mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
Fix pixel center and letter box issues
This commit is contained in:
parent
3c7d6234cb
commit
698b05ee69
3 changed files with 105 additions and 137 deletions
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@ -153,8 +153,8 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
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VSync = vid_vsync;
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BlendingRect.left = 0;
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BlendingRect.top = 0;
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BlendingRect.right = FBWidth;
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BlendingRect.bottom = FBHeight;
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BlendingRect.right = Width;
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BlendingRect.bottom = Height;
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In2D = 0;
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Palettes = nullptr;
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Textures = nullptr;
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@ -186,21 +186,6 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
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//Windowed = !(static_cast<Win32Video *>(Video)->GoFullscreen(fullscreen));
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TrueHeight = height;
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/*if (fullscreen)
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{
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for (Win32Video::ModeInfo *mode = static_cast<Win32Video *>(Video)->m_Modes; mode != nullptr; mode = mode->next)
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{
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if (mode->width == Width && mode->height == Height)
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{
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TrueHeight = mode->realheight;
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PixelDoubling = mode->doubling;
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break;
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}
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}
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}*/
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// Offset from top of screen to top of letterboxed screen
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LBOffsetI = (TrueHeight - Height) / 2;
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LBOffset = float(LBOffsetI);
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CreateResources();
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SetInitialState();
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@ -650,28 +635,39 @@ void OpenGLSWFrameBuffer::DrawTriangleList(int minIndex, int numVertices, int st
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void OpenGLSWFrameBuffer::Present()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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int clientWidth = GetClientWidth();
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int clientHeight = GetClientHeight();
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if (clientWidth > 0 && clientHeight > 0)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, clientWidth, clientHeight);
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FBVERTEX verts[4];
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float scale = MIN(clientWidth / (float)Width, clientHeight / (float)Height);
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int letterboxWidth = (int)round(Width * scale);
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int letterboxHeight = (int)round(Height * scale);
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int letterboxX = (clientWidth - letterboxWidth) / 2;
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int letterboxY = (clientHeight - letterboxHeight) / 2;
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CalcFullscreenCoords(verts, false, true, 0, 0xFFFFFFFF);
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//for (int i = 0; i < 4; i++)
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// verts[i].tv = 1.0f - verts[i].tv;
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SetTexture(0, OutputFB->Texture);
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SetPixelShader(Shaders[SHADER_GammaCorrection]);
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SetAlphaBlend(0);
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EnableAlphaTest(false);
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DrawTriangleFans(2, verts);
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DrawLetterbox(letterboxX, letterboxY, letterboxWidth, letterboxHeight);
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glViewport(letterboxX, letterboxY, letterboxWidth, letterboxHeight);
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FBVERTEX verts[4];
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CalcFullscreenCoords(verts, false, 0, 0xFFFFFFFF);
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SetTexture(0, OutputFB->Texture);
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SetPixelShader(Shaders[SHADER_GammaCorrection]);
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SetAlphaBlend(0);
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EnableAlphaTest(false);
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DrawTriangleFans(2, verts);
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}
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SwapBuffers();
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Debug->Update();
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glViewport(0, 0, GetClientWidth(), GetClientHeight());
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float screensize[4] = { (float)GetClientWidth(), (float)GetClientHeight(), 1.0f, 1.0f };
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float screensize[4] = { (float)Width, (float)Height, 1.0f, 1.0f };
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SetPixelShaderConstantF(PSCONST_ScreenSize, screensize, 1);
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glBindFramebuffer(GL_FRAMEBUFFER, OutputFB->Framebuffer);
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glViewport(0, 0, Width, Height);
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}
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//==========================================================================
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@ -707,7 +703,7 @@ void OpenGLSWFrameBuffer::SetInitialState()
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float weights[4] = { 77 / 256.f, 143 / 256.f, 37 / 256.f, 1 };
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SetPixelShaderConstantF(PSCONST_Weights, weights, 1);
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float screensize[4] = { (float)GetClientWidth(), (float)GetClientHeight(), 1.0f, 1.0f };
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float screensize[4] = { (float)Width, (float)Height, 1.0f, 1.0f };
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SetPixelShaderConstantF(PSCONST_ScreenSize, screensize, 1);
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AlphaTestEnabled = false;
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@ -846,14 +842,14 @@ bool OpenGLSWFrameBuffer::Reset()
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{
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ReleaseDefaultPoolItems();
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if (!CreateFrameBuffer("OutputFB", Width, Height, &OutputFB))
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return false;
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glBindFramebuffer(GL_FRAMEBUFFER, OutputFB->Framebuffer);
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if (!CreateFBTexture() || !CreateVertexes())
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if (!CreateFrameBuffer("OutputFB", Width, Height, &OutputFB) || !CreateFBTexture() || !CreateVertexes())
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{
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return false;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, OutputFB->Framebuffer);
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glViewport(0, 0, Width, Height);
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SetInitialState();
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return true;
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}
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@ -892,10 +888,7 @@ void OpenGLSWFrameBuffer::KillNativeTexs()
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bool OpenGLSWFrameBuffer::CreateFBTexture()
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{
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CreateTexture("FBTexture", Width, Height, 1, GL_R8, &FBTexture);
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FBWidth = Width;
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FBHeight = Height;
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return true;
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return CreateTexture("FBTexture", Width, Height, 1, GL_R8, &FBTexture);
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}
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//==========================================================================
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@ -906,11 +899,7 @@ bool OpenGLSWFrameBuffer::CreateFBTexture()
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bool OpenGLSWFrameBuffer::CreatePaletteTexture()
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{
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if (!CreateTexture("PaletteTexture", 256, 1, 1, GL_RGBA8, &PaletteTexture))
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{
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return false;
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}
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return true;
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return CreateTexture("PaletteTexture", 256, 1, 1, GL_RGBA8, &PaletteTexture);
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}
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//==========================================================================
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@ -942,35 +931,31 @@ bool OpenGLSWFrameBuffer::CreateVertexes()
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//
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//==========================================================================
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void OpenGLSWFrameBuffer::CalcFullscreenCoords(FBVERTEX verts[4], bool viewarea_only, bool can_double, uint32_t color0, uint32_t color1) const
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void OpenGLSWFrameBuffer::CalcFullscreenCoords(FBVERTEX verts[4], bool viewarea_only, uint32_t color0, uint32_t color1) const
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{
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float offset = LBOffset;//OldRenderTarget != nullptr ? 0 : LBOffset;
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float top = offset - 0.5f;
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float texright = float(Width) / float(FBWidth);
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float texbot = float(Height) / float(FBHeight);
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float mxl, mxr, myt, myb, tmxl, tmxr, tmyt, tmyb;
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if (viewarea_only)
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{ // Just calculate vertices for the viewarea/BlendingRect
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mxl = float(BlendingRect.left) - 0.5f;
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mxr = float(BlendingRect.right) - 0.5f;
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myt = float(BlendingRect.top) + top;
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myb = float(BlendingRect.bottom) + top;
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tmxl = float(BlendingRect.left) / float(Width) * texright;
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tmxr = float(BlendingRect.right) / float(Width) * texright;
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tmyt = float(BlendingRect.top) / float(Height) * texbot;
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tmyb = float(BlendingRect.bottom) / float(Height) * texbot;
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mxl = float(BlendingRect.left);
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mxr = float(BlendingRect.right);
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myt = float(BlendingRect.top);
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myb = float(BlendingRect.bottom);
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tmxl = float(BlendingRect.left) / float(Width);
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tmxr = float(BlendingRect.right) / float(Width);
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tmyt = float(BlendingRect.top) / float(Height);
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tmyb = float(BlendingRect.bottom) / float(Height);
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}
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else
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{ // Calculate vertices for the whole screen
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mxl = -0.5f;
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mxr = float(Width << (can_double ? PixelDoubling : 0)) - 0.5f;
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myt = top;
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myb = float(Height << (can_double ? PixelDoubling : 0)) + top;
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mxl = 0.0f;
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mxr = float(Width);
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myt = 0.0f;
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myb = float(Height);
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tmxl = 0;
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tmxr = texright;
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tmxr = 1.0f;
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tmyt = 0;
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tmyb = texbot;
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tmyb = 1.0f;
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}
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//{ mxl, myt, 0, 1, 0, 0xFFFFFFFF, tmxl, tmyt },
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@ -1210,8 +1195,6 @@ void OpenGLSWFrameBuffer::Flip()
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{
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assert(InScene);
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DrawLetterbox();
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Present();
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InScene = false;
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@ -1225,8 +1208,6 @@ void OpenGLSWFrameBuffer::Flip()
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TrueHeight = Height;
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PixelDoubling = 0;
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LBOffsetI = 0;
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LBOffset = 0.0f;
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Reset();
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V_OutputResized(Width, Height);
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@ -1338,7 +1319,7 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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color0 = FlashColor0;
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color1 = FlashColor1;
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}
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CalcFullscreenCoords(verts, Accel2D, false, color0, color1);
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CalcFullscreenCoords(verts, Accel2D, color0, color1);
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DrawTriangleFans(2, verts);
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}
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SetPixelShader(Shaders[SHADER_NormalColorPal]);
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@ -1353,18 +1334,36 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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//
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//==========================================================================
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void OpenGLSWFrameBuffer::DrawLetterbox()
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void OpenGLSWFrameBuffer::DrawLetterbox(int x, int y, int width, int height)
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{
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if (LBOffsetI != 0)
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int clientWidth = GetClientWidth();
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int clientHeight = GetClientHeight();
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if (clientWidth == 0 || clientHeight == 0)
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return;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_SCISSOR_TEST);
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if (x > 0)
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{
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glEnable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glScissor(0, 0, Width, LBOffsetI);
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glScissor(0, 0, clientWidth, x);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(0, Height + LBOffsetI, Width, TrueHeight - Height + LBOffsetI);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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}
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if (clientHeight - x - height > 0)
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{
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glScissor(0, x + height, clientWidth, clientHeight - x - height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (y > 0)
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{
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glScissor(0, x, y, height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientWidth - y - width > 0)
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{
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glScissor(y + width, x, clientWidth - y - width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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void OpenGLSWFrameBuffer::UploadPalette()
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@ -1604,7 +1603,7 @@ void OpenGLSWFrameBuffer::DrawPackedTextures(int packnum)
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continue;
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}
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AddColorOnlyRect(x - 1, y - 1 - LBOffsetI, 258, 258, ColorXRGB(255, 255, 0));
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AddColorOnlyRect(x - 1, y - 1, 258, 258, ColorXRGB(255, 255, 0));
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int back = 0;
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for (PackedTexture *box = pack->UsedList; box != nullptr; box = box->Next)
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{
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@ -1638,8 +1637,8 @@ void OpenGLSWFrameBuffer::DrawPackedTextures(int packnum)
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quad->NumVerts = 4;
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quad->NumTris = 2;
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float x0 = float(x) - 0.5f;
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float y0 = float(y) - 0.5f;
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float x0 = float(x);
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float y0 = float(y);
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float x1 = x0 + 256.f;
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float y1 = y0 + 256.f;
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@ -1695,7 +1694,7 @@ void OpenGLSWFrameBuffer::DrawPackedTextures(int packnum)
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{
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x = 8;
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y += 256 + 8;
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if (y > TrueHeight - 256)
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if (y > Height - 256)
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{
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return;
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}
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@ -2457,7 +2456,7 @@ void OpenGLSWFrameBuffer::DrawLine(int x0, int y0, int x1, int y1, int palcolor,
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}
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// Add the endpoints to the vertex buffer.
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VertexData[VertexPos].x = float(x0);
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VertexData[VertexPos].y = float(y0) + LBOffset;
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VertexData[VertexPos].y = float(y0);
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VertexData[VertexPos].z = 0;
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VertexData[VertexPos].rhw = 1;
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VertexData[VertexPos].color0 = color;
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@ -2466,7 +2465,7 @@ void OpenGLSWFrameBuffer::DrawLine(int x0, int y0, int x1, int y1, int palcolor,
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VertexData[VertexPos].tv = 0;
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VertexData[VertexPos + 1].x = float(x1);
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VertexData[VertexPos + 1].y = float(y1) + LBOffset;
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VertexData[VertexPos + 1].y = float(y1);
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VertexData[VertexPos + 1].z = 0;
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VertexData[VertexPos + 1].rhw = 1;
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VertexData[VertexPos + 1].color0 = color;
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@ -2548,7 +2547,6 @@ void OpenGLSWFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
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double uscale = 1.f / tex->Box->Owner->Width;
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bool scissoring = false;
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FBVERTEX *vert;
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float yoffs;
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if (parms.flipX)
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{
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@ -2598,7 +2596,7 @@ void OpenGLSWFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
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BeginQuadBatch();
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}
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glEnable(GL_SCISSOR_TEST);
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glScissor(parms.lclip, parms.uclip + LBOffsetI, parms.rclip - parms.lclip, parms.dclip - parms.uclip);
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glScissor(parms.lclip, parms.uclip, parms.rclip - parms.lclip, parms.dclip - parms.uclip);
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}
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#endif
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parms.bilinear = false;
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@ -2619,23 +2617,6 @@ void OpenGLSWFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
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quad->NumTris = 2;
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quad->NumVerts = 4;
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yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
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#if 0
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// Coordinates are truncated to integers, because that's effectively
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// what the software renderer does. The hardware will instead round
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// to nearest, it seems.
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x0 = floorf(x0) - 0.5f;
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y0 = floorf(y0) - yoffs;
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x1 = floorf(x1) - 0.5f;
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y1 = floorf(y1) - yoffs;
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#else
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x0 = x0 - 0.5f;
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y0 = y0 - yoffs;
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x1 = x1 - 0.5f;
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y1 = y1 - yoffs;
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#endif
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vert = &VertexData[VertexPos];
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// Fill the vertex buffer.
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@ -2719,7 +2700,6 @@ void OpenGLSWFrameBuffer::FlatFill(int left, int top, int right, int bottom, FTe
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{
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return;
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}
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float yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
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float x0 = float(left);
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float y0 = float(top);
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float x1 = float(right);
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@ -2732,10 +2712,6 @@ void OpenGLSWFrameBuffer::FlatFill(int left, int top, int right, int bottom, FTe
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float v0 = (y0 - yo) * ith;
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float u1 = (x1 - xo) * itw;
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float v1 = (y1 - yo) * ith;
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x0 -= 0.5f;
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y0 -= yoffs;
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x1 -= 0.5f;
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y1 -= yoffs;
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CheckQuadBatch();
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@ -2824,7 +2800,7 @@ void OpenGLSWFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, in
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BufferedTris *quad;
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FBVERTEX *verts;
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OpenGLTex *tex;
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float yoffs, uscale, vscale;
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float uscale, vscale;
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int i, ipos;
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uint32_t color0, color1;
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float ox, oy;
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@ -2890,7 +2866,6 @@ void OpenGLSWFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, in
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quad->NumVerts = npoints;
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quad->NumTris = npoints - 2;
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yoffs = GatheringWipeScreen ? 0 : LBOffset;
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uscale = float(1.f / (texture->GetScaledWidth() * scalex));
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vscale = float(1.f / (texture->GetScaledHeight() * scaley));
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ox = float(originx);
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@ -2899,13 +2874,13 @@ void OpenGLSWFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, in
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for (i = 0; i < npoints; ++i)
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{
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verts[i].x = points[i].X;
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verts[i].y = points[i].Y + yoffs;
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verts[i].y = points[i].Y;
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verts[i].z = 0;
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verts[i].rhw = 1;
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verts[i].color0 = color0;
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verts[i].color1 = color1;
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float u = points[i].X - 0.5f - ox;
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float v = points[i].Y - 0.5f - oy;
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float u = points[i].X - ox;
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float v = points[i].Y - oy;
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if (dorotate)
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{
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float t = u;
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@ -2944,8 +2919,8 @@ void OpenGLSWFrameBuffer::AddColorOnlyQuad(int left, int top, int width, int hei
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quad = &QuadExtra[QuadBatchPos];
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verts = &VertexData[VertexPos];
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float x = float(left) - 0.5f;
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float y = float(top) - 0.5f + (GatheringWipeScreen ? 0 : LBOffset);
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float x = float(left);
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float y = float(top);
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quad->ClearSetup();
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quad->ShaderNum = BQS_ColorOnly;
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@ -382,7 +382,7 @@ private:
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|||
bool CreatePaletteTexture();
|
||||
bool CreateVertexes();
|
||||
void UploadPalette();
|
||||
void CalcFullscreenCoords(FBVERTEX verts[4], bool viewarea_only, bool can_double, uint32_t color0, uint32_t color1) const;
|
||||
void CalcFullscreenCoords(FBVERTEX verts[4], bool viewarea_only, uint32_t color0, uint32_t color1) const;
|
||||
bool Reset();
|
||||
HWTexture *CopyCurrentScreen();
|
||||
void ReleaseDefaultPoolItems();
|
||||
|
@ -390,7 +390,7 @@ private:
|
|||
void KillNativeTexs();
|
||||
PackedTexture *AllocPackedTexture(int width, int height, bool wrapping, int format);
|
||||
void DrawPackedTextures(int packnum);
|
||||
void DrawLetterbox();
|
||||
void DrawLetterbox(int x, int y, int width, int height);
|
||||
void Draw3DPart(bool copy3d);
|
||||
bool SetStyle(OpenGLTex *tex, DrawParms &parms, uint32_t &color0, uint32_t &color1, BufferedTris &quad);
|
||||
static int GetStyleAlpha(int type);
|
||||
|
@ -442,13 +442,10 @@ private:
|
|||
int FlashAmount;
|
||||
int TrueHeight;
|
||||
int PixelDoubling;
|
||||
int LBOffsetI;
|
||||
float LBOffset;
|
||||
float Gamma;
|
||||
bool UpdatePending;
|
||||
bool NeedPalUpdate;
|
||||
bool NeedGammaUpdate;
|
||||
int FBWidth, FBHeight;
|
||||
bool VSync;
|
||||
LTRBRect BlendingRect;
|
||||
int In2D;
|
||||
|
|
|
@ -232,7 +232,6 @@ bool OpenGLSWFrameBuffer::WipeDo(int ticks)
|
|||
|
||||
EnableAlphaTest(false);
|
||||
bool done = ScreenWipe->Run(ticks, this);
|
||||
DrawLetterbox();
|
||||
return done;
|
||||
}
|
||||
|
||||
|
@ -284,7 +283,7 @@ void OpenGLSWFrameBuffer::Wiper::DrawScreen(OpenGLSWFrameBuffer *fb, HWTexture *
|
|||
{
|
||||
FBVERTEX verts[4];
|
||||
|
||||
fb->CalcFullscreenCoords(verts, false, false, color0, color1);
|
||||
fb->CalcFullscreenCoords(verts, false, color0, color1);
|
||||
fb->SetTexture(0, tex);
|
||||
fb->SetAlphaBlend(blendop, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
fb->SetPixelShader(fb->Shaders[SHADER_NormalColor]);
|
||||
|
@ -410,15 +409,15 @@ bool OpenGLSWFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLSWFrameBuffer *fb)
|
|||
quad->NumTris = 2;
|
||||
|
||||
// Fill the vertex buffer.
|
||||
float u0 = rect.left / float(fb->FBWidth);
|
||||
float u0 = rect.left / float(fb->Width);
|
||||
float v0 = 0;
|
||||
float u1 = rect.right / float(fb->FBWidth);
|
||||
float v1 = (rect.bottom - rect.top) / float(fb->FBHeight);
|
||||
float u1 = rect.right / float(fb->Width);
|
||||
float v1 = (rect.bottom - rect.top) / float(fb->Height);
|
||||
|
||||
float x0 = float(rect.left) - 0.5f;
|
||||
float x1 = float(rect.right) - 0.5f;
|
||||
float y0 = float(dpt.y + fb->LBOffsetI) - 0.5f;
|
||||
float y1 = float(fbheight + fb->LBOffsetI) - 0.5f;
|
||||
float x0 = float(rect.left);
|
||||
float x1 = float(rect.right);
|
||||
float y0 = float(dpt.y);
|
||||
float y1 = float(fbheight);
|
||||
|
||||
vert[0].x = x0;
|
||||
vert[0].y = y0;
|
||||
|
@ -562,18 +561,15 @@ bool OpenGLSWFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLSWFrameBuffer *fb)
|
|||
DrawScreen(fb, fb->InitialWipeScreen);
|
||||
|
||||
// Burn the new screen on top of it.
|
||||
float top = fb->LBOffset - 0.5f;
|
||||
float right = float(fb->Width) - 0.5f;
|
||||
float bot = float(fb->Height) + top;
|
||||
float texright = float(fb->Width) / float(fb->FBWidth);
|
||||
float texbot = float(fb->Height) / float(fb->FBHeight);
|
||||
float right = float(fb->Width);
|
||||
float bot = float(fb->Height);
|
||||
|
||||
BURNVERTEX verts[4] =
|
||||
{
|
||||
{ -0.5f, top, 0.5f, 1.f, 0.f, 0.f, 0, 0 },
|
||||
{ right, top, 0.5f, 1.f, texright, 0.f, 1, 0 },
|
||||
{ right, bot, 0.5f, 1.f, texright, texbot, 1, 1 },
|
||||
{ -0.5f, bot, 0.5f, 1.f, 0.f, texbot, 0, 1 }
|
||||
{ 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0, 0 },
|
||||
{ right, 0.f, 0.f, 1.f, 1.f, 0.f, 1, 0 },
|
||||
{ right, bot, 0.f, 1.f, 1.f, 1.f, 1, 1 },
|
||||
{ 0.f, bot, 0.f, 1.f, 0.f, 1.f, 0, 1 }
|
||||
};
|
||||
|
||||
fb->SetTexture(0, fb->FinalWipeScreen);
|
||||
|
|
Loading…
Reference in a new issue