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authorbrunzelchen <brunzelchen@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-03-14 16:15:28 +0000
committerbrunzelchen <brunzelchen@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-03-14 16:15:28 +0000
commitb269f8442cea0b6376fcf83c1f057dc2074b072c (patch)
tree8e7b87cb118facfe7b315036c779497b938dc8cf /src/menu
parent03d4c6996af2582d672454b0f5a1a6e4b9cbe5ad (diff)
downloadusdx-b269f8442cea0b6376fcf83c1f057dc2074b072c.tar.gz
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usdx-b269f8442cea0b6376fcf83c1f057dc2074b072c.zip
improved fade effect; better compatibility for two-screens-mode
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2193 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--src/menu/UDisplay.pas61
1 files changed, 39 insertions, 22 deletions
diff --git a/src/menu/UDisplay.pas b/src/menu/UDisplay.pas
index fe29e438..b26c6896 100644
--- a/src/menu/UDisplay.pas
+++ b/src/menu/UDisplay.pas
@@ -35,6 +35,7 @@ interface
uses
UCommon,
+ Math,
SDL,
gl,
glu,
@@ -57,8 +58,10 @@ type
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
+ DoneOnShow: boolean; // true if passed onShow after fading
FadeTex: array[1..2] of GLuint;
+ TexW, TexH: Cardinal;
FPSCounter: cardinal;
LastFPS: cardinal;
@@ -165,12 +168,17 @@ begin
FadeState := 0;
FadeEnabled := (Ini.ScreenFade = 1);
FadeFailed := false;
-
- glGenTextures(2, @FadeTex);
+ DoneOnShow := false;
for i := 1 to 2 do
begin
+ TexW := Round(Power(2, Ceil(Log2(ScreenW div Screens))));
+ TexH := Round(Power(2, Ceil(Log2(ScreenH))));
+
+ glGenTextures(1, PglUint(@FadeTex[i]));
glBindTexture(GL_TEXTURE_2D, FadeTex[i]);
+ glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, TexW, TexH, 0, GL_RGB, GL_UNSIGNED_BYTE, nil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
end;
@@ -198,8 +206,10 @@ function TDisplay.Draw: boolean;
var
S: integer;
FadeStateSquare: real;
+ FadeW, FadeH: real;
currentTime: cardinal;
glError: glEnum;
+
begin
Result := true;
@@ -271,11 +281,6 @@ begin
//Create Fading texture if we're just starting
if FadeState = 0 then
begin
- // save old viewport and resize to fit texture
- glPushAttrib(GL_VIEWPORT_BIT);
- glViewPort(0, 0, 512, 512);
-
-
// draw screen that will be faded
ePreDraw.CallHookChain(false);
CurrentScreen.Draw;
@@ -287,20 +292,22 @@ begin
// copy screen to texture
glBindTexture(GL_TEXTURE_2D, FadeTex[S]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (S-1) * ScreenW div Screens, 0,
+ ScreenW div Screens, ScreenH);
+
glError := glGetError();
if (glError <> GL_NO_ERROR) then
begin
FadeFailed := true;
- Log.LogWarn('Fading disabled: ' + gluErrorString(glError), 'TDisplay.Draw');
+ Log.LogError('Fading disabled: ' + gluErrorString(glError), 'TDisplay.Draw');
end;
- // restore viewport
- glPopAttrib();
-
// blackscreen-hack
- if not BlackScreen then
+ if not BlackScreen and (S = 1) and not DoneOnShow then
+ begin
NextScreen.OnShow;
+ DoneOnShow := true;
+ end;
// update fade state
LastFadeTime := SDL_GetTicks();
@@ -312,7 +319,7 @@ begin
currentTime := SDL_GetTicks();
if (currentTime > LastFadeTime+30) and (S = 1) then
begin
- FadeState := FadeState + 4;
+ FadeState := FadeState + 5;
LastFadeTime := currentTime;
end;
@@ -325,25 +332,34 @@ begin
end
else if ScreenAct = 1 then
begin
- glClearColor(0, 0, 0 , 0);
+ 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
FadeStateSquare := (FadeState*FadeState)/10000;
+ FadeW := (ScreenW div Screens)/TexW;
+ FadeH := ScreenH/TexH;
glBindTexture(GL_TEXTURE_2D, FadeTex[S]);
- glColor4f(1, 1, 1, 1-FadeStateSquare);
+ glColor4f(1, 1, 1, 1-FadeStateSquare*1.5);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
- 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);
+ glTexCoord2f((0+FadeStateSquare)*FadeW, (0+FadeStateSquare)*FadeH);
+ glVertex2f(0, RenderH);
+
+ glTexCoord2f((0+FadeStateSquare)*FadeW, (1-FadeStateSquare)*FadeH);
+ glVertex2f(0, 0);
+
+ glTexCoord2f((1-FadeStateSquare)*FadeW, (1-FadeStateSquare)*FadeH);
+ glVertex2f(RenderW, 0);
+
+ glTexCoord2f((1-FadeStateSquare)*FadeW, (0+FadeStateSquare)*FadeH);
+ glVertex2f(RenderW, RenderH);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
@@ -354,10 +370,11 @@ begin
NextScreen.OnShow;
end;
- if ((FadeState > 40) or (not FadeEnabled) or FadeFailed) and (S = 1) then
+ if ((FadeState > 44) or (not FadeEnabled) or FadeFailed) and (S = 1) then
begin
// fade out complete...
FadeState := 0;
+ DoneOnShow := false;
CurrentScreen.onHide;
CurrentScreen.ShowFinish := false;
CurrentScreen := NextScreen;
@@ -483,7 +500,7 @@ var
Ticks: cardinal;
DrawX: double;
begin
- if (Ini.Mouse = 2) and ((Screens = 1) or ((ScreenAct - 1) = (Round(Cursor_X+16) div 800))) then
+ if (Ini.Mouse = 2) and ((Screens = 1) or ((ScreenAct - 1) = (Round(Cursor_X+16) div RenderW))) then
begin // draw software cursor
Ticks := SDL_GetTicks;