qzdoom/src/gl/system/gl_wipe.cpp

567 lines
15 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2008-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** Screen wipe stuff
**
*/
#include "gl/system/gl_system.h"
#include "f_wipe.h"
#include "m_random.h"
#include "w_wad.h"
#include "v_palette.h"
#include "templates.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_material.h"
#include "gl/textures/gl_samplers.h"
#include "gl/utility/gl_templates.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_2ddrawer.h"
//===========================================================================
//
// Screen wipes
//
//===========================================================================
// TYPES -------------------------------------------------------------------
class OpenGLFrameBuffer::Wiper_Crossfade : public OpenGLFrameBuffer::Wiper
{
public:
Wiper_Crossfade();
bool Run(int ticks, OpenGLFrameBuffer *fb);
private:
int Clock;
};
class OpenGLFrameBuffer::Wiper_Melt : public OpenGLFrameBuffer::Wiper
{
public:
Wiper_Melt();
int MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done);
bool Run(int ticks, OpenGLFrameBuffer *fb);
private:
static const int WIDTH = 320, HEIGHT = 200;
int y[WIDTH];
};
class OpenGLFrameBuffer::Wiper_Burn : public OpenGLFrameBuffer::Wiper
{
public:
Wiper_Burn();
~Wiper_Burn();
bool Run(int ticks, OpenGLFrameBuffer *fb);
private:
static const int WIDTH = 64, HEIGHT = 64;
uint8_t BurnArray[WIDTH * (HEIGHT + 5)];
FHardwareTexture *BurnTexture;
int Density;
int BurnTime;
};
//==========================================================================
//
// OpenGLFrameBuffer :: WipeStartScreen
//
// Called before the current screen has started rendering. This needs to
// save what was drawn the previous frame so that it can be animated into
// what gets drawn this frame.
//
//==========================================================================
bool OpenGLFrameBuffer::WipeStartScreen(int type)
{
switch (type)
{
case wipe_Burn:
ScreenWipe = new Wiper_Burn;
break;
case wipe_Fade:
ScreenWipe = new Wiper_Crossfade;
break;
case wipe_Melt:
ScreenWipe = new Wiper_Melt;
break;
default:
return false;
}
const auto &viewport = GLRenderer->mScreenViewport;
wipestartscreen = new FHardwareTexture(viewport.width, viewport.height, true);
wipestartscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE, -1);
glFinish();
wipestartscreen->Bind(0, false, false);
const auto copyPixels = [&viewport]()
{
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
};
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindCurrentFB();
copyPixels();
}
else if (gl.legacyMode)
{
copyPixels();
}
else
{
GLint readbuffer = 0;
glGetIntegerv(GL_READ_BUFFER, &readbuffer);
glReadBuffer(GL_FRONT);
copyPixels();
glReadBuffer(readbuffer);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return true;
}
//==========================================================================
//
// OpenGLFrameBuffer :: WipeEndScreen
//
// The screen we want to animate to has just been drawn.
//
//==========================================================================
void OpenGLFrameBuffer::WipeEndScreen()
{
GLRenderer->m2DDrawer->Draw();
GLRenderer->m2DDrawer->Clear();
const auto &viewport = GLRenderer->mScreenViewport;
wipeendscreen = new FHardwareTexture(viewport.width, viewport.height, true);
wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
glFinish();
wipeendscreen->Bind(0, false, false);
if (FGLRenderBuffers::IsEnabled())
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
Unlock();
}
//==========================================================================
//
// OpenGLFrameBuffer :: WipeDo
//
// Perform the actual wipe animation. The number of tics since the last
// time this function was called is passed in. Returns true when the wipe
// is over. The first time this function has been called, the screen is
// still locked from before and EndScene() still has not been called.
// Successive times need to call BeginScene().
//
//==========================================================================
bool OpenGLFrameBuffer::WipeDo(int ticks)
{
bool done = true;
// Sanity checks.
if (wipestartscreen != nullptr && wipeendscreen != nullptr)
{
Lock(true);
gl_RenderState.EnableTexture(true);
gl_RenderState.EnableFog(false);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindCurrentFB();
const auto &bounds = GLRenderer->mScreenViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
}
done = ScreenWipe->Run(ticks, this);
glDepthMask(true);
}
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
return done;
}
//==========================================================================
//
// OpenGLFrameBuffer :: WipeCleanup
//
// Release any resources that were specifically created for the wipe.
//
//==========================================================================
void OpenGLFrameBuffer::WipeCleanup()
{
if (ScreenWipe != NULL)
{
delete ScreenWipe;
ScreenWipe = NULL;
}
if (wipestartscreen != NULL)
{
delete wipestartscreen;
wipestartscreen = NULL;
}
if (wipeendscreen != NULL)
{
delete wipeendscreen;
wipeendscreen = NULL;
}
FMaterial::ClearLastTexture();
}
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper Constructor
//
//==========================================================================
OpenGLFrameBuffer::Wiper::Wiper()
{
mVertexBuf = new FSimpleVertexBuffer;
}
OpenGLFrameBuffer::Wiper::~Wiper()
{
delete mVertexBuf;
}
void OpenGLFrameBuffer::Wiper::MakeVBO(OpenGLFrameBuffer *fb)
{
FSimpleVertex make[4];
FSimpleVertex *ptr = make;
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
ptr->Set(0, 0, 0, 0, vb);
ptr++;
ptr->Set(0, fb->Height, 0, 0, 0);
ptr++;
ptr->Set(fb->Width, 0, 0, ur, vb);
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
mVertexBuf->set(make, 4);
}
// WIPE: CROSSFADE ---------------------------------------------------------
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper_Crossfade Constructor
//
//==========================================================================
OpenGLFrameBuffer::Wiper_Crossfade::Wiper_Crossfade()
: Clock(0)
{
}
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper_Crossfade :: Run
//
// Fades the old screen into the new one over 32 ticks.
//
//==========================================================================
bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
{
Clock += ticks;
MakeVBO(fb);
gl_RenderState.SetTextureMode(TM_OPAQUE);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipestartscreen->Bind(0, 0, false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
float a = clamp(Clock / 32.f, 0.f, 1.f);
gl_RenderState.SetColorAlpha(0xffffff, a);
gl_RenderState.Apply();
fb->wipeendscreen->Bind(0, 0, false);
mVertexBuf->EnableColorArray(false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
gl_RenderState.SetTextureMode(TM_MODULATE);
return Clock >= 32;
}
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper_Melt Constructor
//
//==========================================================================
OpenGLFrameBuffer::Wiper_Melt::Wiper_Melt()
{
int i, r;
// setup initial column positions
// (y<0 => not ready to scroll yet)
y[0] = -(M_Random() & 15);
for (i = 1; i < WIDTH; ++i)
{
r = (M_Random()%3) - 1;
y[i] = clamp(y[i-1] + r, -15, 0);
}
}
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper_Melt :: Run
//
// Fades the old screen into the new one over 32 ticks.
//
//==========================================================================
int OpenGLFrameBuffer::Wiper_Melt::MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done)
{
FSimpleVertex *make = new FSimpleVertex[321*4];
FSimpleVertex *ptr = make;
int dy;
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
ptr->Set(0, 0, 0, 0, vb);
ptr++;
ptr->Set(0, fb->Height, 0, 0, 0);
ptr++;
ptr->Set(fb->Width, 0, 0, ur, vb);
ptr++;
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
ptr++;
// Copy the old screen in vertical strips on top of the new one.
while (ticks--)
{
done = true;
for (int i = 0; i < WIDTH; i++)
{
if (y[i] < 0)
{
y[i]++;
done = false;
}
else if (y[i] < HEIGHT)
{
dy = (y[i] < 16) ? y[i] + 1 : 8;
y[i] = MIN(y[i] + dy, HEIGHT);
done = false;
}
if (ticks == 0)
{
struct {
int32_t x;
int32_t y;
} dpt;
struct {
int32_t left;
int32_t top;
int32_t right;
int32_t bottom;
} rect;
// Only draw for the final tick.
// No need for optimization. Wipes won't ever be drawn with anything else.
dpt.x = i * fb->Width / WIDTH;
dpt.y = MAX(0, y[i] * fb->Height / HEIGHT);
rect.left = dpt.x;
rect.top = 0;
rect.right = (i + 1) * fb->Width / WIDTH;
rect.bottom = fb->Height - dpt.y;
if (rect.bottom > rect.top)
{
float tw = (float)FHardwareTexture::GetTexDimension(fb->Width);
float th = (float)FHardwareTexture::GetTexDimension(fb->Height);
rect.bottom = fb->Height - rect.bottom;
rect.top = fb->Height - rect.top;
ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th);
ptr++;
ptr->Set(rect.left, rect.top, 0, rect.left / tw, rect.bottom / th);
ptr++;
ptr->Set(rect.right, rect.bottom, 0, rect.right / tw, rect.top / th);
ptr++;
ptr->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th);
ptr++;
}
}
}
}
int numverts = int(ptr - make);
mVertexBuf->set(make, numverts);
delete[] make;
return numverts;
}
bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
{
bool done = false;
int maxvert = MakeVBO(ticks, fb, done);
// Draw the new screen on the bottom.
gl_RenderState.SetTextureMode(TM_OPAQUE);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipeendscreen->Bind(0, 0, false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
fb->wipestartscreen->Bind(0, 0, false);
gl_RenderState.SetTextureMode(TM_MODULATE);
for (int i = 4; i < maxvert; i += 4)
{
glDrawArrays(GL_TRIANGLE_STRIP, i, 4);
}
return done;
}
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper_Burn Constructor
//
//==========================================================================
OpenGLFrameBuffer::Wiper_Burn::Wiper_Burn()
{
Density = 4;
BurnTime = 0;
memset(BurnArray, 0, sizeof(BurnArray));
BurnTexture = NULL;
}
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper_Burn Destructor
//
//==========================================================================
OpenGLFrameBuffer::Wiper_Burn::~Wiper_Burn()
{
if (BurnTexture != NULL)
{
delete BurnTexture;
BurnTexture = NULL;
}
}
//==========================================================================
//
// OpenGLFrameBuffer :: Wiper_Burn :: Run
//
//==========================================================================
bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
{
bool done;
MakeVBO(fb);
BurnTime += ticks;
ticks *= 2;
// Make the fire burn
done = false;
while (!done && ticks--)
{
Density = wipe_CalcBurn(BurnArray, WIDTH, HEIGHT, Density);
done = (Density < 0);
}
if (BurnTexture != NULL) delete BurnTexture;
BurnTexture = new FHardwareTexture(WIDTH, HEIGHT, true);
// Update the burn texture with the new burn data
uint8_t rgb_buffer[WIDTH*HEIGHT*4];
const uint8_t *src = BurnArray;
uint32_t *dest = (uint32_t *)rgb_buffer;
for (int y = HEIGHT; y != 0; --y)
{
for (int x = WIDTH; x != 0; --x)
{
uint8_t s = clamp<int>((*src++)*2, 0, 255);
*dest++ = MAKEARGB(s,255,255,255);
}
}
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
// Put the initial screen back to the buffer.
gl_RenderState.SetTextureMode(TM_OPAQUE);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
fb->wipestartscreen->Bind(0, 0, false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.SetEffect(EFF_BURN);
gl_RenderState.ResetColor();
gl_RenderState.Apply();
// Burn the new screen on top of it.
fb->wipeendscreen->Bind(0, 0, false);
BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0, "BurnTexture");
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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);
}