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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-12 16:58:23 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-12 16:58:23 +0000
commite02e467681726fbe5e7c32a0970ea6c4b8eb94fc (patch)
tree1ec886447fc2c4d620e47b52546cd57860df9a25
parent06dd168485ab960930c907976e242b28c6a621ff (diff)
downloadusdx-e02e467681726fbe5e7c32a0970ea6c4b8eb94fc.tar.gz
usdx-e02e467681726fbe5e7c32a0970ea6c4b8eb94fc.tar.xz
usdx-e02e467681726fbe5e7c32a0970ea6c4b8eb94fc.zip
- cleanup/comments for TDisplay.Create
- fading works now, it was broken because RenderW/H was not defined when SwapBuffers() was called for the first time. This caused glOrtho() to set the OpenGL error state. When fading was initialized in UDisplay this error-state was checked to see if glGenTextures failed. Although it didn't the error state was set because of the older error in glOrtho (Note: errors aren't reset after a successful OpenGL call), so it was wrongly assumed that no texture could be allocated. This problem was fixed by defining RenderW/H before the first call of SwapBuffers and resetting OpenGL's error state before calling an OpenGL function whose error state is to be checked. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1188 b956fd51-792f-4845-bead-9b4dfca2ff2c
-rw-r--r--Game/Code/Classes/UGraphic.pas34
-rw-r--r--Game/Code/Menu/UDisplay.pas221
2 files changed, 101 insertions, 154 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index ae145955..fdc7fca0 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -442,6 +442,8 @@ begin
//Log.BenchmarkStart(2);
Texture := TTextureUnit.Create;
+ // FIXME: this does not seem to be correct as Limit is the max. of either
+ // width or height.
Texture.Limit := 1024*1024;
//LoadTextures;
@@ -573,29 +575,14 @@ begin
W := StrToInt(Copy(S, 1, I-1)) * Screens;
H := StrToInt(Copy(S, I+1, 1000));
- {if ParamStr(1) = '-fsblack' then begin
- W := 800;
- H := 600;
- end;
- if ParamStr(1) = '-320x240' then begin
- W := 320;
- H := 240;
- end; }
-
- If (Params.Depth <> -1) then
+ if (Params.Depth <> -1) then
Depth := Params.Depth
else
Depth := Ini.Depth;
Log.LogStatus('SDL_SetVideoMode', 'Initialize3D');
- //SDL_SetRefreshrate(85);
//SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
- {$IFDEF DARWIN}
- // Todo : eddie: remove before realease
- Ini.FullScreen := 0;
- {$ENDIF}
-
if (Ini.FullScreen = 0) and (Not Params.FullScreen) then
begin
Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Windowed');
@@ -607,7 +594,7 @@ begin
screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN );
SDL_ShowCursor(0);
end;
-
+
if (screen = nil) then
begin
Log.LogError('SDL_SetVideoMode Failed', 'Initialize3D');
@@ -616,16 +603,17 @@ begin
LoadOpenGLExtensions();
- // clear screen once window is being shown
- glClearColor(1, 1, 1, 1);
- glClear(GL_COLOR_BUFFER_BIT);
- SwapBuffers;
-
- // zmienne
+ // define virtual (Render) and real (Screen) screen size
RenderW := 800;
RenderH := 600;
ScreenW := W;
ScreenH := H;
+
+ // clear screen once window is being shown
+ // Note: SwapBuffers uses RenderW/H, so they must be defined before
+ glClearColor(1, 1, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ SwapBuffers;
end;
procedure LoadLoadingScreen;
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index f27320fb..b7777353 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -22,12 +22,12 @@ type
//fade-to-black-hack
BlackScreen: Boolean;
- doFade : Boolean;
- canFade : Boolean;
- myFade : integer;
- lastTime : Cardinal;
- pTexData : Pointer;
- pTex : array[1..2] of glUInt;
+ FadeEnabled: Boolean; // true if fading is enabled
+ FadeFailed: Boolean; // true if fading is possible (enough memory, etc.)
+ FadeState: integer; // fading state, 0 means that the fade texture must be initialized
+ LastFadeTime: Cardinal; // last fade update time
+
+ FadeTex: array[1..2] of GLuint;
FPSCounter : Cardinal;
LastFPS : Cardinal;
@@ -40,10 +40,11 @@ type
NextScreen : PMenu;
CurrentScreen : PMenu;
- //popup hack
+ //popup data
NextScreenWithCheck: Pmenu;
CheckOK : Boolean;
+ // FIXME: Fade is set to 0 in UMain and other files but not used here anymore.
Fade : Real;
constructor Create;
@@ -73,206 +74,173 @@ uses
constructor TDisplay.Create;
var
i: integer;
-
+ errcode: GLenum;
begin
inherited Create;
//popup hack
CheckOK := False;
- NextScreen := NIL;
- NextScreenWithCheck := NIL;
+ NextScreen := nil;
+ NextScreenWithCheck := nil;
BlackScreen := False;
// fade mod
- myfade:=0;
-
- if Ini.ScreenFade=1 then
- doFade:=True
- else
- doFade:=False;
+ FadeState := 0;
+ FadeEnabled := (Ini.ScreenFade = 1);
+ FadeFailed:= false;
- canFade:=True;
- // generate texture for fading between screens
- GetMem(pTexData, 512*512*4);
+ glGenTextures(2, @FadeTex);
- if pTexData <> NIL then
- for i:= 1 to 2 do
+ for i := 1 to 2 do
begin
-
- glGenTextures(1, @pTex[i] );
-
- if glGetError <> GL_NO_ERROR then
- canFade := False;
-
- glBindTexture(GL_TEXTURE_2D, pTex[i]);
- if glGetError <> GL_NO_ERROR then
- canFade := False;
-
- glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
- if glGetError <> GL_NO_ERROR then
- canFade := False;
-
+ glBindTexture(GL_TEXTURE_2D, FadeTex[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if glGetError <> GL_NO_ERROR then
- canFade := False;
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- if glGetError <> GL_NO_ERROR then
- canFade := False;
- end
- else
- begin
- canFade:=False;
end;
- FreeMem(pTexData);
-
//Set LastError for OSD to No Error
OSD_LastError := 'No Errors';
end;
destructor TDisplay.Destroy;
begin
- if canFade then
- glDeleteTextures(1,@pTex);
-
+ glDeleteTextures(2, @FadeTex);
inherited Destroy;
end;
function TDisplay.Draw: Boolean;
var
- S: integer;
- Col: Real;
- myFade2: Real;
+ S: integer;
+ FadeStateSquare: Real;
currentTime: Cardinal;
glError: glEnum;
- glErrorStr: String;
begin
Result := True;
- Col := 1;
- {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
- Col := 0; }
-
- glClearColor(Col, Col, Col , 0);
+ glClearColor(1, 1, 1 , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- for S := 1 to Screens do begin
+ for S := 1 to Screens do
+ begin
ScreenAct := S;
-// if Screens = 1 then ScreenX := 0;
-// if (Screens = 2) and (S = 1) then ScreenX := -1;
-// if (Screens = 2) and (S = 2) then ScreenX := 1;
+ //if Screens = 1 then ScreenX := 0;
+ //if (Screens = 2) and (S = 1) then ScreenX := -1;
+ //if (Screens = 2) and (S = 2) then ScreenX := 1;
ScreenX := 0;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
- //popup hack
+ // popup hack
// check was successful... move on
if CheckOK then
begin
- if assigned (NextScreenWithCheck)then
+ if assigned(NextScreenWithCheck) then
begin
- NextScreen:=NextScreenWithCheck;
- NextScreenWithCheck := NIL;
- CheckOk:=False;
+ NextScreen := NextScreenWithCheck;
+ NextScreenWithCheck := nil;
+ CheckOk := False;
end
else
begin
- BlackScreen:=True; // end of game - fade to black before exit
+ // on end of game fade to black before exit
+ BlackScreen := True;
end;
end;
-// CurrentScreen.SetAnimationProgress(1);
- if (not assigned (NextScreen)) and (not BlackScreen) then
+ if (not assigned(NextScreen)) and (not BlackScreen) then
begin
CurrentScreen.Draw;
//popup mod
- if (ScreenPopupError <> NIL) and ScreenPopupError.Visible then
+ if (ScreenPopupError <> nil) and ScreenPopupError.Visible then
ScreenPopupError.Draw
- else if (ScreenPopupCheck <> NIL) and ScreenPopupCheck.Visible then
+ else if (ScreenPopupCheck <> nil) and ScreenPopupCheck.Visible then
ScreenPopupCheck.Draw;
// fade mod
- myfade:=0;
- if (Ini.ScreenFade=1) and canFade then
- doFade:=True
- else if Ini.ScreenFade=0 then
- doFade:=False;
+ FadeState := 0;
+ if ((Ini.ScreenFade = 1) and (not FadeFailed)) then
+ FadeEnabled := True
+ else if (Ini.ScreenFade = 0) then
+ FadeEnabled := False;
end
else
begin
- // check if we had an initialization error (canfade=false, dofade=true)
- if doFade and not canFade then
+ // disable fading if initialization failed
+ if (FadeEnabled and FadeFailed) then
begin
- doFade:=False; //disable fading
-// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message
+ FadeEnabled := False;
end;
- if doFade and canFade then
+
+ if (FadeEnabled and not FadeFailed) then
begin
- // fade mod
//Create Fading texture if we're just starting
- if myfade = 0 then
+ if FadeState = 0 then
begin
+ // resize viewport to fit texture
glViewPort(0, 0, 512, 512);
+
+ // draw screen that will be faded
CurrentScreen.Draw;
- glBindTexture(GL_TEXTURE_2D, pTex[S]);
+
+ // clear OpenGL errors, otherwise fading might be disabled due to some
+ // older errors in previous OpenGL calls.
+ glGetError();
+
+ // copy screen to texture
+ glBindTexture(GL_TEXTURE_2D, FadeTex[S]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
- glError:=glGetError;
+ glError := glGetError();
if (glError <> GL_NO_ERROR) then
begin
- canFade := False;
- glErrorStr := gluErrorString(glError);
-// ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message
+ FadeFailed := true;
+ Log.LogWarn('Fading disabled: ' + gluErrorString(glError), 'TDisplay.Draw');
end;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
+
// blackscreen-hack
if not BlackScreen then
NextScreen.onShow;
- lastTime:=SDL_GetTicks();
- if (S=2) or (Screens = 1) then
- myfade:=myfade+1;
+ // update fade state
+ LastFadeTime := SDL_GetTicks();
+ if (S = 2) or (Screens = 1) then
+ FadeState := FadeState + 1;
end; // end texture creation in first fading step
//do some time-based fading
- currentTime:=SDL_GetTicks();
- if (currentTime > lastTime+30) and (S=1) then
+ currentTime := SDL_GetTicks();
+ if (currentTime > LastFadeTime+30) and (S = 1) then
begin
- myfade:=myfade+4;
- lastTime:=currentTime;
+ FadeState := FadeState + 4;
+ LastFadeTime := currentTime;
end;
-// LastFade := Fade; // whatever
-// Fade := Fade -0.999; // start fading out
-
-
-// CurrentScreen.ShowFinish := false; // no purpose?
-
-// CurrentScreen.SetAnimationProgress(Fade-1); // nop?
-
// blackscreen-hack
if not BlackScreen then
NextScreen.Draw // draw next screen
- else if ScreenAct=1 then
+ else if ScreenAct = 1 then
begin
glClearColor(0, 0, 0 , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
end;
- // and draw old screen over it... slowly fading out
- myfade2:=(myfade*myfade)/10000;
- glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way
+ // and draw old screen over it... slowly fading out
+
+ FadeStateSquare := (FadeState*FadeState)/10000;
+
+ glBindTexture(GL_TEXTURE_2D, FadeTex[S]);
+ glColor4f(1, 1, 1, 1-FadeStateSquare);
+
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
- glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600);
- glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0);
- glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0);
- glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600);
+ glTexCoord2f(0+FadeStateSquare, 0+FadeStateSquare); glVertex2f(0, 600);
+ glTexCoord2f(0+FadeStateSquare, 1-FadeStateSquare); glVertex2f(0, 0);
+ glTexCoord2f(1-FadeStateSquare, 1-FadeStateSquare); glVertex2f(800, 0);
+ glTexCoord2f(1-FadeStateSquare, 0+FadeStateSquare); glVertex2f(800, 600);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
@@ -283,12 +251,13 @@ begin
NextScreen.OnShow;
end;
- if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then
- begin // fade out complete...
- myFade:=0;
+ if ((FadeState > 40) or (not FadeEnabled) or FadeFailed) and (S = 1) then
+ begin
+ // fade out complete...
+ FadeState := 0;
CurrentScreen.onHide;
- CurrentScreen.ShowFinish:=False;
- CurrentScreen:=NextScreen;
+ CurrentScreen.ShowFinish := False;
+ CurrentScreen := NextScreen;
NextScreen := nil;
if not blackscreen then
begin
@@ -297,30 +266,20 @@ begin
end
else
begin
- Result:=False;
+ Result := False;
Break;
end;
- // end of fade mod
end;
end; // if
//Draw OSD only on first Screen if Debug Mode is enabled
- if ((Ini.Debug = 1) or (Params.Debug)) and (S=1) then
- DrawDebugInformation;
-
+ if ((Ini.Debug = 1) or (Params.Debug)) and (S = 1) then
+ DrawDebugInformation;
end; // for
// SDL_GL_SwapBuffers();
end;
-{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8;
-begin
- Self.FadeIn := FadeIn;
- FadeStep := (SizeOf(FadeStep) * $FF) div Steps;
- ActualStep := $FF;
- Result := $FF div FadeStep;
-end;}
-
procedure TDisplay.SaveScreenShot;
var
Num: integer;