//Chrisoft Bullet Lab Remix HGE
//Background drawing Implementations
//Copyright Chrisoft 2014
const char* BACKGROUND_H_FN="background.h";
double deltaBG;
//********************************************
//Full-screen Leaves Background
//********************************************
class BG_Leaves
{
private:
DWORD alpha,alim;
bool onfadein,onfadeout;
int fadebreak;
hgeSprite* BGSpr[6][6];
HTEXTURE LeafTex;
void DoFadeIn()
{
if (LOWFPS)fadebreak+=17;else ++fadebreak;
if (fadebreak>17)fadebreak=0;else return;
if (LOWFPS)if(alpha+0x20<=alim)alpha+=0x20;else{}
else if (alpha+0x2<=alim)alpha+=2;
if (alpha>=alim)onfadein=false;
}
void DoFadeOut()
{
if (LOWFPS)fadebreak+=17;else ++fadebreak;
if (fadebreak>30)fadebreak=0;else return;
if (LOWFPS)
if (alpha<0x20)alpha=0;else alpha-=0x20;
else
if (alpha<0x2)alpha=0;else alpha-=0x2;
if (!alpha)onfadeout=0;
}
public:
bool IsActive()
{
return alpha?true:false;
}
void Init(DWORD limalpha)
{
LeafTex=hge->Texture_Load("./Resources/b_leaves.png");
for (int i=0;i<6;++i)
for (int j=0;j<6;++j)
{
BGSpr[i][j]=new hgeSprite(LeafTex,0,0,200,150);
BGSpr[i][j]->SetColor(0x00CCCCCC);
}
onfadein=onfadeout=false;alpha=0x00;alim=limalpha;fadebreak=0;
}
void SetFadeIn()
{
alpha=0x01;
onfadein=true;
}
void SetFadeOut()
{
alpha=alim;
onfadeout=true;
}
void Update()
{
double tx,ty,dt;
if (onfadein)DoFadeIn();
if (onfadeout)DoFadeOut();
dt=hge->Timer_GetDelta();
deltaBG+=dt;
tx=200*cosf(deltaBG/10);
ty=150*sinf(deltaBG/10);
for (int i=-1;i<5;++i)
for (int j=-1;j<5;++j)
BGSpr[i+1][j+1]->SetColor(ARGB(alpha,0xCC,0xCC,0xCC)),
BGSpr[i+1][j+1]->Render(i*199.0f+tx,j*149.0f+ty);
}
};
BG_Leaves Leaves;
//********************************************
//Animated Leaves Background
//********************************************
HTEXTURE TLeaf;
HTEXTURE TSflake;
class Leaf_Anim;
Leaf_Anim *Head,*Tail;
bool LE_Active;
double lescale;
HTEXTURE letex;TextureRect letr;
DWORD lecolor;
class Leaf_Anim
{
private:
hgeSprite* Leaf;
double Rotation,DRotate;
double x,y,dx,dy;
int lim;
~Leaf_Anim(){}
public:
Leaf_Anim *Last,*Next;
void init(int _lim)
{
//Leaf=new hgeSprite(letex,0,0,108,108);
Leaf=new hgeSprite(letex,letr.x,letr.y,letr.w,letr.h);
Leaf->SetColor(lecolor);
x=rand()%908-108;
y=-108;
lim=_lim;
dx=rand()%200/100.0f-1.0f;
dx*=0.075;
dy=rand()%200/100.0f+0.5f;
dy*=0.075;
Rotation=0;
DRotate=rand()%100/10000.0f;
DRotate*=0.1;
Next=NULL;
}
void Delete()
{
if (this==Head)Head=this->Next;
if (this==Tail)Tail=this->Last;
if (this->Next)
this->Next->Last=this->Last;
if (this->Last)
this->Last->Next=this->Next;
delete this->Leaf;
delete this;//Not sure this will work?..--Answer: This worked...
}
void Update()
{
if (!this||!Leaf)return;
int times=1;if (LOWFPS)times=17;
for (int i=1;i<=times;++i)
{
Rotation+=DRotate;
x+=dx;y+=dy;
}
if (x>908||x<-108||y>708)return Delete();
if (!Leaf)return;
Leaf->RenderEx(x,y,Rotation,lescale);
}
void Process()
{
int times=1;
if(LOWFPS) times=17;
for (int i=1;i<=times;++i)
if (rand()%1000>lim&&LE_Active)
{
Tail->Next=new Leaf_Anim();
Tail->Next->init(990);
Tail->Next->Last=Tail;
Tail=Tail->Next;
}
Leaf_Anim *cur=Head;
while (cur)cur->Update(),cur=cur->Next;
}
};
//********************************************
//3D-sky Background
//Based on a hge tutorial
//********************************************
static const DWORD skyTopColors[3] = {0xFF15092A, 0xFF6C6480, 0xFF89B9D0};
static const DWORD skyBtmColors[3] = {0xFF303E57, 0xFFAC7963, 0xFFCAD7DB};
static const DWORD seaTopColors[3] = {0xFF3D546B, 0xFF927E76, 0xFF86A2AD};
static const DWORD seaBtmColors[3] = {0xFF1E394C, 0xFF2F4E64, 0xFF2F4E64};
static const int skyseq[9]={0, 0, 1, 2, 2, 2, 1, 0, 0};
class TDSky
{
#define ScreenWidth 800
#define ScreenHeight 600
#define Stars 100
#define SeaDisize 16
#define SkyHeight (ScreenHeight*0.6f)
#define StarsHeight (SkyHeight*0.9f)
#define OrbitRadius (ScreenWidth*0.43f)
private:
HTEXTURE skyitem;
hgeSprite *sky,*sun,*moon,*glow,*seaglow,*star;
hgeDistortionMesh *sea,*skylyr;
float timet,speed,skya,skylima,seq_residue;
int seq_id;
float starX[Stars],starY[Stars],starS[Stars],starA[Stars],seaP[SeaDisize];
hgeColor colWhite,colSkyTop,colSkyBtm,colSeaTop,colSeaBtm;
hgeColor colSun,colSunGlow;
hgeColor colMoon,colMoonGlow,colSeaGlow;
float sunX,sunY,sunS,sunGlowS;
float moonX,moonY,moonS,moonGlowS;
float seaGlowX,seaGlowSX,seaGlowSY;
bool skyOnFadeIn,skyOnFadeOut;
float GetTime()
{
struct tm *t=0;
time_t tt=time(NULL);
t=localtime(&tt);
float tmp=0;
if(t)
{
tmp=t->tm_sec;
tmp=t->tm_min+tmp/60.0f;
tmp=t->tm_hour+tmp/60.0f;
}
return tmp;
}
void SkyDoFadeIn()
{
float dlt=1.0f/hge->Timer_GetFPS();
if (skya+dlt<skylima)skya+=dlt;
else skya=skylima,skyOnFadeIn=false;
}
void SkyDoFadeOut()
{
float dlt=1.0f/hge->Timer_GetFPS();
if (skya-dlt>0)skya-=dlt;
else skya=0.0f,skyOnFadeOut=false;
}
public:
bool Init()
{
skyitem=hge->Texture_Load("./Resources/e_skyitem.png");
if(!skyitem) return false;
sky=new hgeSprite(0, 0, 0, ScreenWidth, ScreenHeight);
sea=new hgeDistortionMesh(SeaDisize, SeaDisize);
sea->SetTextureRect(0, 0, ScreenWidth, ScreenHeight-SkyHeight);
sun=new hgeSprite(skyitem,81,0,114,114);
sun->SetHotSpot(57,57);
moon=new hgeSprite(skyitem,0,0,81,81);
moon->SetHotSpot(40,40);
star=new hgeSprite(skyitem,195,0,9,9);
star->SetHotSpot(5,5);
glow=new hgeSprite(skyitem,204,0,128,128);
glow->SetHotSpot(64,64);
glow->SetBlendMode(BLEND_COLORADD | BLEND_ALPHABLEND | BLEND_NOZWRITE);
seaglow=new hgeSprite(skyitem,204,96,128,32);
seaglow->SetHotSpot(64,0);
seaglow->SetBlendMode(BLEND_COLORADD | BLEND_ALPHAADD | BLEND_NOZWRITE);
skylyr=new hgeDistortionMesh(16, 16);
skylyr->SetTexture(skyitem);
skylyr->SetTextureRect(0,128,512,512);
skylyr->SetBlendMode(BLEND_ALPHAADD);
colWhite.SetHWColor(0xFFFFFFFF);
timet=GetTime();
speed=skya=0.0f;
for(int i=0;i<Stars;++i)
{
starX[i]=rand()%ScreenWidth;
starY[i]=rand()%((int)StarsHeight);
starS[i]=(rand()%60+10.0f)/100.0f;
}
for(int i=0;i<SeaDisize;++i)
{
seaP[i]=i+(rand()%300-150.0f)/10.0f;
}
return true;
}
void Deinit()
{
delete seaglow;delete glow;
delete star;delete moon;
delete sun;delete sky;
delete sea;delete skylyr;
hge->Texture_Free(skyitem);
}
void SetSpeed(float _speed){speed=_speed;}
void SetSkyA(float _skya){skya=_skya;}
void SkySetFadeIn(float _starta=0.0f,float _lima=1.0f)
{
skya=_starta;skylima=_lima;
skyOnFadeIn=true;skyOnFadeOut=false;
}
void SkySetFadeOut(float _starta=0.0f)
{
if (_starta>1E-4)skya=_starta;
skyOnFadeIn=false;skyOnFadeOut=true;
}
void Update()
{
int i, j, k;
float zenith,a,dy,fTime;
float posX,s1,s2;
const float cellw=ScreenWidth/(SeaDisize-1);
hgeColor col1,col2;
DWORD dwCol1,dwCol2;
if(speed==0.0f) timet=GetTime();
else
{
timet+=hge->Timer_GetDelta()*speed;
if(timet>=24.0f) timet-=24.0f;
}
seq_id=(int)(timet/3);
seq_residue=timet/3-seq_id;
zenith=-(timet/12.0f*pi-pi/2.0f);
col1.SetHWColor(skyTopColors[skyseq[seq_id]]);
col2.SetHWColor(skyTopColors[skyseq[seq_id+1]]);
colSkyTop=col2*seq_residue + col1*(1.0f-seq_residue);
col1.SetHWColor(skyBtmColors[skyseq[seq_id]]);
col2.SetHWColor(skyBtmColors[skyseq[seq_id+1]]);
colSkyBtm=col2*seq_residue + col1*(1.0f-seq_residue);
col1.SetHWColor(seaTopColors[skyseq[seq_id]]);
col2.SetHWColor(seaTopColors[skyseq[seq_id+1]]);
colSeaTop=col2*seq_residue + col1*(1.0f-seq_residue);
col1.SetHWColor(seaBtmColors[skyseq[seq_id]]);
col2.SetHWColor(seaBtmColors[skyseq[seq_id+1]]);
colSeaBtm=col2*seq_residue + col1*(1.0f-seq_residue);
if(seq_id>=6 || seq_id<2)
for(int i=0; i<Stars; ++i)
{
a=1.0f-starY[i]/StarsHeight;
//a*=hge->Random_Float(0.6f, 1.0f);
a*=(rand()%40+60.0f)/100.0f;
if(seq_id>=6) a*=sinf((timet-18.0f)/12.0f*pi);
else a*=sinf((1.0f-timet/6.0f)*pi/2);
starA[i]=a;
}
if(seq_id==2) a=sinf(seq_residue*pi/2);
else if(seq_id==5) a=cosf(seq_residue*pi/2);
else if(seq_id>2 && seq_id<5) a=1.0f;
else a=0.0f;
colSun.SetHWColor(0xFFEAE1BE);
colSun=colSun*(1-a)+colWhite*a;
a=(cosf(timet/6.0f*pi)+1.0f)/2.0f;
if(seq_id>=2 && seq_id<=6)
{
colSunGlow=colWhite*a;
colSunGlow.a=1.0f;
}
else colSunGlow.SetHWColor(0xFF000000);
sunX=ScreenWidth*0.5f+cosf(zenith)*OrbitRadius;
sunY=SkyHeight*1.2f+sinf(zenith)*OrbitRadius;
sunS=1.0f-0.3f*sinf((timet-6.0f)/12.0f*pi);
sunGlowS=3.0f*(1.0f-a)+3.0f;
if(seq_id>=6) a=sinf((timet-18.0f)/12.0f*pi);
else a=sinf((1.0f-timet/6.0f)*pi/2);
colMoon.SetHWColor(0x20FFFFFF);
colMoon=colMoon*(1-a)+colWhite*a;
colMoonGlow=colWhite;
colMoonGlow.a=0.5f*a;
moonX=ScreenWidth*0.5f+cosf(zenith-pi)*OrbitRadius;
moonY=SkyHeight*1.2f+sinf(zenith-pi)*OrbitRadius;
moonS=1.0f-0.3f*sinf((timet+6.0f)/12.0f*pi);
moonGlowS=a*0.4f+0.5f;
if(timet>19.0f || timet<4.5f)
{
a=0.2f;
if(timet>19.0f && timet<20.0f) a*=(timet-19.0f);
else if(timet>3.5f && timet<4.5f) a*=1.0f-(timet-3.5f);
colSeaGlow=colMoonGlow;
colSeaGlow.a=a;
seaGlowX=moonX;
seaGlowSX=moonGlowS*3.0f;
seaGlowSY=moonGlowS*2.0f;
}
else if(timet>6.5f && timet<19.0f)
{
a=0.3f;
if(timet<7.5f) a*=(timet-6.5f);
else if(timet>18.0f) a*=1.0f-(timet-18.0f);
colSeaGlow=colSunGlow;
colSeaGlow.a=a;
seaGlowX=sunX;
seaGlowSX=sunGlowS;
seaGlowSY=sunGlowS*0.6f;
}
else colSeaGlow.a=0.0f;
for(i=1; i<SeaDisize-1; ++i)
{
a=float(i)/(SeaDisize-1);
col1=colSeaTop*(1-a)+colSeaBtm*a;
dwCol1=col1.GetHWColor();
fTime=2.0f*hge->Timer_GetTime();
a*=20;
for(j=0; j<SeaDisize; ++j)
{
sea->SetColor(j, i, dwCol1);
dy=a*sinf(seaP[i]+(float(j)/(SeaDisize-1)-0.5f)*pi*16.0f-fTime);
sea->SetDisplacement(j, i, 0.0f, dy, HGEDISP_NODE);
}
}
float t=0.1*hge->Timer_GetTime();
skylyr->SetTextureRect(128+sin(t)*128.0f,256+cos(t)*128.0f,256,128);
if (skyOnFadeIn)SkyDoFadeIn();
if (skyOnFadeOut)SkyDoFadeOut();
for (int i=-8;i<8;++i)
for (int j=-8;j<8;++j)
{
skylyr->SetColor(j+8,i+8,ARGB((int)(skya*((i+9)*16-16)),0xFF,0xFF,0xFF));
skylyr->SetDisplacement(j+8,i+8,j*(16.0f*((i+9)/16.0f)+64.0f),i*24,HGEDISP_CENTER);
}
dwCol1=colSeaTop.GetHWColor();
dwCol2=colSeaBtm.GetHWColor();
for(j=0; j<SeaDisize; ++j)
{
sea->SetColor(j, 0, dwCol1);
sea->SetColor(j, SeaDisize-1, dwCol2);
}
if(timet>19.0f || timet<5.0f)
{
a=0.12f;
if(timet>19.0f && timet<20.0f) a*=(timet-19.0f);
else if(timet>4.0f && timet<5.0f) a*=1.0f-(timet-4.0f);
posX=moonX;
}
else if(timet>7.0f && timet<17.0f)
{
a=0.14f;
if(timet<8.0f) a*=(timet-7.0f);
else if(timet>16.0f) a*=1.0f-(timet-16.0f);
posX=sunX;
}
else a=0.0f;
if(a!=0.0f)
{
k=(int)floorf(posX/cellw);
s1=(1.0f-(posX-k*cellw)/cellw);
s2=(1.0f-((k+1)*cellw-posX)/cellw);
if(s1>0.7f) s1=0.7f;
if(s2>0.7f) s2=0.7f;
s1*=a;s2*=a;
for(i=0; i<SeaDisize; i+=2)
{
a=sinf(float(i)/(SeaDisize-1)*pi/2);
col1.SetHWColor(sea->GetColor(k,i));
col1+=colSun*s1*(1-a);
col1.Clamp();
sea->SetColor(k, i, col1.GetHWColor());
col1.SetHWColor(sea->GetColor(k+1,i));
col1+=colSun*s2*(1-a);
col1.Clamp();
sea->SetColor(k+1, i, col1.GetHWColor());
}
}
}
void Render()
{
sky->SetColor(colSkyTop.GetHWColor(), 0);
sky->SetColor(colSkyTop.GetHWColor(), 1);
sky->SetColor(colSkyBtm.GetHWColor(), 2);
sky->SetColor(colSkyBtm.GetHWColor(), 3);
sky->Render(0, 0);
if(seq_id>=6 || seq_id<2)
for(int i=0; i<Stars; ++i)
{
star->SetColor((DWORD(starA[i]*255.0f)<<24) | 0xFFFFFF);
star->RenderEx(starX[i], starY[i], 0.0f, starS[i]);
}
glow->SetColor(colSunGlow.GetHWColor());
glow->RenderEx(sunX, sunY, 0.0f, sunGlowS);
sun->SetColor(colSun.GetHWColor());
sun->RenderEx(sunX, sunY, 0.0f, sunS);
glow->SetColor(colMoonGlow.GetHWColor());
glow->RenderEx(moonX, moonY, 0.0f, moonGlowS);
moon->SetColor(colMoon.GetHWColor());
moon->RenderEx(moonX, moonY, 0.0f, moonS);
sea->Render(0, SkyHeight);
seaglow->SetColor(colSeaGlow.GetHWColor());
seaglow->RenderEx(seaGlowX, SkyHeight, 0.0f, seaGlowSX, seaGlowSY);
skylyr->Render(ScreenWidth/8*3,ScreenHeight/3*2);
}
};
TDSky sky;
bool skyactive;
class PicBack
{
public:
enum arMode
{
Centered,
Tiled,
Stretched
};
private:
hgeQuad quad;
arMode Mode;
DWORD alpha,alim;
bool onfadein,onfadeout;
int fadebreak;
void DoFadeIn()
{
if (LOWFPS)fadebreak+=17;else ++fadebreak;
if (fadebreak>17)fadebreak=0;else return;
if (LOWFPS)if(alpha+0x20<=alim)alpha+=0x20;else alpha=alim;
else if (alpha+0x2<=alim)alpha+=2;else alpha=alim;
if (alpha>=alim)onfadein=false;
}
void DoFadeOut()
{
if (LOWFPS)fadebreak+=17;else ++fadebreak;
if (fadebreak>30)fadebreak=0;else return;
if (LOWFPS)
if (alpha<0x20)alpha=0;else alpha-=0x20;
else
if (alpha<0x2)alpha=0;else alpha-=0x2;
if (!alpha)onfadeout=0;
}
void RenderCenterAt(vector2d a)
{
vector2d s=vector2d(hge->Texture_GetWidth(quad.tex,true),hge->Texture_GetHeight(quad.tex,true));
for(int i=0;i<4;++i)quad.v[i].col=SETA(0xFFFFFF,alpha);
quad.v[0].x=a.x-s.x/2.0f;quad.v[0].y=a.y-s.y/2.0f;
quad.v[1].x=a.x+s.x/2.0f;quad.v[1].y=a.y-s.y/2.0f;
quad.v[2].x=a.x+s.x/2.0f;quad.v[2].y=a.y+s.y/2.0f;
quad.v[3].x=a.x-s.x/2.0f;quad.v[3].y=a.y+s.y/2.0f;
hge->Gfx_RenderQuad(&quad);
}
public:
bool active(){return alpha;}
void Init(const char *tx,arMode _Mode,DWORD _alim)
{
quad.tex=hge->Texture_Load(tx);alim=_alim;
quad.v[0].tx=0,quad.v[0].ty=0;
quad.v[1].tx=1,quad.v[1].ty=0;
quad.v[2].tx=1,quad.v[2].ty=1;
quad.v[3].tx=0,quad.v[3].ty=1;
onfadein=onfadeout=false;alpha=0;
}
void Update()
{
if(onfadein)DoFadeIn();if(onfadeout)DoFadeOut();
switch(Mode)
{
case Centered:
RenderCenterAt(vector2d(400,300));
break;
case Tiled:
{
vector2d s=vector2d(hge->Texture_GetWidth(quad.tex,true),hge->Texture_GetHeight(quad.tex,true));
for(int i=0;i*s.x<=800;++i)
for(int j=0;j*s.y<=600;++j)
RenderCenterAt(vector2d(s.x/2+i*s.x,s.y/2+j*s.y));
}
break;
case Stretched:
for(int i=0;i<4;++i)quad.v[i].col=SETA(0xFFFFFF,alpha);
quad.v[0].x=0,quad.v[0].y=0;
quad.v[1].x=800,quad.v[1].y=0;
quad.v[2].x=800,quad.v[2].y=600;
quad.v[3].x=0,quad.v[3].y=600;
hge->Gfx_RenderQuad(&quad);
break;
}
}
void SetFadeIn()
{
alpha=0x01;
onfadein=true;
}
void SetFadeOut()
{
alpha=alim;
onfadeout=true;
}
}binter;
DWORD ColorTransfer(DWORD a,DWORD t)
{
int r=GETR(a),g=GETG(a),b=GETB(a),sa=GETA(a);
int tr=GETR(t),tg=GETG(t),tb=GETB(t),ta=GETA(t);
if (sa<ta)++sa;if (sa>ta)--sa;
if (r<tr)++r;if (r>tr)--r;
if (g<tg)++g;if (g>tg)--g;
if (b<tb)++b;if (b>tb)--b;
a=SETR(a,r);a=SETG(a,g);a=SETB(a,b);a=SETA(a,sa);
return a;
}