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1f64d7ee22
Menu graphics appeared in starting frame with hardware renderer only Software renderer was not affected as it reads pixels from front buffer instead of back buffer like OpenGL counterpart did See http://forum.drdteam.org/viewtopic.php?t=6857
533 lines
15 KiB
C++
533 lines
15 KiB
C++
/*
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** gl_wipe.cpp
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** Screen wipe stuff
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** (This uses immediate mode and the fixed function pipeline
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** even if the new renderer is active)
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "files.h"
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#include "f_wipe.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "v_palette.h"
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#include "templates.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/data/gl_vertexbuffer.h"
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#ifndef _WIN32
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struct POINT {
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SDWORD x;
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SDWORD y;
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};
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struct RECT {
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SDWORD left;
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SDWORD top;
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SDWORD right;
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SDWORD bottom;
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};
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#endif
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//===========================================================================
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//
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// Screen wipes
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//
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//===========================================================================
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// TYPES -------------------------------------------------------------------
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class OpenGLFrameBuffer::Wiper_Crossfade : public OpenGLFrameBuffer::Wiper
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{
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public:
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Wiper_Crossfade();
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bool Run(int ticks, OpenGLFrameBuffer *fb);
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private:
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int Clock;
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};
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class OpenGLFrameBuffer::Wiper_Melt : public OpenGLFrameBuffer::Wiper
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{
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public:
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Wiper_Melt();
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bool Run(int ticks, OpenGLFrameBuffer *fb);
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private:
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static const int WIDTH = 320, HEIGHT = 200;
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int y[WIDTH];
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};
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class OpenGLFrameBuffer::Wiper_Burn : public OpenGLFrameBuffer::Wiper
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{
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public:
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Wiper_Burn();
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~Wiper_Burn();
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bool Run(int ticks, OpenGLFrameBuffer *fb);
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private:
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static const int WIDTH = 64, HEIGHT = 64;
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BYTE BurnArray[WIDTH * (HEIGHT + 5)];
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FHardwareTexture *BurnTexture;
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int Density;
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int BurnTime;
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};
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//==========================================================================
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//
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// OpenGLFrameBuffer :: WipeStartScreen
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//
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// Called before the current screen has started rendering. This needs to
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// save what was drawn the previous frame so that it can be animated into
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// what gets drawn this frame.
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//
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//==========================================================================
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bool OpenGLFrameBuffer::WipeStartScreen(int type)
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{
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switch (type)
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{
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case wipe_Burn:
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ScreenWipe = new Wiper_Burn;
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break;
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case wipe_Fade:
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ScreenWipe = new Wiper_Crossfade;
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break;
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case wipe_Melt:
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ScreenWipe = new Wiper_Melt;
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break;
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default:
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return false;
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}
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wipestartscreen = new FHardwareTexture(Width, Height, true);
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wipestartscreen->CreateTexture(NULL, Width, Height, 0, false, 0);
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GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER);
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GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE);
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glFinish();
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wipestartscreen->Bind(0, false, false);
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GLint readbuffer = 0;
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glGetIntegerv(GL_READ_BUFFER, &readbuffer);
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glReadBuffer(GL_FRONT);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
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glReadBuffer(readbuffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return true;
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: WipeEndScreen
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//
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// The screen we want to animate to has just been drawn.
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//
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//==========================================================================
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void OpenGLFrameBuffer::WipeEndScreen()
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{
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wipeendscreen = new FHardwareTexture(Width, Height, true);
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wipeendscreen->CreateTexture(NULL, Width, Height, 0, false, 0);
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GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER);
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glFinish();
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wipeendscreen->Bind(0, false, false);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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Unlock();
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: WipeDo
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//
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// Perform the actual wipe animation. The number of tics since the last
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// time this function was called is passed in. Returns true when the wipe
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// is over. The first time this function has been called, the screen is
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// still locked from before and EndScene() still has not been called.
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// Successive times need to call BeginScene().
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//
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//==========================================================================
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bool OpenGLFrameBuffer::WipeDo(int ticks)
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{
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// Sanity checks.
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if (wipestartscreen == NULL || wipeendscreen == NULL)
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{
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return true;
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}
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Lock(true);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableFog(false);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false);
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bool done = ScreenWipe->Run(ticks, this);
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glDepthMask(true);
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//DrawLetterbox();
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return done;
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: WipeCleanup
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//
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// Release any resources that were specifically created for the wipe.
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//
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//==========================================================================
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void OpenGLFrameBuffer::WipeCleanup()
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{
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if (ScreenWipe != NULL)
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{
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delete ScreenWipe;
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ScreenWipe = NULL;
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}
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if (wipestartscreen != NULL)
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{
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delete wipestartscreen;
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wipestartscreen = NULL;
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}
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if (wipeendscreen != NULL)
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{
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delete wipeendscreen;
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wipeendscreen = NULL;
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}
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FMaterial::ClearLastTexture();
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper Constructor
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//
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//==========================================================================
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OpenGLFrameBuffer::Wiper::~Wiper()
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{
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}
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// WIPE: CROSSFADE ---------------------------------------------------------
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper_Crossfade Constructor
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//
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//==========================================================================
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OpenGLFrameBuffer::Wiper_Crossfade::Wiper_Crossfade()
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: Clock(0)
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{
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper_Crossfade :: Run
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//
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// Fades the old screen into the new one over 32 ticks.
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//
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//==========================================================================
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bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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{
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Clock += ticks;
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float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
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float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0, 0, false);
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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fb->wipeendscreen->Bind(0, 0, false);
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gl_RenderState.SetColorAlpha(0xffffff, clamp(Clock/32.f, 0.f, 1.f));
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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return Clock >= 32;
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper_Melt Constructor
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//
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//==========================================================================
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OpenGLFrameBuffer::Wiper_Melt::Wiper_Melt()
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{
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int i, r;
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// setup initial column positions
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// (y<0 => not ready to scroll yet)
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y[0] = -(M_Random() & 15);
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for (i = 1; i < WIDTH; ++i)
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{
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r = (M_Random()%3) - 1;
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y[i] = clamp(y[i-1] + r, -15, 0);
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}
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper_Melt :: Run
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//
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// Fades the old screen into the new one over 32 ticks.
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//
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//==========================================================================
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bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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{
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float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
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float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
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// Draw the new screen on the bottom.
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipeendscreen->Bind(0, 0, false);
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FFlatVertex *ptr;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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int i, dy;
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bool done = false;
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fb->wipestartscreen->Bind(0, 0, false);
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// Copy the old screen in vertical strips on top of the new one.
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while (ticks--)
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{
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done = true;
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for (i = 0; i < WIDTH; i++)
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{
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if (y[i] < 0)
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{
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y[i]++;
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done = false;
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}
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else if (y[i] < HEIGHT)
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{
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dy = (y[i] < 16) ? y[i]+1 : 8;
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y[i] = MIN(y[i] + dy, HEIGHT);
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done = false;
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}
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if (ticks == 0)
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{
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// Only draw for the final tick.
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// No need for optimization. Wipes won't ever be drawn with anything else.
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RECT rect;
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POINT dpt;
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dpt.x = i * fb->Width / WIDTH;
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dpt.y = MAX(0, y[i] * fb->Height / HEIGHT);
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rect.left = dpt.x;
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rect.top = 0;
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rect.right = (i + 1) * fb->Width / WIDTH;
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rect.bottom = fb->Height - dpt.y;
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if (rect.bottom > rect.top)
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{
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float tw = (float)FHardwareTexture::GetTexDimension(fb->Width);
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float th = (float)FHardwareTexture::GetTexDimension(fb->Height);
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rect.bottom = fb->Height - rect.bottom;
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rect.top = fb->Height - rect.top;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th);
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ptr++;
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ptr->Set(rect.left, rect.top, 0, rect.left / tw, rect.bottom / th);
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ptr++;
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ptr->Set(rect.right, rect.bottom, 0, rect.right / tw, rect.top / th);
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ptr++;
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ptr->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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}
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}
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}
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gl_RenderState.SetTextureMode(TM_MODULATE);
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return done;
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper_Burn Constructor
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//
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//==========================================================================
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OpenGLFrameBuffer::Wiper_Burn::Wiper_Burn()
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{
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Density = 4;
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BurnTime = 0;
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memset(BurnArray, 0, sizeof(BurnArray));
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BurnTexture = NULL;
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper_Burn Destructor
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//
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//==========================================================================
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OpenGLFrameBuffer::Wiper_Burn::~Wiper_Burn()
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{
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if (BurnTexture != NULL)
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{
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delete BurnTexture;
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BurnTexture = NULL;
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}
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper_Burn :: Run
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//
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//==========================================================================
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bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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{
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bool done;
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BurnTime += ticks;
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ticks *= 2;
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// Make the fire burn
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done = false;
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while (!done && ticks--)
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{
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Density = wipe_CalcBurn(BurnArray, WIDTH, HEIGHT, Density);
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done = (Density < 0);
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}
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if (BurnTexture != NULL) delete BurnTexture;
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BurnTexture = new FHardwareTexture(WIDTH, HEIGHT, true);
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// Update the burn texture with the new burn data
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BYTE rgb_buffer[WIDTH*HEIGHT*4];
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const BYTE *src = BurnArray;
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DWORD *dest = (DWORD *)rgb_buffer;
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for (int y = HEIGHT; y != 0; --y)
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{
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for (int x = WIDTH; x != 0; --x)
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{
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BYTE s = clamp<int>((*src++)*2, 0, 255);
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*dest++ = MAKEARGB(s,255,255,255);
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}
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}
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float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
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float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
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// Put the initial screen back to the buffer.
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0, 0, false);
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.SetEffect(EFF_BURN);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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// Burn the new screen on top of it.
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fb->wipeendscreen->Bind(0, 0, false);
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0);
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
|
|
gl_RenderState.SetEffect(EFF_NONE);
|
|
|
|
// The fire may not always stabilize, so the wipe is forced to end
|
|
// after an arbitrary maximum time.
|
|
return done || (BurnTime > 40);
|
|
}
|