1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
|
unit UDisplay;
interface
uses Windows, SDL, UMenu, gl, glu, SysUtils;
type
TDisplay = class
ActualScreen: PMenu;
NextScreen: PMenu;
//fade-to-black-hack
BlackScreen: Boolean;
//popup hack
NextScreenWithCheck: Pmenu;
CheckOK: Boolean;
h_DC: HDC;
h_RC: HGLRC;
Fade: Real;
// fade-mod
doFade: Boolean;
canFade: Boolean;
DoneOnShow: Boolean;
myFade: integer;
lastTime: Cardinal;
pTex: array[1..2] of glUInt;
TexW, TexH: Cardinal;
// end
//FPS Counter
FPSCounter: Cardinal;
LastFPS: Cardinal;
mFPS: Real;
NextFPSSwap:Cardinal;
//For Debug OSD
OSD_LastError: String;
function Draw: Boolean;
procedure PrintScreen;
constructor Create;
// fade mod
destructor Destroy;
// end
procedure ScreenShot;
procedure DrawDebugInformation;
end;
var
Display: TDisplay;
implementation
uses UGraphic, UTime, Math, Graphics, Jpeg, UFiles, UTexture, UIni, TextGL, UCommandLine;
constructor TDisplay.Create;
var
i: integer;
begin
inherited Create;
//popup hack
CheckOK:=False;
NextScreen:=NIL;
NextScreenWithCheck:=NIL;
BlackScreen:=False;
// fade mod
myfade:=0;
DoneOnShow := false;
if Ini.ScreenFade=1 then
doFade:=True
else
doFade:=False;
canFade:=True;
for i:= 1 to 2 do
begin
TexW := Round(Power(2, Ceil(Log2(ScreenW div Screens))));
TexH := Round(Power(2, Ceil(Log2(ScreenH))));
glGetError();
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, 3, TexW, TexH, 0, GL_RGB, GL_UNSIGNED_BYTE, nil);
if glGetError <> GL_NO_ERROR then canFade := False;
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;
//Set LastError for OSD to No Error
OSD_LastError := 'No Errors';
end;
// fade mod
destructor TDisplay.Destroy;
begin
if canFade then
glDeleteTextures(1,@pTex);
inherited Destroy;
end;
// end
function TDisplay.Draw: Boolean;
var
S: integer;
Col: Real;
// fade mod
myFade2: Real;
FadeW, FadeH: Real;
currentTime: Cardinal;
glError: glEnum;
glErrorStr: String;
Ticks: Cardinal;
// end
begin
Result := True;
Col := 0;
glClearColor(Col, Col, Col , 1);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
for S := 1 to Screens do begin
ScreenAct := S;
ScreenX := 0;
if S = 2 then TimeSkip := 0;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
//popup hack
// check was successful... move on
if CheckOK then
if assigned (NextScreenWithCheck)then
begin
NextScreen:=NextScreenWithCheck;
NextScreenWithCheck := NIL;
CheckOk:=False;
end
else
BlackScreen:=True; // end of game - fade to black before exit
//end popup hack
// ActualScreen.SetAnimationProgress(1);
if (not assigned (NextScreen)) and (not BlackScreen) then begin
ActualScreen.Draw;
//popup mod
if ScreenPopupError <> NIL then
if ScreenPopupError.Visible then
ScreenPopupError.Draw
else
if ScreenPopupCheck <> NIL then
if ScreenPopupCheck.Visible then
ScreenPopupCheck.Draw
else
if ScreenPopupHelp <> NIL then
if ScreenPopupHelp.Visible then
ScreenPopupHelp.Draw;
//popup end
// fade mod
myfade:=0;
if (Ini.ScreenFade=1) and canFade then
doFade:=True
else if Ini.ScreenFade=0 then
doFade:=False;
// end
end
else
begin
// check if we had an initialization error (canfade=false, dofade=true)
if doFade and not canFade then begin
doFade:=False; //disable fading
ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message
end;
if doFade and canFade then
begin
// fade mod
//Create Fading texture if we're just starting
if myfade = 0 then
begin
//glViewPort(0, 0, 512, 512);
ActualScreen.Draw;
glGetError();
glBindTexture(GL_TEXTURE_2D, pTex[S]);
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
canFade := False;
case glError of
GL_INVALID_ENUM: glErrorStr:='INVALID_ENUM';
GL_INVALID_VALUE: glErrorStr:='INVALID_VALUE';
GL_INVALID_OPERATION: glErrorStr:='INVALID_OPERATION';
GL_STACK_OVERFLOW: glErrorStr:='STACK_OVERFLOW';
GL_STACK_UNDERFLOW: glErrorStr:='STACK_UNDERFLOW';
GL_OUT_OF_MEMORY: glErrorStr:='OUT_OF_MEMORY';
else glErrorStr:='unknown error';
end;
ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message
end;
//glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
lastTime:=GetTickCount;
if (S=2) or (Screens = 1) then
myfade:=myfade+1;
end; // end texture creation in first fading step
// blackscreen-hack
if (not BlackScreen) AND (S = 1) and not DoneOnShow then
begin
NextScreen.onShow;
DoneOnShow := true;
end;
//do some time-based fading
currentTime:=GetTickCount;
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
// ActualScreen.ShowFinish := false; // no purpose?
// ActualScreen.SetAnimationProgress(Fade-1); // nop?
// blackscreen-hack
if not BlackScreen then
NextScreen.Draw // draw next screen
else 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;
FadeW := (ScreenW div Screens)/TexW;
FadeH := ScreenH/TexH;
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+myfade2)*FadeW, (0+myfade2)*FadeH);
glVertex2f(0, RenderH);
glTexCoord2f((0+myfade2)*FadeW, (1-myfade2)*FadeH);
glVertex2f(0, 0);
glTexCoord2f((1-myfade2)*FadeW, (1-myfade2)*FadeH);
glVertex2f(RenderW, 0);
glTexCoord2f((1-myfade2)*FadeW, (0+myfade2)*FadeH);
glVertex2f(RenderW, RenderH);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end
else
// blackscreen hack
if (not BlackScreen) AND (S = 1) then
NextScreen.OnShow;
if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then begin // fade out complete...
//if not DoneOnShow then
// ScreenPopupError.ShowPopup('Wheres OnShow ?'); //show error message
DoneOnShow := false;
myFade:=0;
ActualScreen.onHide;
ActualScreen.ShowFinish:=False;
ActualScreen:=NextScreen;
NextScreen := nil;
if not blackscreen then
begin
ActualScreen.onShowFinish;
ActualScreen.ShowFinish := true;
end
else
begin
Result:=False;
Break;
end;
// end of fade mod
end;
end; // if
//Calculate FPS
Ticks := GetTickCount;
if (Ticks >= NextFPSSwap) then
begin
LastFPS := FPSCounter * 4;
mFPS := (mFPS+LastFPS)/2;
FPSCounter := 0;
NextFPSSwap := Ticks + 250;
end;
if(S = 1) then
Inc(FPSCounter);
//Draw OSD only on first Screen if Debug Mode is enabled
if ((Ini.Debug = 1) OR (Params.Debug)) AND (S=1) then
DrawDebugInformation;
end; // for S
// SwapBuffers(h_DC);
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.PrintScreen;
var
Bitmap: TBitmap;
Jpeg: TJpegImage;
X, Y: integer;
Num: integer;
FileName: string;
begin
for Num := 1 to 9999 do begin
FileName := IntToStr(Num);
while Length(FileName) < 4 do FileName := '0' + FileName;
FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg';
if not FileExists(FileName) then break
end;
glReadPixels(0, 0, ScreenW, ScreenH, GL_RGBA, GL_UNSIGNED_BYTE, @PrintScreenData[0]);
Bitmap := TBitmap.Create;
Bitmap.Width := ScreenW;
Bitmap.Height := ScreenH;
for Y := 0 to ScreenH-1 do
for X := 0 to ScreenW-1 do
Bitmap.Canvas.Pixels[X, Y] := PrintScreenData[(ScreenH-1-Y) * ScreenW + X] and $00FFFFFF;
Jpeg := TJpegImage.Create;
Jpeg.Assign(Bitmap);
Bitmap.Free;
Jpeg.CompressionQuality := 95;//90;
Jpeg.SaveToFile(FileName);
Jpeg.Free;
end;
procedure TDisplay.ScreenShot;
var F : file;
FileInfo: BITMAPINFOHEADER;
FileHeader : BITMAPFILEHEADER;
pPicData:Pointer;
FileName: String;
Num: Integer;
begin
//bilddatei Suchen
for Num := 1 to 9999 do begin
FileName := IntToStr(Num);
while Length(FileName) < 4 do FileName := '0' + FileName;
FileName := ScreenshotsPath + FileName + '.BMP';
if not FileExists(FileName) then break
end;
//Speicher f�r die Speicherung der Header-Informationen vorbereiten
ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER));
ZeroMemory(@FileInfo, SizeOf(BITMAPINFOHEADER));
//Initialisieren der Daten des Headers
FileHeader.bfType := 19778; //$4D42 = 'BM'
FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER);
//Schreiben der Bitmap-Informationen
FileInfo.biSize := SizeOf(BITMAPINFOHEADER);
FileInfo.biWidth := ScreenW;
FileInfo.biHeight := ScreenH;
FileInfo.biPlanes := 1;
FileInfo.biBitCount := 32;
FileInfo.biSizeImage := FileInfo.biWidth*FileInfo.biHeight*(FileInfo.biBitCount div 8);
//Gr��enangabe auch in den Header �bernehmen
FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage;
//Speicher f�r die Bilddaten reservieren
GetMem(pPicData, FileInfo.biSizeImage);
try
//Bilddaten von OpenGL anfordern (siehe oben)
glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA_EXT, GL_UNSIGNED_BYTE, pPicData);
//Und den ganzen M�ll in die Datei schieben ;-)
//Moderne Leute nehmen daf�r auch Streams ...
AssignFile(f, Filename);
Rewrite( f,1 );
try
BlockWrite(F, FileHeader, SizeOf(BITMAPFILEHEADER));
BlockWrite(F, FileInfo, SizeOf(BITMAPINFOHEADER));
BlockWrite(F, pPicData^, FileInfo.biSizeImage );
finally
CloseFile(f);
end;
finally
//Und den angeforderten Speicher wieder freigeben ...
FreeMem(pPicData, FileInfo.biSizeImage);
end;
end;
//------------
// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen
//------------
procedure TDisplay.DrawDebugInformation;
begin
//Some White Background for information
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 0.5);
glBegin(GL_QUADS);
glVertex2f(690, 57);
glVertex2f(690, 0);
glVertex2f(800, 0);
glVertex2f(800, 57);
glEnd;
glDisable(GL_BLEND);
//Set Font Specs
SetFontStyle(0);
SetFontSize(7);
SetFontItalic(False);
glColor4f(0, 0, 0, 1);
//Draw Text
//FPS
SetFontPos(695, 0);
glPrint (PChar('aFPS: ' + InttoStr(LastFPS)));
SetFontPos(695, 13);
glPrint (PChar('mFPS: ' + InttoStr(round(mFPS))));
//RSpeed
SetFontPos(695, 26);
glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid))));
//LastError
SetFontPos(695, 39);
glColor4f(1, 0, 0, 1);
glPrint (PChar(OSD_LastError));
glColor4f(1, 1, 1, 1);
end;
end.
|