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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/visual/explodingimage.h"
#include "common/random.h"
#include "graphics/surface.h"
#include "engines/stark/gfx/driver.h"
#include "engines/stark/gfx/surfacerenderer.h"
#include "engines/stark/gfx/bitmap.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/settings.h"
namespace Stark {
VisualExplodingImage::VisualExplodingImage(Gfx::Driver *gfx) :
Visual(TYPE),
_gfx(gfx),
_bitmap(nullptr),
_surface(nullptr),
_originalWidth(0),
_originalHeight(0) {
_surfaceRenderer = _gfx->createSurfaceRenderer();
}
VisualExplodingImage::~VisualExplodingImage() {
if (_surface) {
_surface->free();
}
delete _surface;
delete _bitmap;
delete _surfaceRenderer;
}
void VisualExplodingImage::initFromSurface(const Graphics::Surface *surface, uint originalWidth, uint originalHeight) {
assert(!_surface && !_bitmap);
_surface = new Graphics::Surface();
_surface->copyFrom(*surface);
_originalWidth = originalWidth;
_originalHeight = originalHeight;
_bitmap = _gfx->createBitmap(_surface);
_bitmap->setSamplingFilter(StarkSettings->getImageSamplingFilter());
// Create an explosion unit for each pixel in the surface
_units.resize(_surface->w * _surface->h);
Common::Point explosionCenter(_surface->w / 2, _surface->h / 2);
Common::Point explosionAmplitude(48, 16);
explosionAmplitude.x *= _surface->w / (float)originalWidth;
explosionAmplitude.y *= _surface->h / (float)originalHeight;
uint index = 0;
for (int y = 0; y < _surface->h; y++) {
for (int x = 0; x < _surface->w; x++, index++) {
_units[index].setPosition(x, y);
_units[index].setExplosionSettings(explosionCenter, explosionAmplitude, _surface->w / (float)originalWidth);
_units[index].setColor(*static_cast<uint32 *>(_surface->getBasePtr(x, y)), _surface->format);
}
}
}
void VisualExplodingImage::render(const Common::Point &position) {
// Fill with transparent color
_surface->fillRect(Common::Rect(_surface->w, _surface->h), 0);
for (uint i = 0; i < _units.size(); i++) {
_units[i].update();
_units[i].draw(_surface);
}
_bitmap->update(_surface);
_surfaceRenderer->render(_bitmap, position, _originalWidth, _originalHeight);
}
VisualExplodingImage::ExplosionUnit::ExplosionUnit() :
_scale(1.f),
_stillImageTimeRemaining(33 * 33),
_explosionFastAccelerationTimeRemaining(25 * 33),
_mainColor(0),
_darkColor(0) {
}
void VisualExplodingImage::ExplosionUnit::setPosition(int x, int y) {
_position = Math::Vector2d(x, y);
}
void VisualExplodingImage::ExplosionUnit::setExplosionSettings(const Common::Point ¢er, const Common::Point &litude, float scale) {
_center = Math::Vector2d(center.x, center.y);
_speed.setX(cos(StarkRandomSource->getRandomNumber((float)M_PI * 100)) * (float)amplitude.x);
_speed.setY(sin(StarkRandomSource->getRandomNumber((float)M_PI * 100)) * (float)amplitude.y);
// Really? ensuring all fragments go in the same direction?
float magnitude = _position.getDistanceTo(_speed);
_speed -= _position;
_speed = _speed / _speed.getMagnitude() * -magnitude;
_scale = scale;
}
void VisualExplodingImage::ExplosionUnit::setColor(uint32 color, const Graphics::PixelFormat &format) {
_mainColor = color;
byte a, r, g, b;
format.colorToARGB(color, a, r, g, b);
r >>= 1;
g >>= 1;
b >>= 1;
_darkColor = format.ARGBToColor(a, r, g, b);
}
void VisualExplodingImage::ExplosionUnit::update() {
if (_stillImageTimeRemaining > 0) {
_stillImageTimeRemaining -= StarkGlobal->getMillisecondsPerGameloop();
return;
}
if (_position.getDistanceTo(_center) <= 1.f * _scale) {
// Units near the center stay there (to make it look like they enter the chest)
return;
}
Math::Vector2d speed = _speed.getNormalized() * 0.6f * _scale;
_position += speed;
// Update the acceleration to units move towards the center
Math::Vector2d acceleration = _center - _position;
if (_explosionFastAccelerationTimeRemaining > 0) {
acceleration *= 3.0f;
_explosionFastAccelerationTimeRemaining -= StarkGlobal->getMillisecondsPerGameloop();
}
_speed += acceleration;
_speed -= speed * 2.5f;
}
void VisualExplodingImage::ExplosionUnit::draw(Graphics::Surface *surface) {
if (_position.getX() <= 1.f || _position.getX() >= surface->w - 1
|| _position.getY() <= 1.f || _position.getY() >= surface->h - 1) {
return; // Ignore units outside of the surface
}
if (_stillImageTimeRemaining <= 0 && _position.getDistanceTo(_center) <= 2.f) {
return; // Ignore units close to the center (to make it look like they enter the chest)
}
uint32 *pixel = static_cast<uint32 *>(surface->getBasePtr(_position.getX(), _position.getY() - 1));
*pixel = _darkColor;
pixel = static_cast<uint32 *>(surface->getBasePtr(_position.getX() - 1, _position.getY()));
*pixel++ = _darkColor;
*pixel++ = _mainColor;
*pixel = _darkColor;
pixel = static_cast<uint32 *>(surface->getBasePtr(_position.getX(), _position.getY() + 1));
*pixel = _darkColor;
}
} // End of namespace Stark
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