bool parseCinematic(Cinematic * c, const char * data, size_t size) {
	
	const char * cinematicId = util::safeGetString(data, size);
	if(!cinematicId) {
		LogError << "Error parsing file magic number";
		return false;
	}
	
	if(std::strcmp(cinematicId, "KFA") != 0) {
		LogError << "Wrong magic number";
		return false;
	}
	
	s32 version;
	if(!util::safeGet(version, data, size)) {
		LogError << "Error reading file version";
		return false;
	}
	LogDebug("version " << version);
	
	if(version < CINEMATIC_VERSION_1_75) {
		LogError << "Too old version " << version << " expected at least " << CINEMATIC_VERSION_1_75;
	}
	
	if(version > CINEMATIC_VERSION_1_76) {
		LogError << "Wrong version " << version << " expected max " << CINEMATIC_VERSION_1_76;
		return false;
	}
	
	// Ignore a string.
	util::safeGetString(data, size);
	
	// Load bitmaps.
	s32 nbitmaps;
	if(!util::safeGet(nbitmaps, data, size)) {
		LogError << "Error reading bitmap count";
		return false;
	}
	LogDebug(nbitmaps << " images:");
	
	c->m_bitmaps.reserve(nbitmaps);
	
	for(int i = 0; i < nbitmaps; i++) {
		
		s32 scale = 0;
		if(!util::safeGet(scale, data, size)) {
			LogError << "Error reading bitmap scale";
			return false;
		}
		
		const char * str = util::safeGetString(data, size);
		if(!str) {
			LogError << "Error reading bitmap path";
			return false;
		}
		LogDebug(" - " << i << ": \"" << str << '"');
		res::path path = fixTexturePath(str);
		LogDebug("   => " << path << " (scale x" << scale << ')');
		
		
		CinematicBitmap * newBitmap = CreateCinematicBitmap(path, scale);
		if(newBitmap) {
			c->m_bitmaps.push_back(newBitmap);
		}
	}
	
	// Load sounds.
	s32 nsounds;
	if(!util::safeGet(nsounds, data, size)) {
		LogError << "Error reading sound count";
		return false;
	}
	
	LogDebug(nsounds << " sounds:");
	for(int i = 0; i < nsounds; i++) {
		
		if(version >= CINEMATIC_VERSION_1_76) {
			s16 ignored;
			if(!util::safeGet(ignored, data, size)) {
				LogError << "Error reading sound id";
				return false;
			}
		}
		
		const char * str = util::safeGetString(data, size);
		if(!str) {
			LogError << "Error reading sound path";
			return false;
		}
		LogDebug(" - " << i << ": \"" << str << '"');
		std::pair<res::path, bool> path = fixSoundPath(str);
		LogDebug("   => " << path.first << (path.second ? " (speech)" : ""));
		
		AddSoundToList(path.first, path.second);
	}
	
	// Load track and keys.
	
	SavedCinematicTrack t;
	if(!util::safeGet(t, data, size)) {
		LogError << "Error reading track";
		return false;
	}
	
	if(t.startframe != 0) {
		LogWarning << "Cinematic startframe is not 0";
	}
	
	AllocTrack(t.endframe, t.fps);
	
	LogDebug(t.nbkey << " keyframes:");
	for(int i = 0; i < t.nbkey; i++) {
		
		CinematicKeyframe k;
		int idsound;
		
		if(version <= CINEMATIC_VERSION_1_75) {
			
			C_KEY_1_75 k175;
			if(!util::safeGet(k175, data, size)) {
				LogError << "Error reading key v1.75";
				return false;
			}
			
			k.angz = k175.angz;
			k.color = Color::fromBGRA(ColorBGRA(k175.color));
			k.colord = Color::fromBGRA(ColorBGRA(k175.colord));
			k.colorf = Color::fromBGRA(ColorBGRA(k175.colorf));
			k.frame = k175.frame;
			k.fx = k175.fx;
			k.numbitmap = k175.numbitmap;
			k.pos = k175.pos.toVec3();
			k.speed = k175.speed;
			k.typeinterp = k175.typeinterp;
			k.force = k175.force;
			idsound = k175.idsound;
			k.idsound = -1;
			k.light = k175.light;
			k.posgrille = k175.posgrille.toVec3();
			k.angzgrille = k175.angzgrille;
			k.speedtrack = k175.speedtrack;
			
			arx_assert(k175.posgrille.toVec3() == Vec3f_ZERO);
			arx_assert(k175.angzgrille == 0.f);
		} else {
			
			C_KEY_1_76 k176;
			if(!util::safeGet(k176, data, size)) {
				LogError << "Error reading key v1.76";
				return false;
			}
			
			k.angz = k176.angz;
			k.color = Color::fromBGRA(ColorBGRA(k176.color));
			k.colord = Color::fromBGRA(ColorBGRA(k176.colord));
			k.colorf = Color::fromBGRA(ColorBGRA(k176.colorf));
			k.frame = k176.frame;
			k.fx = k176.fx;
			k.numbitmap = k176.numbitmap;
			k.pos = k176.pos.toVec3();
			k.speed = k176.speed;
			k.typeinterp = k176.typeinterp;
			k.force = k176.force;
			k.light = k176.light;
			k.posgrille = k176.posgrille.toVec3();
			k.angzgrille = k176.angzgrille;
			k.speedtrack = k176.speedtrack;
			idsound = k176.idsound[0]; // 0 was the language code for 'French'
			k.idsound = k176.idsound[3]; // 3 was the language code for 'English'
			
			arx_assert(k176.posgrille.toVec3() == Vec3f_ZERO);
			arx_assert(k176.angzgrille == 0.f);
		}
		
		if(k.force < 0) {
			k.force = 1;
		}
		
		// The cinematics were authored for 4:3 - if the light only fades off
		// outside of that region, it should never fade off.
		// This fixes ugly transitions when fallin and fallout are close together.
		{
			
			float f = std::min(k.light.fallin, k.light.fallout);
			
			float d0 = glm::distance(Vec2f(k.light.pos), Vec2f(-320.f, -240.f));
			float d1 = glm::distance(Vec2f(k.light.pos), Vec2f(320.f, -240.f));
			float d2 = glm::distance(Vec2f(k.light.pos), Vec2f(320.f,  240.f));
			float d3 = glm::distance(Vec2f(k.light.pos), Vec2f(-320.f,  240.f));
			
			if(f > std::max(std::max(d0, d1), std::max(d2, d3))) {
				k.light.fallin = k.light.fallout = std::numeric_limits<float>::max() / 3;
			}
			
		}
		
		// The final vertex positions were manually scaled to fit the whole screen
		// when rendering cinematics. This applies the same scaling by moving
		// the camera closer. We can do this because all bitmaps are at z == 0.
		{
			arx_assert(k.posgrille.z == 0.f);
			k.pos.z *= 0.8f; // 0.8 == 512/640 == 384/480
		}
		
		AddKeyLoad(k);
		
		LogDebug(" - " << i << ": frame " << k.frame << " image: " << k.numbitmap);
		if(k.idsound >= 0) {
			LogDebug("   + sound: " << k.idsound);
		}
		
		if(i == 0) {
			c->m_pos = k.pos;
			c->angz = k.angz;
			c->numbitmap = k.numbitmap;
			c->fx = k.fx;
			c->ti = k.typeinterp;
			c->color = k.color;
			c->colord = k.colord;
			c->colorflash = k.colorf;
			c->speed = k.speed;
			c->idsound = idsound;
			c->force = k.force;
			c->m_light = k.light;
			c->posgrille = k.posgrille;
			c->angzgrille = k.angzgrille;
			c->speedtrack = k.speedtrack;
		}
		
	}
	
	UpDateAllKeyLight();
	
	SetCurrFrame(0);
	
	GereTrack(c, 0, false, false);
	c->projectload = true;
	
	LogDebug("loaded cinematic");
	
	return true;
}
Exemple #2
0
/*---------------------------------------------------------------*/
void Cinematic::Render(float FDIFF) {
	
	CinematicBitmap * tb;

	LargeurRender = DANAESIZX;
	HauteurRender = DANAESIZY;

	if (projectload)
	{
		GRenderer->Clear(Renderer::ColorBuffer);
		GRenderer->BeginScene();

		GereTrack(this, FDIFF);

		//sound
		if (changekey)
		{
			if (idsound >= 0)
			{
				PlaySoundKeyFramer(idsound);
			}
		}

		//draw
		GRenderer->SetBlendFunc(Renderer::BlendSrcAlpha, Renderer::BlendInvSrcAlpha);

		GRenderer->GetTextureStage(0)->SetColorOp(TextureStage::OpModulate, TextureStage::ArgTexture, TextureStage::ArgDiffuse);
		GRenderer->GetTextureStage(0)->SetAlphaOp(TextureStage::OpModulate, TextureStage::ArgTexture, TextureStage::ArgDiffuse);

		GRenderer->GetTextureStage(1)->DisableAlpha();
		
		//image key
		tb = m_bitmaps[numbitmap];

		//fx
		int col = 0x00FFFFFF;

		switch (fx & 0x000000FF)
		{
			case FX_FADEIN:
				col = FX_FadeIN(a, color, colord);
				break;
			case FX_FADEOUT:
				col = FX_FadeOUT(a, color, colord);
				break;
			case FX_BLUR:
				FX_Blur(this, tb);
				break;
			default:
				break;
		}

		//fx precalculation
		switch (fx & 0x0000ff00)
		{
			case FX_DREAM:

				if ((this->fxsuiv & 0x0000ff00) == FX_DREAM)
					FX_DreamPrecalc(tb, 15.f, (FPS > 1.f) ? GetTrackFPS() / FPS : 0.f);
				else
					FX_DreamPrecalc(tb, 15.f * a, (FPS > 1.f) ? GetTrackFPS() / FPS : 0.f);

				break;
			default:
				break;
		}

		Camera.pos = pos;
		SetTargetCamera(&Camera, Camera.pos.x, Camera.pos.y, 0.f);
		Camera.angle.b = 0;
		Camera.angle.g = angz;
		Camera.centerx = LargeurRender >> 1;
		Camera.centery = HauteurRender >> 1;
		Camera.clip.right = LargeurRender;
		Camera.clip.bottom = HauteurRender;
		PrepareCamera(&Camera);
		SetActiveCamera(&Camera);

		int alpha = ((int)(a * 255.f)) << 24;

		int stopline = tb->nbx;

		if (stopline & 1) stopline++;

		if (force ^ 1) alpha = 0xFF000000;

		col |= alpha;

		CinematicLight lightt, *l = NULL;

		if ((this->light.intensity >= 0.f) &&
		        (this->lightd.intensity >= 0.f))
		{
			lightt = this->light;
			lightt.pos.x += (float)(LargeurRender >> 1);
			lightt.pos.y += (float)(HauteurRender >> 1);

			#define SPEEDINTENSITYRND (10.f)
			float flIntensityRNDToReach = lightt.intensiternd * rnd();
			m_flIntensityRND += (flIntensityRNDToReach - m_flIntensityRND) * FDIFF * SPEEDINTENSITYRND;
			m_flIntensityRND = m_flIntensityRND < 0.f ? 0.f : m_flIntensityRND > 1.f ? 1.f : m_flIntensityRND;

			LightRND = lightt.intensity + (lightt.intensiternd * rnd());

			if (LightRND > 1.f) LightRND = 1.f;

			l = &lightt;
		}

		if (tb->grid.nbvertexs) DrawGrille(&tb->grid, col, fx, l, &posgrille, angzgrille);

		//PASS #2
		if (force & 1)
		{
			switch (ti)
			{
				case INTERP_NO:
					Camera.pos = possuiv;
					SetTargetCamera(&Camera, Camera.pos.x, Camera.pos.y, 0.f);
					Camera.angle.b = 0;
					Camera.angle.g = angzsuiv;
					PrepareCamera(&Camera);
					break;
				case INTERP_LINEAR:
					break;
				case INTERP_BEZIER:
					break;
			}

			tb = m_bitmaps[numbitmapsuiv];

			alpha = 0xFF000000 - alpha;
			col &= 0x00FFFFFF;
			col |= alpha;

			l = NULL;

			if ((this->light.intensity >= 0.f) &&
			        (this->lightd.intensity >= 0.f))
			{
				lightt = this->lightd;
				lightt.pos.x += (float)(LargeurRender >> 1);
				lightt.pos.y += (float)(HauteurRender >> 1);
				LightRND = lightt.intensity + (lightt.intensiternd * rnd());

				if (LightRND > 1.f) LightRND = 1.f;

				l = &lightt;
			}

			if (tb->grid.nbvertexs) DrawGrille(&tb->grid, col, fx, l, &posgrillesuiv, angzgrillesuiv);
		}
Exemple #3
0
/*---------------------------------------------------------------*/
void Cinematic::Render(float FDIFF) {
	
	CinematicBitmap * tb;

	LargeurRender = g_size.width();
	HauteurRender = g_size.height();

	if(projectload) {
		GRenderer->Clear(Renderer::ColorBuffer);

		GereTrack(this, FDIFF);

		//sound
		if(changekey && idsound >= 0)
			PlaySoundKeyFramer(idsound);

		//draw
		GRenderer->SetBlendFunc(Renderer::BlendSrcAlpha, Renderer::BlendInvSrcAlpha);

		GRenderer->GetTextureStage(0)->setColorOp(TextureStage::OpModulate, TextureStage::ArgTexture, TextureStage::ArgDiffuse);
		GRenderer->GetTextureStage(0)->setAlphaOp(TextureStage::OpModulate, TextureStage::ArgTexture, TextureStage::ArgDiffuse);

		GRenderer->GetTextureStage(1)->disableAlpha();
		
		//image key
		tb = m_bitmaps[numbitmap];

		//fx
		int col = 0x00FFFFFF;

		switch(fx & 0x000000FF) {
			case FX_FADEIN:
				col = FX_FadeIN(a, color, colord);
				break;
			case FX_FADEOUT:
				col = FX_FadeOUT(a, color, colord);
				break;
			case FX_BLUR:
				FX_Blur(this, tb, m_camera);
				break;
			default:
				break;
		}

		//fx precalculation
		switch(fx & 0x0000ff00) {
			case FX_DREAM:

				if ((this->fxsuiv & 0x0000ff00) == FX_DREAM)
					FX_DreamPrecalc(tb, 15.f, (FPS > 1.f) ? GetTrackFPS() / FPS : 0.f);
				else
					FX_DreamPrecalc(tb, 15.f * a, (FPS > 1.f) ? GetTrackFPS() / FPS : 0.f);

				break;
			default:
				break;
		}

		m_camera.orgTrans.pos = pos;
		m_camera.setTargetCamera(m_camera.orgTrans.pos.x, m_camera.orgTrans.pos.y, 0.f);
		m_camera.angle.setPitch(0);
		m_camera.angle.setRoll(angz);
		m_camera.clip = Rect(LargeurRender, HauteurRender);
		m_camera.center = m_camera.clip.center();
		PrepareCamera(&m_camera, g_size);
		SetActiveCamera(&m_camera);

		int alpha = ((int)(a * 255.f)) << 24;

		if(force ^ 1)
			alpha = 0xFF000000;

		col |= alpha;

		CinematicLight lightt, *l = NULL;

		if(this->light.intensity >= 0.f && this->lightd.intensity >= 0.f) {
			lightt = this->light;
			lightt.pos.x += (float)(LargeurRender >> 1);
			lightt.pos.y += (float)(HauteurRender >> 1);

			static const float SPEEDINTENSITYRND = 10.f;
			float flIntensityRNDToReach = lightt.intensiternd * rnd();
			m_flIntensityRND += (flIntensityRNDToReach - m_flIntensityRND) * FDIFF * SPEEDINTENSITYRND;
			m_flIntensityRND = m_flIntensityRND < 0.f ? 0.f : m_flIntensityRND > 1.f ? 1.f : m_flIntensityRND;

			LightRND = lightt.intensity + (lightt.intensiternd * rnd());

			if(LightRND > 1.f)
				LightRND = 1.f;

			l = &lightt;
		}

		if(tb->grid.nbvertexs)
			DrawGrille(&tb->grid, col, fx, l, &posgrille, angzgrille);

		//PASS #2
		if(force & 1) {
			switch(ti) {
				case INTERP_NO:
					m_camera.orgTrans.pos = possuiv;
					m_camera.setTargetCamera(m_camera.orgTrans.pos.x, m_camera.orgTrans.pos.y, 0.f);
					m_camera.angle.setPitch(0);
					m_camera.angle.setRoll(angzsuiv);
					PrepareCamera(&m_camera, g_size);
					break;
				case INTERP_LINEAR:
					break;
				case INTERP_BEZIER:
					break;
			}

			tb = m_bitmaps[numbitmapsuiv];

			alpha = 0xFF000000 - alpha;
			col &= 0x00FFFFFF;
			col |= alpha;

			l = NULL;

			if(this->light.intensity >= 0.f && this->lightd.intensity >= 0.f) {
				lightt = this->lightd;
				lightt.pos.x += (float)(LargeurRender >> 1);
				lightt.pos.y += (float)(HauteurRender >> 1);
				LightRND = lightt.intensity + (lightt.intensiternd * rnd());

				if(LightRND > 1.f)
					LightRND = 1.f;

				l = &lightt;
			}

			if(tb->grid.nbvertexs)
				DrawGrille(&tb->grid, col, fx, l, &posgrillesuiv, angzgrillesuiv);
		}