SLUDGE: use Common::List to reproduce layer effects

This commit is contained in:
yinsimei 2017-06-21 16:24:55 +02:00 committed by Eugene Sandulenko
parent f89f1aad4c
commit 52b627bae6
6 changed files with 90 additions and 20 deletions

View File

@ -74,9 +74,7 @@ void freezeGraphics() {
int antiAlias = gameSettings.antiAlias;
gameSettings.antiAlias = 0;
#endif
drawBackDrop();// Draw the room
drawZBuffer(cameraX, cameraY, false);
drawPeople();// Then add any moving characters...
displayBase();
freezeSurface.copyFrom(renderSurface);
#if 0
gameSettings.antiAlias = antiAlias;

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@ -572,6 +572,14 @@ bool checkColourChange(bool reset) {
#endif
return false;
}
void displayBase() {
drawBackDrop();// Draw the room
drawZBuffer(cameraX, cameraY, false);
drawPeople();// Then add any moving characters...
displaySpriteLayers();
}
void sludgeDisplay() {
#if 0
#if defined(HAVE_GLES2)
@ -666,15 +674,7 @@ void sludgeDisplay() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen
glDepthMask(GL_FALSE);
#endif
drawBackDrop();// Draw the room
drawZBuffer(cameraX, cameraY, false);
#if 0
glEnable(GL_DEPTH_TEST);
#endif
drawPeople();// Then add any moving characters...
#if 0
glDisable(GL_DEPTH_TEST);
#endif
displayBase();
viewSpeech();// ...and anything being said
drawStatusBar();
displayCursor();

View File

@ -77,6 +77,7 @@ extern unsigned char *gameIcon;
extern int iconW, iconH;
bool initSludge(const char *);
void displayBase();
void sludgeDisplay();
int startNewFunctionNum(unsigned int, unsigned int, loadedFunction *, variableStack*&, bool = true);
bool handleInput();

View File

@ -40,6 +40,26 @@
namespace Sludge {
// Sprite display informations
struct SpriteDisplay {
int x, y;
int width, height;
Graphics::FLIP_FLAGS flip;
Graphics::Surface *surface;
SpriteDisplay(int xpos, int ypos, Graphics::FLIP_FLAGS f, Graphics::Surface *ptr, int w = -1, int h = 1) :
x(xpos), y(ypos), flip(f), surface(ptr), width(w), height(h) {
}
};
// All sprites are sorted into different "layers" (up to 16) according to their relative y position to z-buffer zones
struct SpriteLayers {
int numLayers;
Common::List<SpriteDisplay> layer[16];
};
SpriteLayers spriteLayers;
extern zBufferData zBuffer;
#if 0
@ -639,14 +659,20 @@ bool scaleSprite(sprite &single, const spritePalette &fontPal, onScreenPerson *t
}
// Use Transparent surface to scale and blit
Graphics::TransparentSurface tmp(single.surface, false);
tmp.blit(renderSurface, x1, y1, (mirror? Graphics::FLIP_H : Graphics::FLIP_NONE), nullptr, TS_ARGB(255, 255, 255, 255), diffX, diffY);
if (!zBuffer.numPanels) {
Graphics::TransparentSurface tmp(single.surface, false);
tmp.blit(renderSurface, x1, y1, (mirror ? Graphics::FLIP_H : Graphics::FLIP_NONE), nullptr, TS_ARGB(255, 255, 255, 255), diffX, diffY);
} else {
int d = ((!(thisPerson->extra & EXTRA_NOZB)) && zBuffer.numPanels) ? y + cameraY : sceneHeight + 1;
addSpriteDepth(&single.surface, d, x1, y1, (mirror ? Graphics::FLIP_H : Graphics::FLIP_NONE), diffX, diffY);
}
// Are we pointing at the sprite?
if (input.mouseX >= x1 && input.mouseX <= x2 && input.mouseY >= y1 && input.mouseY <= y2) {
if (thisPerson->extra & EXTRA_RECTANGULAR) return true;
if (thisPerson->extra & EXTRA_RECTANGULAR)
return true;
}
return true;
}
return false;
#if 0
@ -782,6 +808,46 @@ bool scaleSprite(sprite &single, const spritePalette &fontPal, onScreenPerson *t
#endif
}
void resetSpriteLayers(zBufferData *pz, int x, int y, bool upsidedown) {
if (spriteLayers.numLayers > 0)
killSpriteLayers();
spriteLayers.numLayers = pz->numPanels;
for (int i = 0; i < spriteLayers.numLayers; ++i) {
SpriteDisplay node(x, y, (upsidedown ? Graphics::FLIP_V : Graphics::FLIP_NONE), &pz->sprites[i], pz->sprites[i].w, pz->sprites[i].h);
spriteLayers.layer[i].push_back(node);
}
}
void addSpriteDepth(Graphics::Surface *ptr, int depth, int x, int y, Graphics::FLIP_FLAGS flip, int width, int height) {
int i;
for (i = 1; i < zBuffer.numPanels; ++i) {
if (zBuffer.panel[i] >= depth) {
break;
}
}
--i;
SpriteDisplay node(x, y, flip, ptr, width, height);
spriteLayers.layer[i].push_back(node);
}
void displaySpriteLayers() {
for (int i = 0; i < spriteLayers.numLayers; ++i) {
Common::List<SpriteDisplay>::iterator it;
for (it = spriteLayers.layer[i].begin(); it != spriteLayers.layer[i].end(); ++it) {
Graphics::TransparentSurface tmp(*it->surface, false);
tmp.blit(renderSurface, it->x, it->y, it->flip, nullptr, TS_ARGB(255, 255, 255, 255), it->width, it->height);
}
}
killSpriteLayers();
}
void killSpriteLayers() {
for (int i = 0; i < spriteLayers.numLayers; ++i) {
spriteLayers.layer[i].clear();
}
spriteLayers.numLayers = 0;
}
// Paste a scaled sprite onto the backdrop
void fixScaleSprite(int x, int y, sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, int camX, int camY, bool mirror) {
#if 0

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@ -23,10 +23,12 @@
#define SLUDGE_SPRITE_H
#include "graphics/surface.h"
#include "graphics/transparent_surface.h"
namespace Sludge {
struct onScreenPerson;
struct zBufferData;
struct sprite {
int xhot, yhot;
@ -75,6 +77,11 @@ bool reserveSpritePal(spritePalette &sP, int n);
void fixScaleSprite(int x1, int y1, sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, const int camX, const int camY, bool);
void burnSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal);
void resetSpriteLayers(zBufferData *ptrZBuffer, int x, int y, bool upsidedown);
void addSpriteDepth(Graphics::Surface *ptr, int depth, int x, int y, Graphics::FLIP_FLAGS flip, int width = -1, int height = -1);
void displaySpriteLayers();
void killSpriteLayers();
} // End of namespace Sludge
#endif

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@ -31,6 +31,7 @@
#include "sludge/newfatal.h"
#include "sludge/graphics.h"
#include "sludge/sludge.h"
#include "sludge/sprites.h"
namespace Sludge {
@ -170,10 +171,7 @@ void drawZBuffer(int x, int y, bool upsidedown) {
if (!zBuffer.numPanels || !zBuffer.sprites)
return;
for (int i = 0; i < zBuffer.numPanels; ++i) {
Graphics::TransparentSurface tmp(zBuffer.sprites[i], false);
tmp.blit(renderSurface, 0, 0, (upsidedown ? Graphics::FLIP_V : Graphics::FLIP_NONE));
}
resetSpriteLayers(&zBuffer, x, y, upsidedown);
#if 0
glEnable (GL_DEPTH_TEST);