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https://github.com/libretro/scummvm.git
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21c78ccdc2
Instead of manipulating alpha with BLEND_MULTIPLY, simply blend in normal mode with translucent black. This fixes transitions with low brightness levels (close to 0), which previously would effectively act as if the level was set to 255.
232 lines
6.2 KiB
C++
232 lines
6.2 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/textconsole.h"
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#include "sludge/graphics.h"
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namespace Sludge {
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extern float snapTexW, snapTexH;
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void GraphicsManager::setBrightnessLevel(int brightnessLevel) {
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_brightnessLevel = CLIP(brightnessLevel, 0, 255);
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}
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//----------------------------------------------------
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// PROPER BRIGHTNESS FADING
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//----------------------------------------------------
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unsigned lastFrom, lastTo;
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void GraphicsManager::transitionFader() {
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blendColor(&_renderSurface, TS_ARGB(255 - _brightnessLevel, 0, 0, 0), Graphics::BLEND_NORMAL);
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}
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void GraphicsManager::transitionCrossFader() {
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if (!_snapshotSurface.getPixels())
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return;
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if (_brightnessLevel == 255)
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return;
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Graphics::TransparentSurface tmp(_snapshotSurface, false);
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tmp.blit(_renderSurface, 0, 0, Graphics::FLIP_NONE, nullptr, TS_ARGB(255 - _brightnessLevel, 0xff, 0xff, 0xff));
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}
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void GraphicsManager::transitionSnapshotBox() {
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if (!_snapshotSurface.getPixels())
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return;
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if (_brightnessLevel == 255)
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return;
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uint32 xScale = (255 - _brightnessLevel) * _winWidth / 255;
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uint32 yScale = (255 - _brightnessLevel) * _winHeight / 255;
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Graphics::Surface *surf = _snapshotSurface.scale(xScale, yScale);
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_renderSurface.copyRectToSurface(surf->getPixels(), surf->pitch, (_winWidth - xScale) / 2, (_winHeight - yScale) / 2, xScale, yScale);
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}
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//----------------------------------------------------
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// FAST PSEUDO-RANDOM NUMBER STUFF FOR DISOLVE EFFECT
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//----------------------------------------------------
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void GraphicsManager::resetRandW() {
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int32 seed = 12345;
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for (int i = 0; i < RANDKK; i++) {
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for (int j = 0; j < 2; j++) {
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seed = seed * 2891336453u + 1;
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_randbuffer[i][j] = seed;
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}
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}
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_randp1 = 0;
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_randp2 = 10;
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}
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void GraphicsManager::reserveTransitionTexture() {
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_transitionTexture = new Graphics::TransparentSurface;
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_transitionTexture->create(256, 256, _transitionTexture->getSupportedPixelFormat());
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}
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void GraphicsManager::transitionDisolve() {
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if (!_transitionTexture)
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reserveTransitionTexture();
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if (!_brightnessLevel) {
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transitionFader();
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return;
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}
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byte *toScreen = (byte *)_transitionTexture->getPixels();
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byte *end = (byte *)_transitionTexture->getBasePtr(255, 255);
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do {
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// generate next number
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uint32 n = _randbuffer[_randp1][1];
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uint32 y = (n << 27) | ((n >> (32 - 27)) + _randbuffer[_randp2][1]);
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n = _randbuffer[_randp1][0];
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_randbuffer[_randp1][1] = (n << 19) | ((n >> (32 - 19)) + _randbuffer[_randp2][0]);
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_randbuffer[_randp1][0] = y;
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// rotate list pointers
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if (!_randp1--)
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_randp1 = RANDKK - 1;
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if (!_randp2--)
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_randp2 = RANDKK - 1;
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if ((y & 0xff) > _brightnessLevel) {
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toScreen[0] = 255;
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toScreen[1] = toScreen[2] = toScreen[3] = 0;
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} else {
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toScreen[0] = toScreen[1] = toScreen[2] = toScreen[3] = 0;
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}
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toScreen += 4;
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} while (toScreen < end);
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// The original stretched the texture, we just tile it
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h)
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w)
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_transitionTexture->blit(_renderSurface, x, y);
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}
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void GraphicsManager::transitionTV() {
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if (!_transitionTexture)
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reserveTransitionTexture();
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byte *toScreen = (byte *)_transitionTexture->getPixels();
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byte *end = (byte *)_transitionTexture->getBasePtr(255, 255);
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do {
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// generate next number
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uint32 n = _randbuffer[_randp1][1];
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uint32 y = (n << 27) | ((n >> (32 - 27)) + _randbuffer[_randp2][1]);
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n = _randbuffer[_randp1][0];
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_randbuffer[_randp1][1] = (n << 19) | ((n >> (32 - 19)) + _randbuffer[_randp2][0]);
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_randbuffer[_randp1][0] = y;
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// rotate list pointers
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if (!_randp1--)
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_randp1 = RANDKK - 1;
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if (!_randp2--)
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_randp2 = RANDKK - 1;
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if ((y & 255u) > _brightnessLevel) {
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toScreen[0] = (n & 255);
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toScreen[1] = toScreen[2] = toScreen[3] = (n & 255);
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} else {
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toScreen[0] = toScreen[1] = toScreen[2] = toScreen[3] = 0;
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}
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toScreen += 4;
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} while (toScreen < end);
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// The original stretched the texture, we just tile it
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h)
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w)
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_transitionTexture->blit(_renderSurface, x, y);
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}
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void GraphicsManager::transitionBlinds() {
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if (!_transitionTexture)
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reserveTransitionTexture();
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int level = _brightnessLevel / 16;
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for (int b = 0; b < 16; b++) {
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byte *toScreen = (byte *)_transitionTexture->getBasePtr(0, b * 16);
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if (level)
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memset(toScreen, 0, 256 * 4 * level);
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if (level < 32) {
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for (int y = 0; y < 16 - level; y++) {
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toScreen = (byte *)_transitionTexture->getBasePtr(0, b * 16 + y);
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for (int i = 0; i < 256; i++) {
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toScreen[0] = 0xff;
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toScreen[1] = toScreen[2] = toScreen[3] = 0;
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toScreen += 4;
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}
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}
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}
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}
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// The original stretched the texture, we just tile it
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h)
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w)
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_transitionTexture->blit(_renderSurface, x, y);
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}
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//----------------------------------------------------
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void GraphicsManager::fixBrightness() {
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switch (_fadeMode) {
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case 0:
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transitionFader();
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break;
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case 1:
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resetRandW();
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// Fall through!
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case 2:
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transitionDisolve();
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break;
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case 3:
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transitionTV();
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break;
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case 4:
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transitionBlinds();
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break;
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case 5:
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transitionCrossFader();
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break;
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case 6:
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transitionSnapshotBox();
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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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} // End of namespace Sludge
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