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cd076b26ae
In case the compiler won't optimize such cases
179 lines
4.6 KiB
C++
179 lines
4.6 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
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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 "bladerunner/set_effects.h"
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namespace BladeRunner {
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SetEffects::SetEffects(BladeRunnerEngine *vm) {
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_vm = vm;
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_distanceColor.r = 1.0f;
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_distanceColor.g = 1.0f;
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_distanceColor.b = 1.0f;
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_distanceCoeficient = 0.1f;
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_fadeColor.r = 0.0f;
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_fadeColor.g = 0.0f;
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_fadeColor.b = 0.0f;
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_fadeDensity = 0.0f;
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_fogCount = 0;
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_fogs = nullptr;
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}
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SetEffects::~SetEffects() {
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reset();
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}
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void SetEffects::read(Common::ReadStream *stream, int frameCount) {
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_distanceCoeficient = stream->readFloatLE();
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_distanceColor.r = stream->readFloatLE();
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_distanceColor.g = stream->readFloatLE();
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_distanceColor.b = stream->readFloatLE();
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_fogCount = stream->readUint32LE();
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int i;
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for (i = 0; i < _fogCount; ++i) {
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int type = stream->readUint32LE();
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Fog *fog = nullptr;
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switch (type) {
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case 0:
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fog = new FogSphere();
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break;
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case 1:
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fog = new FogCone();
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break;
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case 2:
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fog = new FogBox();
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break;
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default:
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error("Unknown fog type %d", type);
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}
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if (fog != nullptr) {
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fog->read(stream, frameCount);
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fog->_next = _fogs;
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_fogs = fog;
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}
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}
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}
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void SetEffects::reset() {
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Fog *nextFog;
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if (!_fogs) {
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return;
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}
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do {
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nextFog = _fogs->_next;
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delete _fogs;
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_fogs = nextFog;
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} while (nextFog);
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}
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void SetEffects::setupFrame(int frame) {
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for (Fog *fog = _fogs; fog != nullptr; fog = fog->_next) {
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fog->setupFrame(frame);
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}
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}
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void SetEffects::setFadeColor(float r, float g, float b) {
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_fadeColor.r = r;
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_fadeColor.g = g;
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_fadeColor.b = b;
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}
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void SetEffects::setFadeDensity(float density) {
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_fadeDensity = density;
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}
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/**
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* Set fog color for fog effect named fogName.
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* RGB arguments are percentages of red, green and blue
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*/
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void SetEffects::setFogColor(const Common::String &fogName, float r, float g, float b) {
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Fog *fog = findFog(fogName);
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if (fog == nullptr) {
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return;
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}
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fog->_fogColor.r = r;
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fog->_fogColor.g = g;
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fog->_fogColor.b = b;
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}
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void SetEffects::setFogDensity(const Common::String &fogName, float density) {
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Fog *fog = findFog(fogName);
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if (fog == nullptr) {
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return;
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}
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fog->_fogDensity = density;
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}
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void SetEffects::calculateColor(Vector3 viewPosition, Vector3 position, float *outCoeficient, Color *outColor) const {
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float distanceCoeficient = CLIP((position - viewPosition).length() * _distanceCoeficient, 0.0f, 1.0f);
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*outCoeficient = 1.0f - distanceCoeficient;
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outColor->r = _distanceColor.r * distanceCoeficient;
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outColor->g = _distanceColor.g * distanceCoeficient;
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outColor->b = _distanceColor.b * distanceCoeficient;
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for (Fog *fog = _fogs; fog != nullptr; fog = fog->_next) {
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float fogCoeficient = 0.0f;
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fog->calculateCoeficient(position, viewPosition, &fogCoeficient);
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if (fogCoeficient > 0.0f) {
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fogCoeficient = CLIP(fog->_fogDensity * fogCoeficient, 0.0f, 1.0f);
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*outCoeficient = *outCoeficient * (1.0f - fogCoeficient);
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outColor->r = outColor->r * (1.0f - fogCoeficient) + fog->_fogColor.r * fogCoeficient;
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outColor->g = outColor->g * (1.0f - fogCoeficient) + fog->_fogColor.g * fogCoeficient;
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outColor->b = outColor->b * (1.0f - fogCoeficient) + fog->_fogColor.b * fogCoeficient;
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}
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}
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*outCoeficient = *outCoeficient * (1.0f - _fadeDensity);
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outColor->r = outColor->r * (1.0f - _fadeDensity) + _fadeColor.r * _fadeDensity;
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outColor->g = outColor->g * (1.0f - _fadeDensity) + _fadeColor.g * _fadeDensity;
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outColor->b = outColor->b * (1.0f - _fadeDensity) + _fadeColor.b * _fadeDensity;
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}
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Fog *SetEffects::findFog(const Common::String &fogName) const {
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if (!_fogs) {
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return nullptr;
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}
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Fog *fog = _fogs;
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while (fog != nullptr) {
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if (fogName.compareTo(fog->_name) == 0) {
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break;
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}
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fog = fog->_next;
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}
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return fog;
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}
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} // End of namespace BladeRunner
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