--- /dev/null
+/*
+This file is part of the 3dengfx demo system.
+
+Copyright (c) 2004, 2005 John Tsiombikas <nuclear@siggraph.org>
+
+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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+
+#include "3dengfx_config.h"
+
+#include <list>
+#include <algorithm>
+#include "fx.hpp"
+#include "dsys.hpp"
+#include "script.h"
+#include "3dengfx/3dengfx.hpp"
+#include "common/err_msg.h"
+
+
+static bool str_to_color(const char *str, Color *col);
+
+
+void dsys::radial_blur(Texture *tex, float ammount, const Vector2 &origin, bool additive) {
+ Vector2 c1(0.0f, 0.0f), c2(1.0f, 1.0f);
+
+ set_alpha_blending(true);
+ if(additive) {
+ set_blend_func(BLEND_SRC_ALPHA, BLEND_ONE);
+ } else {
+ set_blend_func(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ }
+
+ ammount += 1.0f;
+ int quad_count = (int)(ammount * 20.0f);
+ float dscale = (ammount - 1.0f) / (float)quad_count;
+ float scale = 1.0f;
+ for(int i=0; i<quad_count; i++) {
+ Vector2 v1 = c1, v2 = c2;
+ v1 -= origin;
+ v1 *= scale;
+ v1 += origin;
+
+ v2 -= origin;
+ v2 *= scale;
+ v2 += origin;
+
+ float alpha = (float)((quad_count-1) - i) / (float)quad_count;
+ dsys::overlay(tex, v1, v2, Color(1.0f, 1.0f, 1.0f, alpha), false);
+ scale += dscale;
+ }
+
+ set_alpha_blending(false);
+}
+
+void dsys::dir_blur(Texture *tex, float ammount, int dir) {
+ Vector2 c1(0.0f, 1.0f), c2(1.0f, 0.0f);
+
+ ammount *= 0.5f;
+ int quad_count = (int)(ammount * 100.0f);
+ float offs_inc = ammount / (float)(quad_count/2);
+ float offs = 0.0f;
+ for(int i=0; i<quad_count/2; i++) {
+ Vector2 off_vec = dir == BLUR_DIR_X ? Vector2(offs, 0) : Vector2(0, offs);
+
+ float alpha = 1.0f - offs / ammount;
+ dsys::overlay(tex, c1 + off_vec, c2 + off_vec, Color(1.0f, 1.0f, 1.0f, alpha));
+ //dsys::overlay(tex, c1 - off_vec, c2 - off_vec, Color(1.0f, 1.0f, 1.0f, alpha));
+ offs += offs_inc;
+ }
+}
+
+/*
+static Vector2 *blur_pos;
+static int pos_count;
+
+void dsys::blur(Texture *tex, float ammount, bool additive) {
+ //additive = true;
+
+ set_alpha_blending(true);
+ if(additive) {
+ set_blend_func(BLEND_SRC_ALPHA, BLEND_ONE);
+ } else {
+ set_blend_func(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ }
+
+ int quad_count = (int)(ammount * 700.0f);
+
+ if(quad_count != pos_count) {
+ if(blur_pos) delete [] blur_pos;
+ blur_pos = new Vector2[quad_count];
+
+ for(int i=0; i<quad_count; i++) {
+ blur_pos[i] = Vector2(frand(1.0f) - 0.5f, frand(1.0f) - 0.5f);
+ blur_pos[i] *= ammount;
+ }
+ pos_count = quad_count;
+ }
+
+ for(int i=0; i<quad_count; i++) {
+ float dist = blur_pos[i].length_sq();
+ float alpha = 1.0f / dist;
+ dsys::overlay(tex, Vector2(0, 0) + blur_pos[i], Vector2(1, 1) + blur_pos[i], Color(1.0f, 1.0f, 1.0f, alpha), false);
+ }
+
+ set_alpha_blending(false);
+}
+*/
+
+void dsys::overlay(Texture *tex, const Vector2 &corner1, const Vector2 &corner2, const Color &color, GfxProg *pprog, bool handle_blending) {
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 1.0, 0.0, 0.0, 1.0);
+
+ set_lighting(false);
+ set_zbuffering(false);
+ set_backface_culling(false);
+ if(handle_blending) {
+ set_alpha_blending(true);
+ set_blend_func(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ }
+
+ if(tex) {
+ enable_texture_unit(0);
+ disable_texture_unit(1);
+ set_texture_unit_color(0, TOP_REPLACE, TARG_TEXTURE, TARG_COLOR);
+ set_texture_unit_alpha(0, TOP_MODULATE, TARG_TEXTURE, TARG_COLOR);
+ set_texture_coord_index(0, 0);
+ set_texture(0, tex);
+ set_texture_addressing(0, TEXADDR_CLAMP, TEXADDR_CLAMP);
+
+ for(int i=0; i<4; i++) {
+ if(tex == dsys::tex[i]) {
+ glMatrixMode(GL_TEXTURE);
+ load_matrix_gl(dsys::tex_mat[i]);
+ break;
+ }
+ }
+ }
+
+ if(pprog) {
+ set_gfx_program(pprog);
+ }
+
+ glBegin(GL_QUADS);
+ glColor4f(color.r, color.g, color.b, color.a);
+ glTexCoord2f(0.0f, 1.0f);
+ glVertex3f(corner1.x, corner1.y, -0.5);
+ glTexCoord2f(1.0f, 1.0f);
+ glVertex3f(corner2.x, corner1.y, -0.5);
+ glTexCoord2f(1.0f, 0.0f);
+ glVertex3f(corner2.x, corner2.y, -0.5);
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex3f(corner1.x, corner2.y, -0.5);
+ glEnd();
+
+ if(pprog) {
+ set_gfx_program(0);
+ }
+
+ if(tex) {
+ for(int i=0; i<4; i++) {
+ if(tex == dsys::tex[i]) {
+ glMatrixMode(GL_TEXTURE);
+ load_matrix_gl(Matrix4x4::identity_matrix);
+ break;
+ }
+ }
+ set_texture_addressing(0, TEXADDR_WRAP, TEXADDR_WRAP);
+ disable_texture_unit(0);
+ }
+ if(handle_blending) set_alpha_blending(false);
+ set_backface_culling(true);
+ set_zbuffering(true);
+ set_lighting(true);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
+
+void dsys::negative(const Vector2 &corner1, const Vector2 &corner2) {
+ set_alpha_blending(true);
+ set_blend_func(BLEND_ONE_MINUS_DST_COLOR, BLEND_ZERO);
+ dsys::overlay(0, corner1, corner2, Color(1.0f, 1.0f, 1.0f, 1.0f), 0, false);
+ set_alpha_blending(false);
+}
+
+void dsys::flash(unsigned long time, unsigned long when, unsigned long dur, const Color &col) {
+ long start = when - dur/2;
+ long end = when + dur/2;
+
+ if((long)time >= start && (long)time < end) {
+ scalar_t t = (scalar_t)time / 1000.0;
+ scalar_t dt = (scalar_t)dur / 1000.0;
+ scalar_t wt = (scalar_t)when / 1000.0;
+ scalar_t half_dt = dt / 2.0;
+
+ scalar_t alpha = cos(pi * (t - wt) / half_dt);
+
+ dsys::overlay(0, Vector3(0,0), Vector3(1,1), Color(col.r, col.g, col.b, alpha));
+ }
+}
+
+
+
+// ------------- Image Effect manager --------------
+
+using std::list;
+using namespace dsys;
+
+static list<ImageFx*> fx_list;
+
+void dsys::add_image_fx(ImageFx *fx) {
+ fx_list.push_back(fx);
+}
+
+void dsys::remove_image_fx(ImageFx *fx) {
+ fx_list.erase(find(fx_list.begin(), fx_list.end(), fx));
+}
+
+void dsys::apply_image_fx(unsigned long time) {
+ list<ImageFx*>::iterator iter = fx_list.begin();
+
+ while(iter != fx_list.end()) {
+ (*iter++)->apply(time);
+ }
+}
+
+
+// -------------- Image Effect class --------------
+
+ImageFx::ImageFx() {
+ time = 0;
+ duration = 0;
+}
+
+ImageFx::~ImageFx() {}
+
+bool ImageFx::parse_script_args(const char **args) {
+ long t, d;
+
+ if(!args[0] || (t = str_to_time(args[0])) == -1) {
+ return false;
+ }
+
+ if(!args[1] || (d = str_to_time(args[1])) == -1) {
+ return false;
+ }
+
+ time = t;
+ duration = d;
+ return true;
+}
+
+void ImageFx::set_time(unsigned long time) {
+ this->time = time;
+}
+
+void ImageFx::set_duration(unsigned long dur) {
+ duration = dur;
+}
+
+
+// ------------- Negative (inverse video) effect ---------------
+
+FxNegative::~FxNegative() {}
+
+void FxNegative::apply(unsigned long time) {
+ if(time < this->time || time > this->time + duration) return;
+
+ negative();
+}
+
+// ------------ Screen Flash -------------
+
+FxFlash::~FxFlash() {}
+
+FxFlash::FxFlash() {
+ color = Color(1.0, 1.0, 1.0);
+}
+
+bool FxFlash::parse_script_args(const char **args) {
+ if(!ImageFx::parse_script_args(args)) {
+ return false;
+ }
+
+ if(args[2]) {
+ if(!str_to_color(args[2], &color)) return false;
+ }
+
+ return true;
+}
+
+void FxFlash::set_color(const Color &col) {
+ color = col;
+}
+
+void FxFlash::apply(unsigned long time) {
+ flash(time, this->time, duration, color);
+}
+
+
+// ------------- Fade in/out -------------
+
+FxFade::FxFade() {
+ color1 = Color(0.0, 0.0, 0.0);
+ color2 = Color(1.0, 1.0, 1.0);
+ tex1 = tex2 = 0;
+}
+
+FxFade::~FxFade() {}
+
+bool FxFade::parse_script_args(const char **args) {
+ if(!ImageFx::parse_script_args(args)) {
+ return false;
+ }
+
+ if(args[2]) {
+ if(!str_to_color(args[2], &color1)) return false;
+ }
+
+ if(args[3] && !(args[3][0] == '0' && args[3][1] == 0)) {
+ // texture register? (t0, t1, t2, t3)
+ if(args[3][0] == 't' && isdigit(args[3][1]) && !args[3][2]) {
+ int reg = args[3][1] - '0';
+ if(reg > 3) return false;
+ tex1 = dsys::tex[reg];
+ } else { // or a texture from file?
+ if(!(tex1 = get_texture(args[3]))) {
+ return false;
+ }
+ }
+ }
+
+ if(args[4]) {
+ if(!str_to_color(args[4], &color2)) return false;
+ }
+
+ if(args[5] && !(args[5][0] == '0' && args[5][1] == 0)) {
+ // texture register? (t0, t1, t2, t3)
+ if(args[5][0] == 't' && isdigit(args[5][1]) && !args[5][2]) {
+ int reg = args[5][1] - '0';
+ if(reg > 3) return false;
+ tex2 = dsys::tex[reg];
+ } else { // or a texture from file?
+ if(!(tex2 = get_texture(args[5]))) {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+void FxFade::apply(unsigned long time) {
+ if(time >= this->time && time < this->time + duration) {
+ float fsec = (float)(time - this->time) / 1000.0;
+ float t = fsec / ((float)duration / 1000.0);
+
+ if(tex1) {
+ set_texture(0, tex1);
+ enable_texture_unit(0);
+ }
+
+ if(tex2) {
+ set_texture(1, tex2);
+ enable_texture_unit(1);
+
+ set_texture_constant(1, t);
+ set_texture_unit_color(1, TOP_LERP, TARG_PREV, TARG_TEXTURE, TARG_CONSTANT);
+ }
+
+ set_alpha_blending(true);
+ set_blend_func(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+ set_lighting(false);
+
+ Color col = color1 + (color2 - color1) * t;
+ col.a = color1.a + (color2.a - color1.a) * t;
+
+ draw_scr_quad(Vector2(0, 0), Vector2(1, 1), col);
+
+ set_lighting(true);
+ set_alpha_blending(false);
+
+ if(tex1) disable_texture_unit(0);
+ if(tex2) disable_texture_unit(1);
+ }
+}
+
+// ------------ Image Overlay ------------
+
+
+FxOverlay::FxOverlay() {
+ tex = 0;
+ shader = 0;
+}
+
+FxOverlay::~FxOverlay() {
+ delete shader;
+}
+
+bool FxOverlay::parse_script_args(const char **args) {
+ if(!ImageFx::parse_script_args(args)) {
+ return false;
+ }
+ if(!args[2]) return false;
+
+ // texture register? (t0, t1, t2, t3)
+ if(args[2][0] == 't' && isdigit(args[2][1]) && !args[2][2]) {
+ int reg = args[2][1] - '0';
+ if(reg > 3) return false;
+ tex = dsys::tex[reg];
+ } else { // or a texture from file?
+ if(!(tex = get_texture(args[2]))) {
+ return false;
+ }
+ }
+
+ // check if a shader is specified
+ if(args[3]) {
+ Shader sdr = get_shader(args[3], PROG_PIXEL);
+ if(!sdr) {
+ error("failed loading shader %s", args[3]);
+ return false;
+ }
+
+ shader = new GfxProg(0, sdr);
+ shader->link();
+ }
+ return true;
+}
+
+void FxOverlay::set_texture(Texture *tex) {
+ this->tex = tex;
+}
+
+void FxOverlay::set_shader(GfxProg *sdr) {
+ shader = sdr;
+}
+
+void FxOverlay::apply(unsigned long time) {
+ if(time >= this->time && time < this->time + duration) {
+ if(shader) {
+ float fsec = (float)(time - this->time) / 1000.0;
+ shader->set_parameter("time", fsec);
+
+ float t = fsec / ((float)duration / 1000.0f);
+ shader->set_parameter("t", t);
+
+ float ease = (t < 0.25 || t >= 0.75) ? fabs(sin(t * 2.0 * pi)) : 1.0;
+ shader->set_parameter("ease", ease);
+
+ float ease_sin = sin(t * pi);
+ shader->set_parameter("ease_sin", ease_sin);
+ }
+ overlay(tex, Vector2(0, 0), Vector2(1, 1), Color(1, 1, 1), shader);
+ }
+}
+
+
+
+// just a little helper function to get a color out of an <r,g,b> string
+static bool str_to_color(const char *str, Color *col) {
+ // get red
+ if(*str++ != '<') return false;
+ if(!isdigit(*str) && *str != '.') return false;
+ col->r = atof(str);
+
+ while(isdigit(*str) || *str == '.') str++;
+ if(*str++ != ',') return false;
+
+ // get green
+ if(!isdigit(*str) && *str != '.') return false;
+ col->g = atof(str);
+
+ while(isdigit(*str) || *str == '.') str++;
+ if(*str++ != ',') return false;
+
+ // get blue
+ if(!isdigit(*str) && *str != '.') return false;
+ col->b = atof(str);
+
+ while(isdigit(*str) || *str == '.') str++;
+ if(*str != ',') {
+ col->a = 1.0;
+ return *str == '>' ? true : false;
+ }
+
+ // get alpha
+ if(!isdigit(*++str) && *str != '.') return false;
+ col->a = atof(str);
+
+ while(isdigit(*str) || *str == '.') str++;
+ return *str == '>' ? true : false;
+}