Implement fade effects

Implement EFFECT_FADEOUT, EFFECT_FADEIN, EFFECT_WHITEOUT and
EFFECT_WHITEIN.

I'm not aware of these being used in any game (fade effects seem to be
implemented manually most of the time).
This commit is contained in:
Nunuhara Cabbage
2022-05-01 12:06:53 -07:00
parent 237fbebcf5
commit ccf049b4d5
+32 -2
View File
@@ -162,6 +162,32 @@ static struct {
Texture new;
} effect = {0};
static void effect_fadeout(float rate)
{
gfx_copy_bright(gfx_main_surface(), 0, 0, &effect.old, 0, 0,
effect.old.w, effect.old.h, (1.0f - rate) * 255);
}
static void effect_fadein(float rate)
{
gfx_copy_bright(gfx_main_surface(), 0, 0, &effect.new, 0, 0,
effect.new.w, effect.new.h, rate * 255);
}
static void effect_whiteout(float rate)
{
Texture *dst = gfx_main_surface();
gfx_fill(dst, 0, 0, dst->w, dst->h, 255, 255, 255);
gfx_blend(dst, 0, 0, &effect.old, 0, 0, dst->w, dst->h, (1.0f - rate) * 255);
}
static void effect_whitein(float rate)
{
Texture *dst = gfx_main_surface();
gfx_fill(dst, 0, 0, dst->w, dst->h, 255, 255, 255);
gfx_blend(dst, 0, 0, &effect.new, 0, 0, dst->w, dst->h, rate * 255);
}
static void effect_zoom_lr(float rate)
{
Texture *dst = gfx_main_surface();
@@ -180,8 +206,12 @@ static void effect_zoom_rl(float rate)
typedef void (*effect_fun)(float rate);
static effect_fun effect_functions[NR_EFFECTS] = {
[EFFECT_ZOOM_LR] = effect_zoom_lr,
[EFFECT_ZOOM_RL] = effect_zoom_rl,
[EFFECT_FADEOUT] = effect_fadeout,
[EFFECT_FADEIN] = effect_fadein,
[EFFECT_WHITEOUT] = effect_whiteout,
[EFFECT_WHITEIN] = effect_whitein,
[EFFECT_ZOOM_LR] = effect_zoom_lr,
[EFFECT_ZOOM_RL] = effect_zoom_rl,
};
int sact_TRANS_Begin(int type)