mirror of
https://github.com/ZDoom/Raze.git
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460 lines
12 KiB
C++
Executable file
460 lines
12 KiB
C++
Executable file
/*
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** wipe.cpp
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** Screen wipe implementation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2022 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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**
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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 "v_video.h"
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#include "m_random.h"
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#include "wipe.h"
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#include "bitmap.h"
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#include "hw_material.h"
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#include "v_draw.h"
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#include "s_soundinternal.h"
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#include "i_time.h"
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class FBurnTexture : public FTexture
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{
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TArray<uint32_t> WorkBuffer;
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public:
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FBurnTexture(int w, int h)
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: WorkBuffer(w*h, true)
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{
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Width = w;
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Height = h;
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}
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FBitmap GetBgraBitmap(const PalEntry*, int *trans) override
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{
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FBitmap bmp;
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bmp.Create(Width, Height);
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bmp.CopyPixelDataRGB(0, 0, (uint8_t*)WorkBuffer.Data(), Width, Height, 4, Width*4, 0, CF_RGBA, nullptr);
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if (trans) *trans = 0;
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return bmp;
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}
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uint32_t *GetBuffer()
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{
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return WorkBuffer.Data();
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}
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};
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int wipe_CalcBurn (uint8_t *burnarray, int width, int height, int density)
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{
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// This is a modified version of the fire that was once used
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// on the player setup menu.
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static int voop;
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int a, b;
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uint8_t *from;
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// generator
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from = &burnarray[width * height];
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b = voop;
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voop += density / 3;
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for (a = 0; a < density/8; a++)
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{
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unsigned int offs = (a+b) & (width - 1);
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unsigned int v = M_Random();
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v = min(from[offs] + 4 + (v & 15) + (v >> 3) + (M_Random() & 31), 255u);
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from[offs] = from[width*2 + ((offs + width*3/2) & (width - 1))] = v;
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}
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density = min(density + 10, width * 7);
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from = burnarray;
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for (b = 0; b <= height; b += 2)
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{
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uint8_t *pixel = from;
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// special case: first pixel on line
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uint8_t *p = pixel + (width << 1);
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unsigned int top = *p + *(p + width - 1) + *(p + 1);
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unsigned int bottom = *(pixel + (width << 2));
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unsigned int c1 = (top + bottom) >> 2;
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if (c1 > 1) c1--;
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*pixel = c1;
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*(pixel + width) = (c1 + bottom) >> 1;
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pixel++;
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// main line loop
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for (a = 1; a < width-1; a++)
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{
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// sum top pixels
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p = pixel + (width << 1);
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top = *p + *(p - 1) + *(p + 1);
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// bottom pixel
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bottom = *(pixel + (width << 2));
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// combine pixels
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c1 = (top + bottom) >> 2;
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if (c1 > 1) c1--;
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// store pixels
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*pixel = c1;
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*(pixel + width) = (c1 + bottom) >> 1; // interpolate
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// next pixel
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pixel++;
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}
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// special case: last pixel on line
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p = pixel + (width << 1);
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top = *p + *(p - 1) + *(p - width + 1);
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bottom = *(pixel + (width << 2));
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c1 = (top + bottom) >> 2;
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if (c1 > 1) c1--;
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*pixel = c1;
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*(pixel + width) = (c1 + bottom) >> 1;
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// next line
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from += width << 1;
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}
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// Check for done-ness. (Every pixel with level 126 or higher counts as done.)
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for (a = width * height, from = burnarray; a != 0; --a, ++from)
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{
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if (*from < 126)
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{
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return density;
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}
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}
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return -1;
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}
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// TYPES -------------------------------------------------------------------
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class Wiper
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{
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protected:
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FGameTexture* startScreen = nullptr, * endScreen = nullptr;
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public:
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virtual ~Wiper();
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virtual bool Run(int ticks) = 0;
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virtual void SetTextures(FGameTexture* startscreen, FGameTexture* endscreen)
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{
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startScreen = startscreen;
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endScreen = endscreen;
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}
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static Wiper* Create(int type);
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};
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class Wiper_Crossfade : public Wiper
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{
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public:
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bool Run(int ticks) override;
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private:
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int Clock = 0;
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};
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class Wiper_Melt : public Wiper
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{
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public:
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Wiper_Melt();
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bool Run(int ticks) override;
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private:
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enum { WIDTH = 320, HEIGHT = 200 };
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int y[WIDTH];
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};
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class Wiper_Burn : public Wiper
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{
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public:
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~Wiper_Burn();
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bool Run(int ticks) override;
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void SetTextures(FGameTexture *startscreen, FGameTexture *endscreen) override;
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private:
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static const int WIDTH = 64, HEIGHT = 64;
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uint8_t BurnArray[WIDTH * (HEIGHT + 5)] = {0};
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FBurnTexture *BurnTexture = nullptr;
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int Density = 4;
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int BurnTime = 8;
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};
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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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Wiper *Wiper::Create(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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return new Wiper_Burn;
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case wipe_Fade:
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return new Wiper_Crossfade;
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case wipe_Melt:
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return new Wiper_Melt;
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default:
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return nullptr;
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}
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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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Wiper::~Wiper()
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{
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if (startScreen != nullptr) delete startScreen;
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if (endScreen != nullptr) delete endScreen;
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}
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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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//==========================================================================
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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 Wiper_Crossfade::Run(int ticks)
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{
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Clock += ticks;
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DrawTexture(twod, startScreen, 0, 0, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_Masked, false, TAG_DONE);
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DrawTexture(twod, endScreen, 0, 0, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_Masked, false, DTA_Alpha, clamp(Clock / 32.f, 0.f, 1.f), TAG_DONE);
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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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Wiper_Melt::Wiper_Melt()
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{
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y[0] = -(M_Random() & 15);
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for (int i = 1; i < WIDTH; ++i)
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{
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y[i] = clamp(y[i-1] + (M_Random() % 3) - 1, -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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// Melts the old screen into the new one over 32 ticks.
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//
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//==========================================================================
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bool Wiper_Melt::Run(int ticks)
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{
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bool done = false;
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DrawTexture(twod, endScreen, 0, 0, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_Masked, false, TAG_DONE);
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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 (int i = 0; i < WIDTH; i++)
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{
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if (y[i] < HEIGHT)
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{
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if (y[i] < 0)
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y[i]++;
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else if (y[i] < 16)
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y[i] += y[i] + 1;
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else
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y[i] = min<int>(y[i] + 8, 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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struct {
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int32_t x;
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int32_t y;
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} dpt;
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struct {
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int32_t left;
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int32_t top;
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int32_t right;
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int32_t bottom;
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} rect;
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// Only draw for the final tick.
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int w = startScreen->GetTexelWidth();
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int h = startScreen->GetTexelHeight();
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dpt.x = i * w / WIDTH;
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dpt.y = max(0, y[i] * h / HEIGHT);
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rect.left = dpt.x;
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rect.top = 0;
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rect.right = (i + 1) * w / WIDTH;
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rect.bottom = h - dpt.y;
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if (rect.bottom > rect.top)
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{
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DrawTexture(twod, startScreen, 0, dpt.y, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_ClipLeft, rect.left, DTA_ClipRight, rect.right, DTA_Masked, false, TAG_DONE);
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}
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}
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}
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}
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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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void Wiper_Burn::SetTextures(FGameTexture *startscreen, FGameTexture *endscreen)
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{
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startScreen = startscreen;
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endScreen = endscreen;
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BurnTexture = new FBurnTexture(WIDTH, HEIGHT);
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auto mat = FMaterial::ValidateTexture(endScreen, false);
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mat->ClearLayers();
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mat->AddTextureLayer(BurnTexture, false);
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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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Wiper_Burn::~Wiper_Burn()
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{
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if (BurnTexture != nullptr) delete BurnTexture;
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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 Wiper_Burn::Run(int ticks)
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{
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bool done = false;
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BurnTime += ticks;
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ticks *= 2;
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// Make the fire burn
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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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BurnTexture->CleanHardwareTextures();
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endScreen->CleanHardwareData(false); // this only cleans the descriptor sets for the Vulkan backend. We do not want to delete the wipe screen's hardware texture here.
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const uint8_t *src = BurnArray;
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uint32_t *dest = (uint32_t *)BurnTexture->GetBuffer();
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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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uint8_t 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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DrawTexture(twod, startScreen, 0, 0, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_Masked, false, TAG_DONE);
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DrawTexture(twod, endScreen, 0, 0, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_Burn, true, DTA_Masked, false, TAG_DONE);
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// The fire may not always stabilize, so the wipe is forced to end
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// after an arbitrary maximum time.
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return done || (BurnTime > 40);
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}
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void PerformWipe(FTexture* startimg, FTexture* endimg, int wipe_type, bool stopsound, std::function<void()> overlaydrawer)
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{
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// wipe update
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uint64_t wipestart, nowtime, diff;
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bool done;
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GSnd->SetSfxPaused(true, 1);
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I_FreezeTime(true);
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twod->End();
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assert(startimg != nullptr && endimg != nullptr);
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auto starttex = MakeGameTexture(startimg, nullptr, ETextureType::SWCanvas);
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auto endtex = MakeGameTexture(endimg, nullptr, ETextureType::SWCanvas);
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auto wiper = Wiper::Create(wipe_type);
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wiper->SetTextures(starttex, endtex);
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wipestart = I_msTime();
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do
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{
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do
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{
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I_WaitVBL(2);
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nowtime = I_msTime();
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diff = (nowtime - wipestart) * 40 / 1000; // Using 35 here feels too slow.
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} while (diff < 1);
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wipestart = nowtime;
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twod->Begin(screen->GetWidth(), screen->GetHeight());
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done = wiper->Run(1);
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if (overlaydrawer) overlaydrawer();
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twod->End();
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screen->Update();
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twod->OnFrameDone();
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} while (!done);
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delete wiper;
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I_FreezeTime(false);
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GSnd->SetSfxPaused(false, 1);
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}
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