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-rw-r--r--src/menu/UDisplay.pas54
1 files changed, 35 insertions, 19 deletions
diff --git a/src/menu/UDisplay.pas b/src/menu/UDisplay.pas
index 02fda099..0b32c6cd 100644
--- a/src/menu/UDisplay.pas
+++ b/src/menu/UDisplay.pas
@@ -59,7 +59,7 @@ type
FadeTime: cardinal; // time when fading starts, 0 means that the fade texture must be initialized
DoneOnShow: boolean; // true if passed onShow after fading
- FadeTex: array[1..2] of GLuint;
+ FadeTex: array[0..1] of GLuint;
TexW, TexH: Cardinal;
FPSCounter: cardinal;
@@ -97,6 +97,8 @@ type
constructor Create;
destructor Destroy; override;
+ procedure InitFadeTextures();
+
procedure SaveScreenShot;
function Draw: boolean;
@@ -151,8 +153,6 @@ uses
UPathUtils;
constructor TDisplay.Create;
-var
- i: integer;
begin
inherited Create;
@@ -172,18 +172,8 @@ begin
FadeFailed := false;
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;
+ glGenTextures(2, PGLuint(@FadeTex));
+ InitFadeTextures();
//Set LastError for OSD to No Error
OSD_LastError := 'No Errors';
@@ -200,15 +190,33 @@ end;
destructor TDisplay.Destroy;
begin
- glDeleteTextures(2, @FadeTex);
+ glDeleteTextures(2, @FadeTex);
inherited Destroy;
end;
+procedure TDisplay.InitFadeTextures();
+var
+ i: integer;
+begin
+ TexW := Round(Power(2, Ceil(Log2(ScreenW div Screens))));
+ TexH := Round(Power(2, Ceil(Log2(ScreenH))));
+
+ for i := 0 to 1 do
+ begin
+ glBindTexture(GL_TEXTURE_2D, FadeTex[i]);
+ //glTexEnvi(GL_TEXTURE_ENV, 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;
+end;
+
function TDisplay.Draw: boolean;
var
S: integer;
FadeStateSquare: real;
FadeW, FadeH: real;
+ FadeCopyW, FadeCopyH: integer;
currentTime: cardinal;
glError: glEnum;
@@ -292,10 +300,18 @@ begin
// older errors in previous OpenGL calls.
glGetError();
+ FadeCopyW := ScreenW div Screens;
+ FadeCopyH := ScreenH;
+
+ // it is possible that our fade textures are too small after a window
+ // resize. In that case resize the fade texture to fit the requirements.
+ if (TexW < FadeCopyW) or (TexH < FadeCopyH) then
+ InitFadeTextures();
+
// copy screen to texture
- glBindTexture(GL_TEXTURE_2D, FadeTex[S]);
+ glBindTexture(GL_TEXTURE_2D, FadeTex[S-1]);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (S-1) * ScreenW div Screens, 0,
- ScreenW div Screens, ScreenH);
+ FadeCopyW, FadeCopyH);
glError := glGetError();
if (glError <> GL_NO_ERROR) then
@@ -349,7 +365,7 @@ begin
FadeW := (ScreenW div Screens)/TexW;
FadeH := ScreenH/TexH;
- glBindTexture(GL_TEXTURE_2D, FadeTex[S]);
+ glBindTexture(GL_TEXTURE_2D, FadeTex[S-1]);
glColor4f(1, 1, 1, 1-FadeStateSquare);
glEnable(GL_TEXTURE_2D);