mirror of
https://github.com/ZDoom/raze-gles.git
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c0e7dba4c1
git-svn-id: https://svn.eduke32.com/eduke32@5348 1a8010ca-5511-0410-912e-c29ae57300e0
328 lines
8.4 KiB
C
328 lines
8.4 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "baselayer.h"
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#include "renderlayer.h"
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#include "duke3d.h"
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#include "animlib.h"
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#include "mouse.h"
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#include "compat.h"
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#include "input.h"
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#include "anim.h"
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#ifdef USE_LIBVPX
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# include "animvpx.h"
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#endif
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#include "animsounds.h"
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hashtable_t h_dukeanim = { 8, NULL };
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dukeanim_t * g_animPtr;
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dukeanim_t *G_FindAnim(const char *s)
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{
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intptr_t ptr = hash_findcase(&h_dukeanim, s);
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return (dukeanim_t *)(ptr == -1 ? NULL : (dukeanim_t *)ptr);
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}
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dukeanim_t * G_DefineAnim(const char *fn, uint8_t fdelay, void (*sound_func)(int32_t))
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{
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dukeanim_t * anim = G_FindAnim(fn);
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if (!anim)
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anim = (dukeanim_t *)Xcalloc(1, sizeof(dukeanim_t));
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hash_add(&h_dukeanim, fn, (intptr_t)anim, 0);
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if (sound_func)
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anim->sound_func = sound_func;
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anim->framedelay = fdelay;
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return anim;
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}
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void G_InitAnim(void)
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{
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hash_init(&h_dukeanim);
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G_DefineAnim("logo.anm", 9, logoanimsounds);
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G_DefineAnim("3dr.anm", 10, NULL);
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G_DefineAnim("vol4e1.anm", 10, endanimvol41);
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G_DefineAnim("vol4e2.anm", 14, endanimvol42);
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G_DefineAnim("vol4e3.anm", 10, endanimvol43);
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G_DefineAnim("vol41a.anm", 14, first4animsounds);
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G_DefineAnim("vol42a.anm", 18, intro4animsounds);
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G_DefineAnim("vol43a.anm", 10, intro42animsounds);
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G_DefineAnim("duketeam.anm", 10, NULL);
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G_DefineAnim("radlogo.anm", 10, NULL);
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G_DefineAnim("cineov2.anm", 18, endanimsounds);
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G_DefineAnim("cineov3.anm", 10, endanimsounds);
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}
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int32_t G_PlayAnim(const char *fn)
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{
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dukeanim_t *anim = G_FindAnim(fn);
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if (!anim)
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{
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OSD_Printf("Animation %s is undefined!\n", fn);
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return 0;
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}
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int32_t framenum = 0, soundidx = 0; // custom anim sounds
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int32_t running = 1, i;
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I_ClearAllInput();
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#ifdef USE_LIBVPX
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while (getrendermode() >= REND_POLYMOST) // if, really
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{
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char vpxfn[BMAX_PATH];
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Bstrncpyz(vpxfn, fn, BMAX_PATH);
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char *dot = Bstrrchr(vpxfn, '.');
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if (!dot || (dot - vpxfn) + 4 >= BMAX_PATH)
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break;
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dot[1] = 'i';
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dot[2] = 'v';
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dot[3] = 'f';
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dot[4] = 0;
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int32_t handle = kopen4loadfrommod(vpxfn, 0);
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if (handle == -1)
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break;
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animvpx_ivf_header_t info;
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i = animvpx_read_ivf_header(handle, &info);
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if (i)
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{
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OSD_Printf("Failed reading IVF file: %s\n", animvpx_read_ivf_header_errmsg[i]);
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kclose(handle);
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return 0;
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}
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animvpx_setup_glstate();
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animvpx_codec_ctx codec;
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if (animvpx_init_codec(&info, handle, &codec))
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{
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OSD_Printf("Error initializing VPX codec.\n");
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animvpx_restore_glstate();
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return 0;
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}
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uint32_t msecsperframe = ((uint64_t)info.fpsdenom * 1000) / info.fpsnumer;
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uint32_t nextframetime = getticks();
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uint8_t *pic;
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// OSD_Printf("msecs per frame: %d\n", msecsperframe);
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do
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{
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nextframetime += msecsperframe;
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i = animvpx_nextpic(&codec, &pic);
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if (i)
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{
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OSD_Printf("Failed getting next pic: %s\n", animvpx_nextpic_errmsg[i]);
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if (codec.errmsg)
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{
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OSD_Printf(" %s\n", codec.errmsg);
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if (codec.errmsg_detail)
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OSD_Printf(" detail: %s\n", codec.errmsg_detail);
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}
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break;
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}
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if (!pic)
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break; // no more pics!
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animvpx_render_frame(&codec);
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// after rendering the frame but before displaying: maybe play sound...
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framenum++;
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while (soundidx < anim->numsounds && anim->sounds[soundidx << 1] == framenum)
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{
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S_PlaySound(anim->sounds[(soundidx << 1) + 1]);
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soundidx++;
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}
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// this and showframe() instead of nextpage() are so that
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// nobody tramples on our carefully set up GL state!
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palfadedelta = 0;
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showframe(0);
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// I_ClearAllInput();
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do
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{
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G_HandleAsync();
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if (I_CheckAllInput())
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{
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running = 0;
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break;
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}
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} while (getticks() < nextframetime);
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} while (running);
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animvpx_print_stats(&codec);
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//
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kclose(handle);
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animvpx_restore_glstate();
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animvpx_uninit_codec(&codec);
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I_ClearAllInput();
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return !running; // done with playing VP8!
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}
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#endif
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// ANM playback --- v v v ---
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#ifdef USE_OPENGL
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int32_t ogltexfiltermode = gltexfiltermode;
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#endif
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int32_t handle = kopen4load(fn, 0);
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if (handle == -1)
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return 0;
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int32_t length = kfilelength(handle);
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if (length == 0)
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{
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OSD_Printf("Warning: skipping playback of empty ANM file \"%s\".\n", fn);
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goto end_anim;
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}
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walock[TILE_ANIM] = 219;
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anim->animlock = 1;
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if (!anim->animbuf)
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allocache((intptr_t *)&anim->animbuf, length + 1, &anim->animlock);
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tilesiz[TILE_ANIM].x = 200;
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tilesiz[TILE_ANIM].y = 320;
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kread(handle, anim->animbuf, length);
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kclose(handle);
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int32_t numframes;
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if (ANIM_LoadAnim(anim->animbuf, length) < 0 || (numframes = ANIM_NumFrames()) <= 0)
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{
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// XXX: ANM_LoadAnim() still checks less than the bare minimum,
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// e.g. ANM file could still be too small and not contain any frames.
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OSD_Printf("Error: malformed ANM file \"%s\".\n", fn);
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goto end_anim;
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}
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setbasepal(ANIMPAL, ANIM_GetPalette());
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// setpalette(0L,256L,tempbuf);
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// setbrightness(ud.brightness>>2,tempbuf,2);
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P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 8 + 2);
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#ifdef USE_OPENGL
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gltexfiltermode = 0;
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gltexapplyprops();
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#endif
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ototalclock = totalclock + 10;
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i = 1;
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int32_t frametime; frametime = 0;
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do
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{
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if (i > 4 && totalclock > frametime + 60)
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{
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OSD_Printf("WARNING: slowdown in %s, skipping playback\n", fn);
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goto end_anim_restore_gl;
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}
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G_HandleAsync();
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if (totalclock < ototalclock - 1)
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continue;
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waloff[TILE_ANIM] = (intptr_t)ANIM_DrawFrame(i);
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invalidatetile(TILE_ANIM, 0, 1 << 4); // JBF 20031228
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if (I_CheckAllInput())
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{
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running = 0;
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goto end_anim_restore_gl;
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}
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if (g_restorePalette == 1)
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{
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P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 0);
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g_restorePalette = 0;
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}
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frametime = totalclock;
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clearallviews(0);
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rotatesprite_fs(0 << 16, 0 << 16, 65536L, 512, TILE_ANIM, 0, 0, 2 + 4 + 8 + 16 + 64 + BGSTRETCH);
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g_animPtr = anim;
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i = VM_OnEventWithReturn(EVENT_CUTSCENE, -1, myconnectindex, i);
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g_animPtr = NULL;
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nextpage();
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I_ClearAllInput();
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ototalclock += anim->framedelay;
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if (!anim->numsounds && anim->sound_func)
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anim->sound_func(i);
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framenum = i++;
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while (soundidx < anim->numsounds && anim->sounds[soundidx << 1] == framenum)
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{
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S_PlaySound(anim->sounds[(soundidx << 1) + 1]);
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soundidx++;
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}
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} while (i < numframes);
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end_anim_restore_gl:
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#ifdef USE_OPENGL
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gltexfiltermode = ogltexfiltermode;
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gltexapplyprops();
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#endif
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end_anim:
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I_ClearAllInput();
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ANIM_FreeAnim();
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walock[TILE_ANIM] = 1;
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anim->animlock = 0;
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return !running;
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}
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