From b269f8442cea0b6376fcf83c1f057dc2074b072c Mon Sep 17 00:00:00 2001 From: brunzelchen Date: Sun, 14 Mar 2010 16:15:28 +0000 Subject: 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 --- src/menu/UDisplay.pas | 61 ++++++++++++++++++++++++++++++++------------------- 1 file changed, 39 insertions(+), 22 deletions(-) (limited to 'src/menu/UDisplay.pas') 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; -- cgit v1.2.3