#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 = NULL; } 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 = NULL; 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 } fog->read(stream, framesCount); fog->_next = _fogs; _fogs = fog; } } void SetEffects::reset() { Fog *fog, *nextFog; if (!_fogs) return; do { fog = _fogs; nextFog = fog->_next; delete fog; fog = nextFog; } while (nextFog); } void SetEffects::setupFrame(int frame) { } void SetEffects::setFadeColor(float r, float g, float b) { _fadeColor.r = r; _fadeColor.r = 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