SRB2/src/f_wipe.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2013-2016 by Matthew "Inuyasha" Walsh.
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// Copyright (C) 1999-2019 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file f_wipe.c
/// \brief SRB2 2.1 custom fade mask "wipe" behavior.
#include "f_finale.h"
#include "i_video.h"
#include "v_video.h"
#include "r_draw.h" // transtable
#include "p_pspr.h" // tr_transxxx
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#include "p_local.h"
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#include "st_stuff.h"
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#include "w_wad.h"
#include "z_zone.h"
#include "i_system.h"
#include "m_menu.h"
#include "console.h"
#include "d_main.h"
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#include "g_game.h"
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#include "m_misc.h" // movie mode
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#include "doomstat.h"
#ifdef HAVE_BLUA
#include "lua_hud.h" // level title
#endif
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#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
#if NUMSCREENS < 5
#define NOWIPE // do not enable wipe image post processing for ARM, SH and MIPS CPUs
#endif
typedef struct fademask_s {
UINT8* mask;
UINT16 width, height;
size_t size;
fixed_t xscale, yscale;
} fademask_t;
UINT8 wipedefs[NUMWIPEDEFS] = {
99, // wipe_credits_intermediate (0)
0, // wipe_level_toblack
UINT8_MAX, // wipe_intermission_toblack
UINT8_MAX, // wipe_continuing_toblack
0, // wipe_titlescreen_toblack
0, // wipe_timeattack_toblack
99, // wipe_credits_toblack
0, // wipe_evaluation_toblack
0, // wipe_gameend_toblack
99, // wipe_intro_toblack (hardcoded)
0, // wipe_ending_toblack
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99, // wipe_cutscene_toblack (hardcoded)
0, // wipe_specinter_toblack
0, // wipe_multinter_toblack
0, // wipe_speclevel_towhite
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0, // wipe_level_final
0, // wipe_intermission_final
0, // wipe_continuing_final
0, // wipe_titlescreen_final
0, // wipe_timeattack_final
99, // wipe_credits_final
0, // wipe_evaluation_final
0, // wipe_gameend_final
99, // wipe_intro_final (hardcoded)
0, // wipe_ending_final
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99, // wipe_cutscene_final (hardcoded)
0, // wipe_specinter_final
0 // wipe_multinter_final
};
//--------------------------------------------------------------------------
// SCREEN WIPE PACKAGE
//--------------------------------------------------------------------------
boolean WipeInAction = false;
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boolean WipeStageTitle = false;
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INT32 lastwipetic = 0;
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wipestyle_t wipestyle = WIPESTYLE_NORMAL;
wipestyleflags_t wipestyleflags = WSF_CROSSFADE;
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#ifndef NOWIPE
static UINT8 *wipe_scr_start; //screen 3
static UINT8 *wipe_scr_end; //screen 4
static UINT8 *wipe_scr; //screen 0 (main drawing)
static fixed_t paldiv = 0;
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/** Create fademask_t from lump
*
* \param lump Lump name to get data from
* \return fademask_t for lump
*/
static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
static char lumpname[10] = "FADEmmss";
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static fademask_t fm = {NULL,0,0,0,0,0};
lumpnum_t lumpnum;
UINT8 *lump, *mask;
size_t lsize;
RGBA_t *pcolor;
if (masknum > 99 || scrnnum > 99)
goto freemask;
sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)masknum, (UINT16)scrnnum);
lumpnum = W_CheckNumForName(lumpname);
if (lumpnum == LUMPERROR)
goto freemask;
lump = W_CacheLumpNum(lumpnum, PU_CACHE);
lsize = W_LumpLength(lumpnum);
switch (lsize)
{
case 256000: // 640x400
fm.width = 640;
fm.height = 400;
break;
case 64000: // 320x200
fm.width = 320;
fm.height = 200;
break;
case 16000: // 160x100
fm.width = 160;
fm.height = 100;
break;
case 4000: // 80x50 (minimum)
fm.width = 80;
fm.height = 50;
break;
default: // bad lump
CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
case 0: // end marker (not bad!, but still need clearing)
goto freemask;
}
if (lsize != fm.size)
fm.mask = Z_Realloc(fm.mask, lsize, PU_STATIC, NULL);
fm.size = lsize;
mask = fm.mask;
while (lsize--)
{
// Determine pixel to use from fademask
pcolor = &pMasterPalette[*lump++];
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if (wipestyle == WIPESTYLE_LEVEL)
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*mask++ = pcolor->s.red / FADECOLORMAPDIV;
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else
*mask++ = FixedDiv((pcolor->s.red+1)<<FRACBITS, paldiv)>>FRACBITS;
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}
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fm.xscale = FixedDiv(vid.width<<FRACBITS, fm.width<<FRACBITS);
fm.yscale = FixedDiv(vid.height<<FRACBITS, fm.height<<FRACBITS);
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return &fm;
// Landing point for freeing data -- do this instead of just returning NULL
// this ensures the fade data isn't remaining in memory, unused
// (could be up to 256,000 bytes if it's a HQ fade!)
freemask:
if (fm.mask)
{
Z_Free(fm.mask);
fm.mask = NULL;
fm.size = 0;
}
return NULL;
}
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/** Draw the stage title.
*/
void F_WipeStageTitle(void)
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{
// draw level title
if ((WipeStageTitle && st_overlay)
&& (wipestyle == WIPESTYLE_LEVEL)
&& !(mapheaderinfo[gamemap-1]->levelflags & LF_NOTITLECARD)
&& *mapheaderinfo[gamemap-1]->lvlttl != '\0')
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{
ST_runTitleCard();
ST_drawWipeTitleCard();
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}
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}
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/** Wipe ticker
*
* \param fademask pixels to change
*/
static void F_DoWipe(fademask_t *fademask)
{
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// Software mask wipe -- optimized; though it might not look like it!
// Okay, to save you wondering *how* this is more optimized than the simpler
// version that came before it...
// ---
// The previous code did two FixedMul calls for every single pixel on the
// screen, of which there are hundreds of thousands -- if not millions -- of.
// This worked fine for smaller screen sizes, but with excessively large
// (1920x1200) screens that meant 4 million+ calls out to FixedMul, and that
// would take /just/ long enough that fades would start to noticably lag.
// ---
// This code iterates over the fade mask's pixels instead of the screen's,
// and deals with drawing over each rectangular area before it moves on to
// the next pixel in the fade mask. As a result, it's more complex (and might
// look a little messy; sorry!) but it simultaneously runs at twice the speed.
// In addition, we precalculate all the X and Y positions that we need to draw
// from and to, so it uses a little extra memory, but again, helps it run faster.
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{
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// wipe screen, start, end
UINT8 *w = wipe_scr;
const UINT8 *s = wipe_scr_start;
const UINT8 *e = wipe_scr_end;
// first pixel for each screen
UINT8 *w_base = w;
const UINT8 *s_base = s;
const UINT8 *e_base = e;
// mask data, end
UINT8 *transtbl;
const UINT8 *mask = fademask->mask;
const UINT8 *maskend = mask + fademask->size;
// rectangle draw hints
UINT32 draw_linestart, draw_rowstart;
UINT32 draw_lineend, draw_rowend;
UINT32 draw_linestogo, draw_rowstogo;
// rectangle coordinates, etc.
UINT16* scrxpos = (UINT16*)malloc((fademask->width + 1) * sizeof(UINT16));
UINT16* scrypos = (UINT16*)malloc((fademask->height + 1) * sizeof(UINT16));
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UINT16 maskx, masky;
UINT32 relativepos;
// ---
// Screw it, we do the fixed point math ourselves up front.
scrxpos[0] = 0;
for (relativepos = 0, maskx = 1; maskx < fademask->width; ++maskx)
scrxpos[maskx] = (relativepos += fademask->xscale)>>FRACBITS;
scrxpos[fademask->width] = vid.width;
scrypos[0] = 0;
for (relativepos = 0, masky = 1; masky < fademask->height; ++masky)
scrypos[masky] = (relativepos += fademask->yscale)>>FRACBITS;
scrypos[fademask->height] = vid.height;
// ---
maskx = masky = 0;
do
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{
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draw_rowstart = scrxpos[maskx];
draw_rowend = scrxpos[maskx + 1];
draw_linestart = scrypos[masky];
draw_lineend = scrypos[masky + 1];
relativepos = (draw_linestart * vid.width) + draw_rowstart;
draw_linestogo = draw_lineend - draw_linestart;
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if (*mask == 0)
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{
// shortcut - memcpy source to work
while (draw_linestogo--)
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{
M_Memcpy(w_base+relativepos, s_base+relativepos, draw_rowend-draw_rowstart);
relativepos += vid.width;
}
}
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else if (*mask >= ((wipestyle == WIPESTYLE_LEVEL) ? FADECOLORMAPROWS : 10))
{
// shortcut - memcpy target to work
while (draw_linestogo--)
{
M_Memcpy(w_base+relativepos, e_base+relativepos, draw_rowend-draw_rowstart);
relativepos += vid.width;
}
}
else
{
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if (wipestyle == WIPESTYLE_LEVEL)
{
int nmask;
UINT8 *fade = fadecolormap;
if (wipestyleflags & WSF_TOWHITE)
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fade = fadecolormap + (FADECOLORMAPROWS * 256);
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nmask = *mask;
if (wipestyleflags & WSF_FADEIN)
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nmask = (FADECOLORMAPROWS-1) - nmask;
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transtbl = fade + (nmask * 256);
}
else
{
// pointer to transtable that this mask would use
transtbl = transtables + ((9 - *mask)<<FF_TRANSSHIFT);
}
// DRAWING LOOP
while (draw_linestogo--)
{
w = w_base + relativepos;
s = s_base + relativepos;
e = e_base + relativepos;
draw_rowstogo = draw_rowend - draw_rowstart;
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if (wipestyle == WIPESTYLE_LEVEL)
{
while (draw_rowstogo--)
*w++ = transtbl[*e++];
}
else
{
while (draw_rowstogo--)
*w++ = transtbl[ ( *e++ << 8 ) + *s++ ];
}
relativepos += vid.width;
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}
// END DRAWING LOOP
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}
if (++maskx >= fademask->width)
++masky, maskx = 0;
} while (++mask < maskend);
free(scrxpos);
free(scrypos);
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}
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}
#endif
/** Save the "before" screen of a wipe.
*/
void F_WipeStartScreen(void)
{
#ifndef NOWIPE
#ifdef HWRENDER
if(rendermode != render_soft)
{
HWR_StartScreenWipe();
return;
}
#endif
wipe_scr_start = screens[3];
I_ReadScreen(wipe_scr_start);
#endif
}
/** Save the "after" screen of a wipe.
*/
void F_WipeEndScreen(void)
{
#ifndef NOWIPE
#ifdef HWRENDER
if(rendermode != render_soft)
{
HWR_EndScreenWipe();
return;
}
#endif
wipe_scr_end = screens[4];
I_ReadScreen(wipe_scr_end);
V_DrawBlock(0, 0, 0, vid.width, vid.height, wipe_scr_start);
#endif
}
/** After setting up the screens you want to wipe,
* calling this will do a 'typical' wipe.
*/
void F_RunWipe(UINT8 wipetype, boolean drawMenu)
{
#ifdef NOWIPE
(void)wipetype;
(void)drawMenu;
#else
tic_t nowtime;
UINT8 wipeframe = 0;
fademask_t *fmask;
if (!paldiv)
paldiv = FixedDiv(257<<FRACBITS, 11<<FRACBITS);
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// Init the wipe
WipeInAction = true;
wipe_scr = screens[0];
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// don't know where else to put this.
// this any good?
if ((gamestate == GS_LEVEL || gamestate == GS_TITLESCREEN)
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&& (wipestyleflags & (WSF_FADEIN|WSF_FADEOUT)) // only if one of those wipestyleflags are actually set
&& !(wipestyleflags & WSF_CROSSFADE)) // and if not crossfading
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wipestyle = WIPESTYLE_LEVEL;
else
wipestyle = WIPESTYLE_NORMAL;
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// lastwipetic should either be 0 or the tic we last wiped
// on for fade-to-black
for (;;)
{
// get fademask first so we can tell if it exists or not
fmask = F_GetFadeMask(wipetype, wipeframe++);
if (!fmask)
break;
// wait loop
while (!((nowtime = I_GetTime()) - lastwipetic))
I_Sleep();
lastwipetic = nowtime;
#ifdef HWRENDER
if (rendermode == render_opengl)
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{
// send in the wipe type and wipe frame because we need to cache the graphic
if (wipestyle == WIPESTYLE_LEVEL)
HWR_DoTintedWipe(wipetype, wipeframe-1);
else
HWR_DoWipe(wipetype, wipeframe-1);
}
else
#endif
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F_DoWipe(fmask);
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if (wipestyle == WIPESTYLE_LEVEL)
F_WipeStageTitle();
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I_OsPolling();
I_UpdateNoBlit();
if (drawMenu)
M_Drawer(); // menu is drawn even on top of wipes
I_FinishUpdate(); // page flip or blit buffer
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if (moviemode)
M_SaveFrame();
}
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WipeInAction = false;
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WipeStageTitle = false;
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#endif
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}
/** Returns tic length of wipe
* One lump equals one tic
*/
tic_t F_GetWipeLength(UINT8 wipetype)
{
#ifdef NOWIPE
return 0;
#else
static char lumpname[10] = "FADEmmss";
lumpnum_t lumpnum;
UINT8 wipeframe;
if (wipetype > 99)
return 0;
for (wipeframe = 0; wipeframe < 100; wipeframe++)
{
sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)wipetype, (UINT16)wipeframe);
lumpnum = W_CheckNumForName(lumpname);
if (lumpnum == LUMPERROR)
return --wipeframe;
}
return --wipeframe;
#endif
}
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/** Does the specified wipe exist?
*/
boolean F_WipeExists(UINT8 wipetype)
{
#ifdef NOWIPE
return false;
#else
static char lumpname[10] = "FADEmm00";
lumpnum_t lumpnum;
if (wipetype > 99)
return false;
sprintf(&lumpname[4], "%.2hu00", (UINT16)wipetype);
lumpnum = W_CheckNumForName(lumpname);
return !(lumpnum == LUMPERROR);
#endif
}