scummvm/engines/bladerunner/set_effects.cpp
Peter Kohaut 1b40c5bf55 BLADERUNNER: fixed memory leaks & overflows
fixed few memory leaks
fixed overflows
prepared more logic for looping but its not yet working correctly - still figuring out original code for vqadecoder
2016-10-28 22:34:04 +02:00

168 lines
4.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/set_effects.h"
namespace BladeRunner {
SetEffects::SetEffects(BladeRunnerEngine *vm) {
_vm = vm;
_distanceColor.r = 1.0f;
_distanceColor.g = 1.0f;
_distanceColor.b = 1.0f;
_distanceCoeficient = 0.1f;
_fadeColor.r = 0.0f;
_fadeColor.g = 0.0f;
_fadeColor.b = 0.0f;
_fadeDensity = 0.0f;
_fogsCount = 0;
_fogs = nullptr;
}
SetEffects::~SetEffects() {
reset();
}
void SetEffects::read(Common::ReadStream *stream, int framesCount) {
_distanceCoeficient = stream->readFloatLE();
_distanceColor.r = stream->readFloatLE();
_distanceColor.g = stream->readFloatLE();
_distanceColor.b = stream->readFloatLE();
_fogsCount = stream->readUint32LE();
int i;
for (i = 0; i < _fogsCount; i++) {
int type = stream->readUint32LE();
Fog *fog = nullptr;
switch (type) {
case 0:
fog = new FogCone();
break;
case 1:
fog = new FogSphere();
break;
case 2:
fog = new FogBox();
break;
}
if (!fog) {
//TODO exception, unknown fog type
} else {
fog->read(stream, framesCount);
fog->_next = _fogs;
_fogs = fog;
}
}
}
void SetEffects::reset() {
Fog *nextFog;
if (!_fogs)
return;
do {
nextFog = _fogs->_next;
delete this->_fogs;
this->_fogs = nextFog;
} while (nextFog);
}
void SetEffects::setupFrame(int frame) {
}
void SetEffects::setFadeColor(float r, float g, float b) {
_fadeColor.r = r;
_fadeColor.g = g;
_fadeColor.b = b;
}
void SetEffects::setFadeDensity(float density) {
_fadeDensity = density;
}
void SetEffects::setFogColor(const char *fogName, float r, float g, float b) {
Fog *fog = findFog(fogName);
if (fog == nullptr)
return;
fog->_fogColor.r = r;
fog->_fogColor.g = g;
fog->_fogColor.b = b;
}
void SetEffects::setFogDensity(const char *fogName, float density) {
Fog *fog = findFog(fogName);
if (fog == nullptr)
return;
fog->_fogDensity = density;
}
void SetEffects::calculateColor(Vector3 viewPosition, Vector3 position, float *outCoeficient, Color *outColor) {
float distanceCoeficient = CLIP((position - viewPosition).length() * _distanceCoeficient, 0.0f, 1.0f);
*outCoeficient = 1.0f - distanceCoeficient;
outColor->r = _distanceColor.r * distanceCoeficient;
outColor->g = _distanceColor.g * distanceCoeficient;
outColor->b = _distanceColor.b * distanceCoeficient;
for (Fog *fog = this->_fogs; fog != nullptr; fog = fog->_next) {
float fogCoeficient = 0.0f;
fog->calculateCoeficient(position, viewPosition, &fogCoeficient);
if (fogCoeficient > 0.0f) {
fogCoeficient = CLIP(fog->_fogDensity * fogCoeficient, 0.0f, 1.0f);
*outCoeficient = *outCoeficient * (1.0f - fogCoeficient);
outColor->r = outColor->r * (1.0f - fogCoeficient) + fog->_fogColor.r * fogCoeficient;
outColor->g = outColor->g * (1.0f - fogCoeficient) + fog->_fogColor.g * fogCoeficient;
outColor->b = outColor->b * (1.0f - fogCoeficient) + fog->_fogColor.b * fogCoeficient;
}
}
*outCoeficient = *outCoeficient * (1.0f - this->_fadeDensity);
outColor->r = outColor->r * (1.0f - this->_fadeDensity) + this->_fadeColor.r * this->_fadeDensity;
outColor->g = outColor->g * (1.0f - this->_fadeDensity) + this->_fadeColor.g * this->_fadeDensity;
outColor->b = outColor->b * (1.0f - this->_fadeDensity) + this->_fadeColor.b * this->_fadeDensity;
}
Fog *SetEffects::findFog(const char *fogName) {
if (!_fogs)
return nullptr;
Fog *fog = _fogs;
while (fog != nullptr) {
if (strcmp(fogName, fog->_name) == 0) {
break;
}
fog = fog->_next;
}
return fog;
}
} // End of namespace BladeRunner