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CnC_Renegade/Code/Combat/screenfademanager.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/Combat/screenfademanager.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 1/17/02 12:09p $*
* *
* $Revision:: 8 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "screenfademanager.h"
#include "render2d.h"
#include "vector3.h"
#include "timemgr.h"
#include "chunkio.h"
#include "debug.h"
/**
** FloatInterpolatorClass
** This class can be used to manage a single floating point number which linearly
** interpolates towards target values that you give it.
*/
class FloatInterpolatorClass
{
public:
FloatInterpolatorClass(float init) { Value = init; TargetValue = init; Rate = 0.0f; }
bool Save( ChunkSaveClass &csave );
bool Load( ChunkLoadClass &cload );
float Get_Value(void) const { return Value; }
void Set_Target_Value(float new_val,float time);
void Update(float dt);
protected:
float Value;
float TargetValue;
float Rate;
};
/*
**
*/
enum {
CHUNKID_VARIABLES = 117021207,
MICROCHUNKID_VALUE = 1,
MICROCHUNKID_TARGET_VALUE,
MICROCHUNKID_RATE,
};
/*
**
*/
bool FloatInterpolatorClass::Save( ChunkSaveClass &csave )
{
csave.Begin_Chunk( CHUNKID_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_VALUE, Value );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TARGET_VALUE, TargetValue );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_RATE, Rate );
csave.End_Chunk();
return true;
}
bool FloatInterpolatorClass::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_VALUE, Value );
READ_MICRO_CHUNK( cload, MICROCHUNKID_TARGET_VALUE, TargetValue );
READ_MICRO_CHUNK( cload, MICROCHUNKID_RATE, Rate );
default:
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Micro_Chunk();
}
break;
default:
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
void FloatInterpolatorClass::Set_Target_Value(float new_val,float time)
{
TargetValue = new_val;
if (time < WWMATH_EPSILON) {
Value = new_val;
Rate = 0.0f;
} else {
Rate = (new_val - Value)/time;
}
}
void FloatInterpolatorClass::Update(float dt)
{
float step = Rate * dt;
if (WWMath::Fabs(step) > WWMath::Fabs(TargetValue - Value)) {
Value = TargetValue;
} else {
Value += step;
}
}
/*
** Static variables
*/
static FloatInterpolatorClass _LetterboxFraction(0.0f);
static FloatInterpolatorClass _OverlayOpacity(0.0f);
static FloatInterpolatorClass _OverlayRed(0.0f);
static FloatInterpolatorClass _OverlayGreen(0.0f);
static FloatInterpolatorClass _OverlayBlue(0.0f);
static Render2DClass * _Renderer = NULL;
/*
** Constants
*/
const float LETTERBOX_SIZE = 0.125f;
const Vector3 BLACK(0,0,0);
const Vector3 WHITE(0,0,0);
/*
** ScreenFadeManager implementation
*/
void ScreenFadeManager::Init()
{
_Renderer = new Render2DClass();
_Renderer->Set_Coordinate_Range( Render2DClass::Get_Screen_Resolution() );
_Renderer->Enable_Alpha( true );
_Renderer->Set_Coordinate_Range(RectClass(0,0,1,1));
}
void ScreenFadeManager::Shutdown()
{
delete _Renderer;
_Renderer = NULL;
}
void ScreenFadeManager::Think()
{
/*
** Update the parameters
*/
float seconds = TimeManager::Get_Frame_Seconds();
_LetterboxFraction.Update(seconds);
_OverlayOpacity.Update(seconds);
_OverlayRed.Update(seconds);
_OverlayGreen.Update(seconds);
_OverlayBlue.Update(seconds);
/*
** Build the letterbox polys
*/
_Renderer->Reset();
if (_OverlayOpacity.Get_Value() > 0.0f) {
float r = _OverlayRed.Get_Value();
float g = _OverlayGreen.Get_Value();
float b = _OverlayBlue.Get_Value();
float a = _OverlayOpacity.Get_Value();
_Renderer->Add_Quad(RectClass(-1.0f,-1.0f,1.0f,1.0f),FRGBA_TO_INT32(r,g,b,a));
}
if (_LetterboxFraction.Get_Value() > 0.0f) {
float lsize = _LetterboxFraction.Get_Value() * LETTERBOX_SIZE;
_Renderer->Add_Quad(RectClass(0.0f,0.0f,1.0f,lsize),RGB_TO_INT32(0,0,0));
_Renderer->Add_Quad(RectClass(0.0f,1.0f - lsize,1.0f,1.0f),RGB_TO_INT32(0,0,0));
}
}
void ScreenFadeManager::Render()
{
_Renderer->Render();
}
void ScreenFadeManager::Enable_Letterbox(bool onoff, float time)
{
float new_val = (onoff ? 1.0f : 0.0f);
_LetterboxFraction.Set_Target_Value(new_val,time);
}
void ScreenFadeManager::Set_Screen_Overlay_Color(const Vector3 & color,float time)
{
_OverlayRed.Set_Target_Value(WWMath::Clamp(color.X),time);
_OverlayGreen.Set_Target_Value(WWMath::Clamp(color.Y),time);
_OverlayBlue.Set_Target_Value(WWMath::Clamp(color.Z),time);
}
void ScreenFadeManager::Set_Screen_Overlay_Color(float r,float g, float b,float time)
{
_OverlayRed.Set_Target_Value(WWMath::Clamp(r),time);
_OverlayGreen.Set_Target_Value(WWMath::Clamp(g),time);
_OverlayBlue.Set_Target_Value(WWMath::Clamp(b),time);
}
void ScreenFadeManager::Set_Screen_Overlay_Opacity(float opacity,float time)
{
_OverlayOpacity.Set_Target_Value(opacity,time);
}
/*
**
*/
enum {
CHUNKID_LETTERBOX_FRACTION = 117021200,
CHUNKID_OVERLAY_OPACITY,
CHUNKID_OVERLAY_RED,
CHUNKID_OVERLAY_GREEN,
CHUNKID_OVERLAY_BLUE,
};
/*
**
*/
bool ScreenFadeManager::Save( ChunkSaveClass &csave )
{
csave.Begin_Chunk( CHUNKID_LETTERBOX_FRACTION );
_LetterboxFraction.Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_OVERLAY_OPACITY );
_OverlayOpacity.Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_OVERLAY_RED );
_OverlayRed.Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_OVERLAY_GREEN );
_OverlayGreen.Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_OVERLAY_BLUE );
_OverlayBlue.Save( csave );
csave.End_Chunk();
return true;
}
bool ScreenFadeManager::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_LETTERBOX_FRACTION:
_LetterboxFraction.Load( cload );
break;
case CHUNKID_OVERLAY_OPACITY:
_OverlayOpacity.Load( cload );
break;
case CHUNKID_OVERLAY_RED:
_OverlayRed.Load( cload );
break;
case CHUNKID_OVERLAY_GREEN:
_OverlayGreen.Load( cload );
break;
case CHUNKID_OVERLAY_BLUE:
_OverlayBlue.Load( cload );
break;
default:
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}