scummvm/engines/sludge/transition.cpp
D G Turner ef30ebc0bb SLUDGE: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-12-01 01:08:45 +00:00

412 lines
9.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "sludge/allfiles.h"
#include "sludge/backdrop.h"
#include "sludge/graphics.h"
#include "sludge/newfatal.h"
namespace Sludge {
extern float snapTexW, snapTexH;
void GraphicsManager::setBrightnessLevel(int brightnessLevel)
{
if (brightnessLevel < 0)
_brightnessLevel = 0;
else if (brightnessLevel > 255)
_brightnessLevel = 255;
else
_brightnessLevel = brightnessLevel;
}
//----------------------------------------------------
// PROPER BRIGHTNESS FADING
//----------------------------------------------------
unsigned lastFrom, lastTo;
void transitionFader() {
#if 0
glEnable(GL_BLEND);
const GLfloat vertices[] = {
0.f, (GLfloat)winHeight, 0.f,
(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
0.f, 0.f, 0.f,
(GLfloat)winWidth, 0.f, 0.f
};
glUseProgram(shader.color);
setPMVMatrix(shader.color);
setPrimaryColor(0.0f, 0.0f, 0.0f, 1.0f - brightnessLevel / 255.f);
drawQuad(shader.color, vertices, 0);
glUseProgram(0);
glDisable(GL_BLEND);
#endif
}
void transitionCrossFader() {
#if 0
if (! snapshotTextureName) return;
glBindTexture(GL_TEXTURE_2D, snapshotTextureName);
glEnable(GL_BLEND);
const GLfloat vertices[] = {
0.f, (GLfloat)winHeight, 0.f,
(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
0.f, 0.f, 0.f,
(GLfloat)winWidth, 0.f, 0.f
};
const GLfloat texCoords[] = {
0.0f, snapTexH,
snapTexW, snapTexH,
0.0f, 0.0f,
snapTexW, 0.0f
};
glUseProgram(shader.texture);
setPMVMatrix(shader.texture);
glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 1);
setPrimaryColor(1.0f, 1.0f, 1.0f, 1.0f - brightnessLevel / 255.f);
drawQuad(shader.texture, vertices, 1, texCoords);
glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 0);
glUseProgram(0);
glDisable(GL_BLEND);
#endif
}
void transitionSnapshotBox() {
#if 0
if (! snapshotTextureName) return;
//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(GL_TEXTURE_2D, snapshotTextureName);
float xScale = (float) brightnessLevel * winWidth / 510.f;// 510 = 255*2
float yScale = (float) brightnessLevel * winHeight / 510.f;
const GLfloat vertices[] = {
xScale, winHeight - yScale, 0,
winWidth - xScale, winHeight - yScale, 0,
xScale, yScale, 0,
winWidth - xScale, yScale, 0
};
const GLfloat texCoords[] = {
0.0f, snapTexH,
snapTexW, snapTexH,
0.0f, 0.0f,
snapTexW, 0.0f
};
glUseProgram(shader.texture);
setPMVMatrix(shader.texture);
drawQuad(shader.texture, vertices, 1, texCoords);
glUseProgram(0);
#endif
}
//----------------------------------------------------
// FAST PSEUDO-RANDOM NUMBER STUFF FOR DISOLVE EFFECT
//----------------------------------------------------
#define KK 17
uint32 randbuffer[KK][2]; // history buffer
int p1, p2;
void GraphicsManager::resetRandW() {
int32 seed = 12345;
for (int i = 0; i < KK; i++) {
for (int j = 0; j < 2; j++) {
seed = seed * 2891336453u + 1;
randbuffer[i][j] = seed;
}
}
p1 = 0;
p2 = 10;
}
#if 0
GLubyte *transitionTexture = NULL;
GLuint transitionTextureName = 0;
#endif
bool reserveTransitionTexture() {
#if 0
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (! transitionTexture) {
transitionTexture = new GLubyte [256 * 256 * 4];
if (! checkNew(transitionTexture)) return false;
}
if (! transitionTextureName) glGenTextures(1, &transitionTextureName);
glBindTexture(GL_TEXTURE_2D, transitionTextureName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, transitionTexture, transitionTextureName);
#endif
return true;
}
void transitionDisolve() {
#if 0
if (! transitionTextureName) reserveTransitionTexture();
if (! brightnessLevel) {
transitionFader();
return;
}
uint32 n;
uint32 y;
GLubyte *toScreen = transitionTexture;
GLubyte *end = transitionTexture + (256 * 256 * 4);
do {
// generate next number
n = randbuffer[p1][1];
y = (n << 27) | ((n >> (32 - 27)) + randbuffer[p2][1]);
n = randbuffer[p1][0];
randbuffer[p1][1] = (n << 19) | ((n >> (32 - 19)) + randbuffer[p2][0]);
randbuffer[p1][0] = y;
// rotate list pointers
if (! p1 --) p1 = KK - 1;
if (! p2 --) p2 = KK - 1;
if ((y & 255u) > brightnessLevel) {
toScreen[0] = toScreen[1] = toScreen[2] = 0;
toScreen[3] = 255;
} else {
toScreen[0] = toScreen[1] = toScreen[2] = toScreen[3] = 0;
}
toScreen += 4;
}while (toScreen < end);
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, transitionTexture, transitionTextureName);
glEnable(GL_BLEND);
const GLfloat vertices[] = {
0.f, (GLfloat)winHeight, 0.f,
(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
0.f, 0.f, 0.f,
(GLfloat)winWidth, 0.f, 0.f
};
const GLfloat texCoords[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
glUseProgram(shader.texture);
setPMVMatrix(shader.texture);
glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 1);
setPrimaryColor(1.0f, 1.0f, 1.0f, 1.0f);
drawQuad(shader.texture, vertices, 1, texCoords);
glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 0);
glUseProgram(0);
glDisable(GL_BLEND);
#endif
}
void transitionTV() {
#if 0
if (! transitionTextureName) reserveTransitionTexture();
uint32 n;
uint32 y;
GLubyte *toScreen = transitionTexture;
GLubyte *end = transitionTexture + (256 * 256 * 4);
do {
// generate next number
n = randbuffer[p1][1];
y = (n << 27) | ((n >> (32 - 27)) + randbuffer[p2][1]);
n = randbuffer[p1][0];
randbuffer[p1][1] = (n << 19) | ((n >> (32 - 19)) + randbuffer[p2][0]);
randbuffer[p1][0] = y;
// rotate list pointers
if (! p1 --) p1 = KK - 1;
if (! p2 --) p2 = KK - 1;
if ((y & 255u) > brightnessLevel) {
toScreen[0] = toScreen[1] = toScreen[2] = (n & 255);
toScreen[3] = (n & 255);
} else {
toScreen[0] = toScreen[1] = toScreen[2] = toScreen[3] = 0;
}
toScreen += 4;
}while (toScreen < end);
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, transitionTexture, transitionTextureName);
glEnable(GL_BLEND);
const GLfloat vertices[] = {
0.f, (GLfloat)winHeight, 0.f,
(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
0.f, 0.f, 0.f,
(GLfloat)winWidth, 0.f, 0.f
};
const GLfloat texCoords[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
glUseProgram(shader.texture);
setPMVMatrix(shader.texture);
glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 1);
setPrimaryColor(1.0f, 1.0f, 1.0f, 1.0f);
drawQuad(shader.texture, vertices, 1, texCoords);
glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 0);
glUseProgram(0);
glDisable(GL_BLEND);
#endif
}
void transitionBlinds() {
#if 0
if (! transitionTextureName) reserveTransitionTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
GLubyte *toScreen = transitionTexture;
int level = brightnessLevel / 8;
if (level) memset(toScreen, 0, 256 * 32 * level);
if (level < 32) memset(toScreen + 256 * 32 * level, 255, 256 * 32 * (32 - level));
texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, transitionTexture, transitionTextureName);
glEnable(GL_BLEND);
const GLfloat vertices[] = {
0.f, (GLfloat)winHeight, 0.f,
(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
0.f, 0.f, 0.f,
(GLfloat)winWidth, 0.f, 0.f
};
const GLfloat texCoords[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 25.0f,
1.0f, 25.0f
};
glUseProgram(shader.texture);
setPMVMatrix(shader.texture);
glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 1);
setPrimaryColor(0.0f, 0.0f, 0.0f, 1.0f);
drawQuad(shader.texture, vertices, 1, texCoords);
glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 0);
glUseProgram(0);
glDisable(GL_BLEND);
#endif
}
//----------------------------------------------------
void GraphicsManager::fixBrightness() {
switch (_fadeMode) {
case 0:
transitionFader();
break;
case 1:
resetRandW();
// Fall through!
case 2:
transitionDisolve();
break;
case 3:
transitionTV();
break;
case 4:
transitionBlinds();
break;
case 5:
transitionCrossFader();
break;
case 6:
transitionSnapshotBox();
break;
default:
break;
}
}
} // End of namespace Sludge