mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-21 10:20:42 +00:00
063e350c63
Also: * SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in). * Minor oversights in SPR2 support corrected. * Better evaluation, featuring ending assets. * Intro has warping-in blackrock, reusing ending assets. * Cutscene text now supports lowercase (intro and custom). * Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.) * Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column) Bugs: * OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
427 lines
10 KiB
C
427 lines
10 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 2013-2016 by Matthew "Inuyasha" Walsh.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file f_wipe.c
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/// \brief SRB2 2.1 custom fade mask "wipe" behavior.
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#include "f_finale.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "r_draw.h" // transtable
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#include "p_pspr.h" // tr_transxxx
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#include "w_wad.h"
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#include "z_zone.h"
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#include "i_system.h"
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#include "m_menu.h"
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#include "console.h"
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#include "d_main.h"
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#include "m_misc.h" // movie mode
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#endif
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#if NUMSCREENS < 5
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#define NOWIPE // do not enable wipe image post processing for ARM, SH and MIPS CPUs
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#endif
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typedef struct fademask_s {
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UINT8* mask;
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UINT16 width, height;
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size_t size;
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fixed_t xscale, yscale;
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} fademask_t;
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UINT8 wipedefs[NUMWIPEDEFS] = {
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99, // wipe_credits_intermediate (0)
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0, // wipe_level_toblack
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UINT8_MAX, // wipe_intermission_toblack
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UINT8_MAX, // wipe_continuing_toblack
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0, // wipe_titlescreen_toblack
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0, // wipe_timeattack_toblack
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99, // wipe_credits_toblack
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0, // wipe_evaluation_toblack
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0, // wipe_gameend_toblack
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99, // wipe_intro_toblack (hardcoded)
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0, // wipe_ending_toblack
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99, // wipe_cutscene_toblack (hardcoded)
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0, // wipe_specinter_toblack
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0, // wipe_multinter_toblack
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0, // wipe_speclevel_towhite
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0, // wipe_level_final
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0, // wipe_intermission_final
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0, // wipe_continuing_final
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0, // wipe_titlescreen_final
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0, // wipe_timeattack_final
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99, // wipe_credits_final
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0, // wipe_evaluation_final
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0, // wipe_gameend_final
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99, // wipe_intro_final (hardcoded)
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0, // wipe_ending_final
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99, // wipe_cutscene_final (hardcoded)
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0, // wipe_specinter_final
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0 // wipe_multinter_final
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};
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//--------------------------------------------------------------------------
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// SCREEN WIPE PACKAGE
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//--------------------------------------------------------------------------
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boolean WipeInAction = false;
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INT32 lastwipetic = 0;
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#ifndef NOWIPE
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static UINT8 *wipe_scr_start; //screen 3
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static UINT8 *wipe_scr_end; //screen 4
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static UINT8 *wipe_scr; //screen 0 (main drawing)
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static fixed_t paldiv = 0;
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/** Create fademask_t from lump
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*
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* \param lump Lump name to get data from
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* \return fademask_t for lump
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*/
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static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
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static char lumpname[10] = "FADEmmss";
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static fademask_t fm = {NULL,0,0,0,0,0};
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lumpnum_t lumpnum;
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UINT8 *lump, *mask;
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size_t lsize;
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RGBA_t *pcolor;
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if (masknum > 99 || scrnnum > 99)
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goto freemask;
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sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)masknum, (UINT16)scrnnum);
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lumpnum = W_CheckNumForName(lumpname);
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if (lumpnum == LUMPERROR)
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goto freemask;
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lump = W_CacheLumpNum(lumpnum, PU_CACHE);
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lsize = W_LumpLength(lumpnum);
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switch (lsize)
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{
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case 256000: // 640x400
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fm.width = 640;
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fm.height = 400;
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break;
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case 64000: // 320x200
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fm.width = 320;
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fm.height = 200;
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break;
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case 16000: // 160x100
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fm.width = 160;
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fm.height = 100;
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break;
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case 4000: // 80x50 (minimum)
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fm.width = 80;
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fm.height = 50;
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break;
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default: // bad lump
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CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
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case 0: // end marker (not bad!, but still need clearing)
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goto freemask;
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}
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if (lsize != fm.size)
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fm.mask = Z_Realloc(fm.mask, lsize, PU_STATIC, NULL);
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fm.size = lsize;
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mask = fm.mask;
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while (lsize--)
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{
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// Determine pixel to use from fademask
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pcolor = &pMasterPalette[*lump++];
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*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);
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fm.yscale = FixedDiv(vid.height<<FRACBITS, fm.height<<FRACBITS);
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return &fm;
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// Landing point for freeing data -- do this instead of just returning NULL
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// this ensures the fade data isn't remaining in memory, unused
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// (could be up to 256,000 bytes if it's a HQ fade!)
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freemask:
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if (fm.mask)
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{
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Z_Free(fm.mask);
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fm.mask = NULL;
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fm.size = 0;
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}
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return NULL;
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}
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/** Wipe ticker
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*
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* \param fademask pixels to change
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*/
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static void F_DoWipe(fademask_t *fademask)
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{
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// Software mask wipe -- optimized; though it might not look like it!
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// Okay, to save you wondering *how* this is more optimized than the simpler
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// version that came before it...
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// ---
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// The previous code did two FixedMul calls for every single pixel on the
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// screen, of which there are hundreds of thousands -- if not millions -- of.
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// This worked fine for smaller screen sizes, but with excessively large
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// (1920x1200) screens that meant 4 million+ calls out to FixedMul, and that
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// would take /just/ long enough that fades would start to noticably lag.
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// ---
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// This code iterates over the fade mask's pixels instead of the screen's,
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// and deals with drawing over each rectangular area before it moves on to
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// the next pixel in the fade mask. As a result, it's more complex (and might
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// look a little messy; sorry!) but it simultaneously runs at twice the speed.
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// In addition, we precalculate all the X and Y positions that we need to draw
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// 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
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UINT8 *w = wipe_scr;
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const UINT8 *s = wipe_scr_start;
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const UINT8 *e = wipe_scr_end;
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// first pixel for each screen
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UINT8 *w_base = w;
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const UINT8 *s_base = s;
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const UINT8 *e_base = e;
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// mask data, end
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UINT8 *transtbl;
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const UINT8 *mask = fademask->mask;
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const UINT8 *maskend = mask + fademask->size;
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// rectangle draw hints
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UINT32 draw_linestart, draw_rowstart;
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UINT32 draw_lineend, draw_rowend;
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UINT32 draw_linestogo, draw_rowstogo;
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// rectangle coordinates, etc.
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UINT16* scrxpos = (UINT16*)malloc((fademask->width + 1) * sizeof(UINT16));
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UINT16* scrypos = (UINT16*)malloc((fademask->height + 1) * sizeof(UINT16));
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UINT16 maskx, masky;
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UINT32 relativepos;
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// ---
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// Screw it, we do the fixed point math ourselves up front.
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scrxpos[0] = 0;
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for (relativepos = 0, maskx = 1; maskx < fademask->width; ++maskx)
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scrxpos[maskx] = (relativepos += fademask->xscale)>>FRACBITS;
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scrxpos[fademask->width] = vid.width;
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scrypos[0] = 0;
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for (relativepos = 0, masky = 1; masky < fademask->height; ++masky)
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scrypos[masky] = (relativepos += fademask->yscale)>>FRACBITS;
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scrypos[fademask->height] = vid.height;
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// ---
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maskx = masky = 0;
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do
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{
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draw_rowstart = scrxpos[maskx];
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draw_rowend = scrxpos[maskx + 1];
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draw_linestart = scrypos[masky];
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draw_lineend = scrypos[masky + 1];
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relativepos = (draw_linestart * vid.width) + draw_rowstart;
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draw_linestogo = draw_lineend - draw_linestart;
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if (*mask == 0)
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{
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// shortcut - memcpy source to work
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while (draw_linestogo--)
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{
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M_Memcpy(w_base+relativepos, s_base+relativepos, draw_rowend-draw_rowstart);
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relativepos += vid.width;
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}
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}
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else if (*mask == 10)
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{
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// shortcut - memcpy target to work
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while (draw_linestogo--)
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{
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M_Memcpy(w_base+relativepos, e_base+relativepos, draw_rowend-draw_rowstart);
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relativepos += vid.width;
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}
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}
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else
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{
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// pointer to transtable that this mask would use
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transtbl = transtables + ((9 - *mask)<<FF_TRANSSHIFT);
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// DRAWING LOOP
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while (draw_linestogo--)
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{
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w = w_base + relativepos;
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s = s_base + relativepos;
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e = e_base + relativepos;
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draw_rowstogo = draw_rowend - draw_rowstart;
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while (draw_rowstogo--)
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*w++ = transtbl[ ( *e++ << 8 ) + *s++ ];
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relativepos += vid.width;
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}
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// END DRAWING LOOP
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}
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if (++maskx >= fademask->width)
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++masky, maskx = 0;
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} while (++mask < maskend);
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free(scrxpos);
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free(scrypos);
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}
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}
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#endif
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/** Save the "before" screen of a wipe.
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*/
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void F_WipeStartScreen(void)
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{
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#ifndef NOWIPE
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#ifdef HWRENDER
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if(rendermode != render_soft)
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{
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HWR_StartScreenWipe();
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return;
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}
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#endif
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wipe_scr_start = screens[3];
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I_ReadScreen(wipe_scr_start);
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#endif
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}
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/** Save the "after" screen of a wipe.
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*/
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void F_WipeEndScreen(void)
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{
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#ifndef NOWIPE
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#ifdef HWRENDER
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if(rendermode != render_soft)
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{
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HWR_EndScreenWipe();
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return;
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}
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#endif
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wipe_scr_end = screens[4];
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I_ReadScreen(wipe_scr_end);
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V_DrawBlock(0, 0, 0, vid.width, vid.height, wipe_scr_start);
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#endif
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}
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/** After setting up the screens you want to wipe,
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* calling this will do a 'typical' wipe.
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*/
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void F_RunWipe(UINT8 wipetype, boolean drawMenu)
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{
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#ifdef NOWIPE
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(void)wipetype;
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(void)drawMenu;
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#else
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tic_t nowtime;
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UINT8 wipeframe = 0;
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fademask_t *fmask;
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if (!paldiv)
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paldiv = FixedDiv(257<<FRACBITS, 11<<FRACBITS);
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// Init the wipe
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WipeInAction = true;
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wipe_scr = screens[0];
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// lastwipetic should either be 0 or the tic we last wiped
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// on for fade-to-black
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for (;;)
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{
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// get fademask first so we can tell if it exists or not
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fmask = F_GetFadeMask(wipetype, wipeframe++);
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if (!fmask)
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break;
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// wait loop
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while (!((nowtime = I_GetTime()) - lastwipetic))
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I_Sleep();
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lastwipetic = nowtime;
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_DoWipe(wipetype, wipeframe-1); // send in the wipe type and wipeframe because we need to cache the graphic
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else
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#endif
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F_DoWipe(fmask);
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I_OsPolling();
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I_UpdateNoBlit();
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if (drawMenu)
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M_Drawer(); // menu is drawn even on top of wipes
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I_FinishUpdate(); // page flip or blit buffer
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if (moviemode)
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M_SaveFrame();
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}
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WipeInAction = false;
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#endif
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}
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/** Returns tic length of wipe
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* One lump equals one tic
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*/
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tic_t F_GetWipeLength(UINT8 wipetype)
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{
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#ifdef NOWIPE
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return 0;
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#else
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static char lumpname[10] = "FADEmmss";
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lumpnum_t lumpnum;
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UINT8 wipeframe;
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if (wipetype > 99)
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return 0;
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for (wipeframe = 0; wipeframe < 100; wipeframe++)
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{
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sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)wipetype, (UINT16)wipeframe);
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lumpnum = W_CheckNumForName(lumpname);
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if (lumpnum == LUMPERROR)
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return --wipeframe;
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}
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return --wipeframe;
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#endif
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}
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boolean F_WipeExists(UINT8 wipetype)
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{
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#ifdef NOWIPE
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return false;
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#else
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static char lumpname[10] = "FADEmm00";
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lumpnum_t lumpnum;
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if (wipetype > 99)
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return false;
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sprintf(&lumpname[4], "%.2hu00", (UINT16)wipetype);
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lumpnum = W_CheckNumForName(lumpname);
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return !(lumpnum == LUMPERROR);
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#endif
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}
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