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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-24 11:38:52 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-24 11:38:52 +0000
commite4c8e7918cde3b197a1c26e496bd9c345b7a0fa3 (patch)
treed4e31d8a384cbdaea0b84e78cdb006b3e4b9f04c /Game/Code
parentb49192ef9d03915744a65009e25f06fafd72bd30 (diff)
downloadusdx-e4c8e7918cde3b197a1c26e496bd9c345b7a0fa3.tar.gz
usdx-e4c8e7918cde3b197a1c26e496bd9c345b7a0fa3.tar.xz
usdx-e4c8e7918cde3b197a1c26e496bd9c345b7a0fa3.zip
ScreenFading now works in dual screen mode (it should not work with resolutions higher than 1024x768 because of limited texture size, someone with a big screen should check this)
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@129 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Menu/UDisplay.pas51
1 files changed, 27 insertions, 24 deletions
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index fc18025f..ad383782 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -2,7 +2,7 @@ unit UDisplay;
interface
-uses Windows, SDL, UMenu, OpenGL12, SysUtils, dialogs, Math;
+uses Windows, SDL, UMenu, OpenGL12, SysUtils, dialogs;
type
TDisplay = class
@@ -19,7 +19,7 @@ type
myFade: integer;
lastTime: Cardinal;
pTexData : Pointer;
- pTex : glUInt;
+ pTex : array[1..2] of glUInt;
// end
function Draw: Boolean;
@@ -41,6 +41,7 @@ implementation
uses UGraphic, UTime, Graphics, Jpeg, UPliki, UTexture, UIni;
constructor TDisplay.Create;
+var i: integer;
begin
inherited Create;
@@ -56,10 +57,11 @@ begin
// generate texture for fading between screens
GetMem(pTexData, 1024*1024*3);
if pTexData <> NIL then
+ for i:= 1 to 2 do
begin
- glGenTextures(1, pTex);
+ glGenTextures(1, pTex[i]);
if glGetError <> GL_NO_ERROR then canFade := False;
- glBindTexture(GL_TEXTURE_2D, pTex);
+ glBindTexture(GL_TEXTURE_2D, pTex[i]);
if glGetError <> GL_NO_ERROR then canFade := False;
glTexImage2D(GL_TEXTURE_2D, 0, 3, 1024, 1024, 0, GL_RGB, GL_UNSIGNED_BYTE, pTexData);
if glGetError <> GL_NO_ERROR then canFade := False;
@@ -67,12 +69,12 @@ begin
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;
- FreeMem(pTexData);
end
else
begin
canFade:=False;
end;
+ FreeMem(pTexData);
if not canFade then begin
showmessage('Fehler beim Initialisieren der Fading-Textur... Fading deaktiviert');
doFade:=False;
@@ -94,7 +96,7 @@ var
S: integer;
Col: Real;
// fade mod
- myFade2:integer;
+ myFade2: Real;
currentTime: Cardinal;
// end
begin
@@ -116,7 +118,6 @@ begin
ScreenX := 0;
- if S = 2 then TimeSkip := 0 else; // it's easier than rewriting code
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
// ActualScreen.SetAnimationProgress(1);
@@ -139,8 +140,8 @@ begin
if myfade = 0 then
begin
ActualScreen.Draw;
- glBindTexture(GL_TEXTURE_2D, pTex);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 1024, 1024, 0);
+ glBindTexture(GL_TEXTURE_2D, pTex[S]);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (S-1)*ScreenW div Screens, 0, 1024, 1024, 0);
if glGetError <> GL_NO_ERROR then
begin
canFade := False;
@@ -148,14 +149,18 @@ begin
end;
NextScreen.onShow;
lastTime:=GetTickCount;
- myfade:=myfade+1;
- end;
+ if (S=2) or (Screens = 1) then
+ myfade:=myfade+1;
+ end; // end texture creation in first fading step
+
+ //do some time-based fading
currentTime:=GetTickCount;
- if currentTime > lastTime+30 then
+ if (currentTime > lastTime+30) and (S=1) then
begin
myfade:=myfade+4;
lastTime:=currentTime;
end;
+
// LastFade := Fade; // whatever
// Fade := Fade -0.999; // start fading out
@@ -164,22 +169,20 @@ begin
// ActualScreen.SetAnimationProgress(Fade-1); // nop?
- glClearColor(Col, Col, Col , 0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
NextScreen.Draw; // draw next screen
// and draw old screen over it... slowly fading out
- myfade2:=myfade*myfade;
- glBindTexture(GL_TEXTURE_2D, pTex);
- glColor4f(1, 1, 1, (1000-myfade2)/1000); // strange calculation - alpha gets negative... but looks good this way
+ 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
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
- glTexCoord2f(0,0);glVertex2f(0-myfade2, 600+myfade2);
- glTexCoord2f(0,ScreenH/1024);glVertex2f(0-myfade2, 0-myfade2);
- glTexCoord2f(ScreenW/1024,ScreenH/1024);glVertex2f(800+myfade2, 0-myfade2);
- glTexCoord2f(ScreenW/1024,0);glVertex2f(800+myfade2, 600+myfade2);
+ glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600);
+ glTexCoord2f(0+myfade2,ScreenH/1024-myfade2);glVertex2f(0, 0);
+ glTexCoord2f((ScreenW div Screens)/1024-myfade2,ScreenH/1024-myfade2);glVertex2f(800, 0);
+ glTexCoord2f((ScreenW div Screens)/1024-myfade2,0+myfade2);glVertex2f(800, 600);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
@@ -189,12 +192,12 @@ begin
if (myfade > 40) or (not doFade) or (not canFade) then begin // fade out complete...
myFade:=0;
- ActualScreen.onHide; // nop... whatever
+ ActualScreen.onHide;
ActualScreen.ShowFinish:=False;
ActualScreen:=NextScreen;
NextScreen := nil;
- ActualScreen.onShowFinish; // one more nop...
- ActualScreen.ShowFinish := true; // who wrote this crap?
+ ActualScreen.onShowFinish;
+ ActualScreen.ShowFinish := true;
// end of fade mod
end;
end; // if