
||||
green += g_GreenTint * 8;
|
||||
if (green > 255)
|
||||
green = 255;
|
||||
else if (green < 0)
|
||||
green = 0;
|
||||
}
|
||||
|
||||
*destpixel = _engine->MakeRawColorPixel(16, red, green, blue, alpha);
|
||||
destpixel++;
|
||||
}
|
||||
}
|
||||
|
||||
_engine->ReleaseBitmapSurface(screen);
|
||||
}
|
||||
|
||||
|
||||
void AGSFlashlight::DrawDarkness() {
|
||||
int x, y;
|
||||
uint32 color = (255 - (int)((float)g_DarknessLightLevel * 2.55f)) << 24;
|
||||
BITMAP *screen = _engine->GetVirtualScreen();
|
||||
assert(screen->format.bytesPerPixel == 2);
|
||||
uint16 *destpixel = (uint16 *)_engine->GetRawBitmapSurface(screen);
|
||||
uint16 *currentpixel;
|
||||
|
||||
calc_x_n(color);
|
||||
|
||||
if (g_DarknessSize == 0) {
|
||||
// Whole screen.
|
||||
for (x = 0; x < screen_width * screen_height; x++) {
|
||||
*destpixel = (uint16)_blender_alpha16_bgr(*destpixel);
|
||||
destpixel++;
|
||||
}
|
||||
} else {
|
||||
// Top.
|
||||
if (g_FlashlightDrawAtY > -1) {
|
||||
currentpixel = destpixel;
|
||||
for (y = 0; y < g_FlashlightDrawAtY; y++) {
|
||||
for (x = 0; x < screen_width; x++) {
|
||||
*currentpixel = (uint16)_blender_alpha16_bgr(*currentpixel);
|
||||
currentpixel++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Bottom.
|
||||
if (g_FlashlightDrawAtY + g_DarknessDiameter < screen_height) {
|
||||
currentpixel = destpixel + (g_FlashlightDrawAtY + g_DarknessDiameter) * screen_width;
|
||||
for (y = g_FlashlightDrawAtY + g_DarknessDiameter; y < screen_height; y++) {
|
||||
for (x = 0; x < screen_width; x++) {
|
||||
*currentpixel = (uint16)_blender_alpha16_bgr(*currentpixel);
|
||||
currentpixel++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Left.
|
||||
if (g_FlashlightDrawAtX > 0) {
|
||||
currentpixel = destpixel;
|
||||
int startpoint = (g_FlashlightDrawAtY > 0) ? g_FlashlightDrawAtY : 0;
|
||||
int endpoint = (g_FlashlightDrawAtY + g_DarknessDiameter >= screen_height) ? screen_height + 1 : g_FlashlightDrawAtY + g_DarknessDiameter + 1;
|
||||
for (y = startpoint; y < endpoint; y++) {
|
||||
for (x = 0; x < g_FlashlightDrawAtX; x++) {
|
||||
*currentpixel = (uint16)_blender_alpha16_bgr(*currentpixel);
|
||||
currentpixel++;
|
||||
}
|
||||
|
||||
currentpixel = destpixel + screen_width * y;
|
||||
}
|
||||
}
|
||||
|
||||
// Right.
|
||||
if (g_FlashlightDrawAtX + g_DarknessDiameter < screen_width) {
|
||||
currentpixel = destpixel + (g_FlashlightDrawAtX + g_DarknessDiameter);
|
||||
int startpoint = (g_FlashlightDrawAtY > 0) ? g_FlashlightDrawAtY : 0;
|
||||
int endpoint = (g_FlashlightDrawAtY + g_DarknessDiameter >= screen_height) ? screen_height + 1 : g_FlashlightDrawAtY + g_DarknessDiameter + 1;
|
||||
for (y = startpoint; y < endpoint; y++) {
|
||||
for (x = g_FlashlightDrawAtX + g_DarknessDiameter; x < screen_width; x++) {
|
||||
*currentpixel = (uint16)_blender_alpha16_bgr(*currentpixel);
|
||||
currentpixel++;
|
||||
}
|
||||
|
||||
currentpixel = destpixel + screen_width * y + (g_FlashlightDrawAtX + g_DarknessDiameter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_engine->ReleaseBitmapSurface(screen);
|
||||
}
|
||||
|
||||
|
||||
void AGSFlashlight::CreateLightBitmap() {
|
||||
if (g_DarknessSize == 0)
|
||||
return;
|
||||
|
||||
if (g_LightBitmap)
|
||||
_engine->FreeBitmap(g_LightBitmap);
|
||||
|
||||
g_LightBitmap = _engine->CreateBlankBitmap(g_DarknessDiameter, g_DarknessDiameter, 32);
|
||||
|
||||
// Fill with darkness color.
|
||||
uint32 color = (255 - (int)((float)g_DarknessLightLevel * 2.55f)) << 24;
|
||||
uint32 *pixel = (uint32 *)_engine->GetRawBitmapSurface(g_LightBitmap);
|
||||
|
||||
int i;
|
||||
for (i = 0; i < g_DarknessDiameter * g_DarknessDiameter; i++)
|
||||
*pixel++ = (uint32)color;
|
||||
|
||||
// Draw light circle if wanted.
|
||||
if (g_DarknessSize > 0) {
|
||||
uint32 current_value = 0;
|
||||
color = (255 - (int)((float)g_BrightnessLightLevel * 2.55f));
|
||||
uint32 targetcolor = ((255 - (int)((float)g_DarknessLightLevel * 2.55f)));
|
||||
|
||||
int increment = (targetcolor - color) / (g_DarknessSize - g_BrightnessSize);
|
||||
float perfect_increment = (float)(targetcolor - color) / (float)(g_DarknessSize - g_BrightnessSize);
|
||||
|
||||
float error_term;
|
||||
|
||||
for (i = g_BrightnessSize; i < g_DarknessSize; i++) {
|
||||
error_term = (perfect_increment * (i - g_BrightnessSize)) - current_value;
|
||||
|
||||
if (error_term >= 1.0f)
|
||||
increment++;
|
||||
else if (error_term <= -1.0f)
|
||||
increment--;
|
||||
|
||||
current_value += increment;
|
||||
|
||||
if (current_value > targetcolor)
|
||||
current_value = targetcolor;
|
||||
|
||||
plotCircle(g_DarknessSize, g_DarknessSize, i, (current_value << 24) + color);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw inner fully lit circle.
|
||||
if (g_BrightnessSize > 0) {
|
||||
color = (255 - (int)((float)g_BrightnessLightLevel * 2.55f)) << 24;
|
||||
|
||||
for (i = 0; i < g_BrightnessSize; i++)
|
||||
plotCircle(g_DarknessSize, g_DarknessSize, i, color);
|
||||
}
|
||||
|
||||
_engine->ReleaseBitmapSurface(g_LightBitmap);
|
||||
}
|
||||
|
||||
|
||||
void AGSFlashlight::Update() {
|
||||
if (g_BitmapMustBeUpdated) {
|
||||
CreateLightBitmap();
|
||||
g_BitmapMustBeUpdated = false;
|
||||
}
|
||||
|
||||
if (g_FlashlightFollowMouse) {
|
||||
_engine->GetMousePosition(&g_FlashlightX, &g_FlashlightY);
|
||||
} else if (g_FollowCharacter != nullptr) {
|
||||
g_FlashlightX = g_FollowCharacter->x + g_FollowCharacterDx;
|
||||
g_FlashlightY = g_FollowCharacter->y + g_FollowCharacterDy;
|
||||
|
||||
if ((g_FollowCharacterHorz != 0) || (g_FollowCharacterVert != 0)) {
|
||||
switch (g_FollowCharacter->loop) {
|
||||
// Down
|
||||
case 0:
|
||||
case 4:
|
||||
case 6:
|
||||
g_FlashlightY += g_FollowCharacterVert;
|
||||
break;
|
||||
|
||||
// Up
|
||||
case 3:
|
||||
case 5:
|
||||
case 7:
|
||||
g_FlashlightY -= g_FollowCharacterVert;
|
||||
break;
|
||||
|
||||
// Left
|
||||
case 1:
|
||||
g_FlashlightX -= g_FollowCharacterHorz;
|
||||
break;
|
||||
|
||||
// Right:
|
||||
case 2:
|
||||
g_FlashlightX += g_FollowCharacterHorz;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
g_FlashlightDrawAtX = g_FlashlightX - g_DarknessSize;
|
||||
g_FlashlightDrawAtY = g_FlashlightY - g_DarknessSize;
|
||||
|
||||
|
||||
if ((g_GreenTint != 0) || (g_RedTint != 0) || (g_BlueTint != 0))
|
||||
DrawTint();
|
||||
|
||||
if (g_DarknessSize > 0)
|
||||
AlphaBlendBitmap();
|
||||
|
||||
if (g_DarknessLightLevel != 100)
|
||||
DrawDarkness();
|
||||
|
||||
_engine->MarkRegionDirty(0, 0, screen_width, screen_height);
|
||||
}
|
||||
|
||||
} // namespace AGSFlashlight
|
||||
} // namespace Plugins
|
||||
} // namespace AGS3
|
Loading…
Reference in New Issue
Block a user