OpenGL Screen Fading Fix

Screen Wipes now work as they did in 2.0.x.
This commit is contained in:
Sryder13 2014-03-31 23:47:12 +01:00
parent d75d7cd09a
commit fc12fc7cd4
6 changed files with 22 additions and 34 deletions

View file

@ -268,10 +268,6 @@ static void D_Display(void)
&& wipedefs[wipedefindex] != UINT8_MAX)
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
#ifdef HWRENDER
if(rendermode != render_soft)
HWR_PrepFadeToBlack();
#endif
F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
}

View file

@ -288,7 +288,6 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
if (drawMenu)
M_Drawer(); // menu is drawn even on top of wipes
if (rendermode == render_soft)
I_FinishUpdate(); // page flip or blit buffer
if (moviemode)

View file

@ -5347,24 +5347,6 @@ void HWR_EndScreenWipe(void)
HWD.pfnEndScreenWipe();
}
// Prepare the screen for fading to black.
void HWR_PrepFadeToBlack(void)
{
FOutVector v[4];
INT32 flags;
FSurfaceInfo Surf;
v[0].x = v[2].y = v[3].x = v[3].y = -1.0f;
v[0].y = v[1].x = v[1].y = v[2].x = 1.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
flags = PF_Modulated | PF_Clip | PF_NoZClip | PF_NoDepthTest | PF_NoTexture;
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x00;
Surf.FlatColor.s.alpha = 0xff;
HWD.pfnDrawPolygon(&Surf, v, 4, flags);
}
void HWR_DrawIntermissionBG(void)
{
HWD.pfnDrawIntermissionBG();
@ -5372,14 +5354,15 @@ void HWR_DrawIntermissionBG(void)
void HWR_DoScreenWipe(void)
{
HWRWipeCounter -= 0.035f;
//CONS_Debug(DBG_RENDER, "In HWR_DoScreenWipe(). Alpha =%f\n", HWRWipeCounter);
HWD.pfnDoScreenWipe(HWRWipeCounter);
I_OsPolling();
I_FinishUpdate();
// This works for all the cases in vanilla until fade masks get done
HWRWipeCounter -= 0.05f; // Go less opaque after
if (HWRWipeCounter < 0)
HWRWipeCounter = 0;
}
#endif // HWRENDER

View file

@ -64,7 +64,6 @@ void HWR_DoPostProcessor(player_t *player);
void HWR_StartScreenWipe(void);
void HWR_EndScreenWipe(void);
void HWR_DoScreenWipe(void);
void HWR_PrepFadeToBlack(void);
void HWR_DrawIntermissionBG(void);
// This stuff is put here so MD2's can use them

View file

@ -2016,6 +2016,8 @@ EXPORT void HWRAPI(StartScreenWipe) (void)
#ifndef KOS_GL_COMPATIBILITY
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
#endif
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
}
// Create Screen to fade to
@ -2043,6 +2045,8 @@ EXPORT void HWRAPI(EndScreenWipe)(void)
#ifndef KOS_GL_COMPATIBILITY
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
#endif
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
}
@ -2060,7 +2064,7 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
xfix = 1/((float)(texsize)/((float)((screen_width))));
yfix = 1/((float)(texsize)/((float)((screen_height))));
//pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
pglBindTexture(GL_TEXTURE_2D, screentexture);
pglBegin(GL_QUADS);
@ -2083,6 +2087,8 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd();
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
}
// Do screen fades!
@ -2102,6 +2108,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
SetBlend(PF_Modulated|PF_NoDepthTest|PF_Clip|PF_NoZClip);
// Draw the screen on bottom to fade to
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
pglBegin(GL_QUADS);
@ -2124,6 +2132,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd();
SetBlend(PF_Modulated|PF_Translucent|PF_NoDepthTest|PF_Clip|PF_NoZClip);
// Draw the screen on top that fades.
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
pglBegin(GL_QUADS);
@ -2146,6 +2156,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd();
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
}
@ -2174,6 +2186,8 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
#ifndef KOS_GL_COMPATIBILITY
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
#endif
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
}
#endif //HWRENDER

View file

@ -2435,10 +2435,7 @@ noscript:
{
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
#ifdef HWRENDER
if(rendermode != render_soft)
HWR_PrepFadeToBlack();
#endif
F_WipeEndScreen();
F_RunWipe(wipedefs[wipe_level_toblack], false);