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f8796d1a1b
This is so that when hud_bgstretch is disabled (i.e. background pictures are not stretched to the whole screen), the frame buffer has no leftover contents from previous frames on the sides of the screen. This was particularly noticable when using the console. The "places" are the following: - before drawing an anim frame - before drawing a "full-screen" background - while displaying logo, titlescreen, loadscreen (this leaves a couple others which I didn't test, and didn't tweak) git-svn-id: https://svn.eduke32.com/eduke32@2584 1a8010ca-5511-0410-912e-c29ae57300e0
447 lines
10 KiB
C
447 lines
10 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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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 "anim.h"
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#ifdef USE_LIBVPX
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# include "animvpx.h"
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uint16_t anim_hi_numsounds[NUM_HARDCODED_ANIMS], *anim_hi_sounds[NUM_HARDCODED_ANIMS];
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#endif
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static void endanimsounds(int32_t fr)
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{
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switch (ud.volume_number)
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{
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case 0:
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break;
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case 1:
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switch (fr)
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{
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case 1:
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S_PlaySound(WIND_AMBIENCE);
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break;
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case 26:
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S_PlaySound(ENDSEQVOL2SND1);
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break;
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case 36:
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S_PlaySound(ENDSEQVOL2SND2);
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break;
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case 54:
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S_PlaySound(THUD);
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break;
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case 62:
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S_PlaySound(ENDSEQVOL2SND3);
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break;
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case 75:
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S_PlaySound(ENDSEQVOL2SND4);
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break;
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case 81:
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S_PlaySound(ENDSEQVOL2SND5);
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break;
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case 115:
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S_PlaySound(ENDSEQVOL2SND6);
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break;
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case 124:
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S_PlaySound(ENDSEQVOL2SND7);
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break;
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}
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break;
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case 2:
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switch (fr)
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{
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case 1:
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S_PlaySound(WIND_REPEAT);
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break;
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case 98:
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S_PlaySound(DUKE_GRUNT);
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break;
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case 82+20:
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S_PlaySound(THUD);
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S_PlaySound(SQUISHED);
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break;
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case 104+20:
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S_PlaySound(ENDSEQVOL3SND3);
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break;
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case 114+20:
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S_PlaySound(ENDSEQVOL3SND2);
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break;
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case 158:
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S_PlaySound(PIPEBOMB_EXPLODE);
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break;
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}
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break;
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}
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}
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static void logoanimsounds(int32_t fr)
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{
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switch (fr)
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{
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case 1:
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S_PlaySound(FLY_BY);
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break;
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case 19:
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S_PlaySound(PIPEBOMB_EXPLODE);
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break;
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}
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}
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static void intro4animsounds(int32_t fr)
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{
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switch (fr)
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{
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case 1:
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S_PlaySound(INTRO4_B);
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break;
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case 12:
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case 34:
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S_PlaySound(SHORT_CIRCUIT);
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break;
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case 18:
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S_PlaySound(INTRO4_5);
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break;
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}
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}
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static void first4animsounds(int32_t fr)
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{
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switch (fr)
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{
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case 1:
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S_PlaySound(INTRO4_1);
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break;
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case 12:
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S_PlaySound(INTRO4_2);
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break;
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case 7:
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S_PlaySound(INTRO4_3);
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break;
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case 26:
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S_PlaySound(INTRO4_4);
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break;
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}
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}
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static void intro42animsounds(int32_t fr)
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{
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switch (fr)
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{
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case 10:
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S_PlaySound(INTRO4_6);
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break;
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}
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}
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static void endanimvol41(int32_t fr)
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{
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switch (fr)
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{
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case 3:
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S_PlaySound(DUKE_UNDERWATER);
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break;
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case 35:
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S_PlaySound(VOL4ENDSND1);
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break;
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}
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}
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static void endanimvol42(int32_t fr)
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{
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switch (fr)
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{
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case 11:
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S_PlaySound(DUKE_UNDERWATER);
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break;
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case 20:
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S_PlaySound(VOL4ENDSND1);
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break;
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case 39:
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S_PlaySound(VOL4ENDSND2);
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break;
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case 50:
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FX_StopAllSounds();
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break;
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}
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}
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static void endanimvol43(int32_t fr)
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{
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switch (fr)
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{
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case 1:
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S_PlaySound(BOSS4_DEADSPEECH);
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break;
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case 40:
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S_PlaySound(VOL4ENDSND1);
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S_PlaySound(DUKE_UNDERWATER);
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break;
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case 50:
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S_PlaySound(BIGBANG);
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break;
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}
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}
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void G_PlayAnim(const char *fn,char t)
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{
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char *animbuf;
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int32_t i, length=0, numframes=0;
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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=-1;
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int32_t frametime = 0;
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// t parameter:
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//
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// 1: cineov2
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// 2: cineov3
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// 3: RADLOGO
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// 4: DUKETEAM
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// 5: logo
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// 6: vol41a
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// 7: vol42a
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// 8: vol4e1
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// 9: vol43a
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// 10: vol4e2
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// 11: vol4e3
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if (t != 7 && t != 9 && t != 10 && t != 11)
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KB_FlushKeyboardQueue();
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if (KB_KeyWaiting())
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{
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FX_StopAllSounds();
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goto ENDOFANIMLOOP;
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}
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#ifdef USE_LIBVPX
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while (getrendermode() >= 3 && glinfo.glsl) // if, really
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{
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char vpxfn[BMAX_PATH], *dot;
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animvpx_ivf_header_t info;
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animvpx_codec_ctx codec;
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uint8_t *pic;
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uint32_t msecsperframe, nextframetime;
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int32_t running = 1;
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int32_t animidx, framenum=0, soundidx=0, numtotalsounds=0; // custom anim sounds
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Bstrncpyz(vpxfn, fn, BMAX_PATH);
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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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handle = kopen4loadfrommod(vpxfn, 0);
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if (handle == -1)
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break;
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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",
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animvpx_read_ivf_header_errmsg[i]);
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kclose(handle);
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break;
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}
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animvpx_setup_glstate();
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if (animvpx_init_codec(&info, handle, &codec))
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{
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animvpx_restore_glstate();
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break;
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}
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animidx = t-1;
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if ((unsigned)animidx < NUM_HARDCODED_ANIMS && anim_hi_sounds[animidx])
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numtotalsounds = anim_hi_numsounds[animidx];
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msecsperframe = ((uint64_t)info.fpsdenom*1000)/info.fpsnumer;
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// OSD_Printf("msecs per frame: %d\n", msecsperframe);
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nextframetime = getticks();
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while (running)
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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",
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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 < numtotalsounds && anim_hi_sounds[animidx][2*soundidx] == framenum)
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{
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S_PlaySound(anim_hi_sounds[animidx][2*soundidx+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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do
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{
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handleevents();
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Net_GetPackets();
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if (KB_KeyWaiting() || (MOUSE_GetButtons()&LEFT_MOUSE))
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{
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running = 0;
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break;
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}
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}
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while (getticks() < nextframetime);
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}
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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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MOUSE_ClearButton(LEFT_MOUSE);
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return; // 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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handle = kopen4load((char *)fn,0);
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if (handle == -1) return;
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length = kfilelength(handle);
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walock[TILE_ANIM] = 219+t;
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allocache((intptr_t *)&animbuf,length+1,&walock[TILE_ANIM]);
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tilesizx[TILE_ANIM] = 200;
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tilesizy[TILE_ANIM] = 320;
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kread(handle,animbuf,length);
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kclose(handle);
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ANIM_LoadAnim(animbuf);
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numframes = ANIM_NumFrames();
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basepaltable[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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for (i=1; i<numframes; i++)
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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 ENDOFANIMLOOP;
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}
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frametime = totalclock;
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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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while (totalclock < ototalclock)
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{
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handleevents();
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Net_GetPackets();
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if (KB_KeyWaiting() || MOUSE_GetButtons()&LEFT_MOUSE)
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goto ENDOFANIMLOOP;
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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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if (getrendermode() >= 3)
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clearview(0);
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rotatesprite_fs(0<<16,0<<16,65536L,512,TILE_ANIM,0,0,2+4+8+16+64+(ud.bgstretch?1024:0));
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nextpage();
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}
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if (t == 10) ototalclock += 14;
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else if (t == 9) ototalclock += 10;
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else if (t == 7) ototalclock += 18;
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else if (t == 6) ototalclock += 14;
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else if (t == 5) ototalclock += 9;
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else if (ud.volume_number == 3) ototalclock += 10;
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else if (ud.volume_number == 2) ototalclock += 10;
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else if (ud.volume_number == 1) ototalclock += 18;
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else ototalclock += 10;
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if (t == 8) endanimvol41(i);
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else if (t == 10) endanimvol42(i);
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else if (t == 11) endanimvol43(i);
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else if (t == 9) intro42animsounds(i);
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else if (t == 7) intro4animsounds(i);
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else if (t == 6) first4animsounds(i);
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else if (t == 5) logoanimsounds(i);
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else if (t < 4) endanimsounds(i);
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}
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ENDOFANIMLOOP:
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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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MOUSE_ClearButton(LEFT_MOUSE);
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ANIM_FreeAnim();
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walock[TILE_ANIM] = 1;
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}
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