mirror of
https://github.com/libretro/scummvm.git
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ef30ebc0bb
These are flagged by GCC if -Wswitch-default is enabled.
412 lines
9.3 KiB
C++
412 lines
9.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "sludge/allfiles.h"
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#include "sludge/backdrop.h"
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#include "sludge/graphics.h"
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#include "sludge/newfatal.h"
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namespace Sludge {
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extern float snapTexW, snapTexH;
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void GraphicsManager::setBrightnessLevel(int brightnessLevel)
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{
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if (brightnessLevel < 0)
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_brightnessLevel = 0;
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else if (brightnessLevel > 255)
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_brightnessLevel = 255;
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else
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_brightnessLevel = brightnessLevel;
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}
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//----------------------------------------------------
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// PROPER BRIGHTNESS FADING
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//----------------------------------------------------
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unsigned lastFrom, lastTo;
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void transitionFader() {
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#if 0
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glEnable(GL_BLEND);
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const GLfloat vertices[] = {
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0.f, (GLfloat)winHeight, 0.f,
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(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
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0.f, 0.f, 0.f,
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(GLfloat)winWidth, 0.f, 0.f
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};
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glUseProgram(shader.color);
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setPMVMatrix(shader.color);
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setPrimaryColor(0.0f, 0.0f, 0.0f, 1.0f - brightnessLevel / 255.f);
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drawQuad(shader.color, vertices, 0);
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glUseProgram(0);
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glDisable(GL_BLEND);
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#endif
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}
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void transitionCrossFader() {
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#if 0
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if (! snapshotTextureName) return;
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glBindTexture(GL_TEXTURE_2D, snapshotTextureName);
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glEnable(GL_BLEND);
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const GLfloat vertices[] = {
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0.f, (GLfloat)winHeight, 0.f,
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(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
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0.f, 0.f, 0.f,
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(GLfloat)winWidth, 0.f, 0.f
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};
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const GLfloat texCoords[] = {
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0.0f, snapTexH,
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snapTexW, snapTexH,
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0.0f, 0.0f,
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snapTexW, 0.0f
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};
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glUseProgram(shader.texture);
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setPMVMatrix(shader.texture);
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glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 1);
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setPrimaryColor(1.0f, 1.0f, 1.0f, 1.0f - brightnessLevel / 255.f);
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drawQuad(shader.texture, vertices, 1, texCoords);
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glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 0);
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glUseProgram(0);
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glDisable(GL_BLEND);
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#endif
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}
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void transitionSnapshotBox() {
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#if 0
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if (! snapshotTextureName) return;
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//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBindTexture(GL_TEXTURE_2D, snapshotTextureName);
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float xScale = (float) brightnessLevel * winWidth / 510.f;// 510 = 255*2
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float yScale = (float) brightnessLevel * winHeight / 510.f;
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const GLfloat vertices[] = {
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xScale, winHeight - yScale, 0,
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winWidth - xScale, winHeight - yScale, 0,
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xScale, yScale, 0,
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winWidth - xScale, yScale, 0
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};
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const GLfloat texCoords[] = {
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0.0f, snapTexH,
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snapTexW, snapTexH,
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0.0f, 0.0f,
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snapTexW, 0.0f
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};
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glUseProgram(shader.texture);
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setPMVMatrix(shader.texture);
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drawQuad(shader.texture, vertices, 1, texCoords);
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glUseProgram(0);
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#endif
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}
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//----------------------------------------------------
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// FAST PSEUDO-RANDOM NUMBER STUFF FOR DISOLVE EFFECT
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//----------------------------------------------------
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#define KK 17
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uint32 randbuffer[KK][2]; // history buffer
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int p1, p2;
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void GraphicsManager::resetRandW() {
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int32 seed = 12345;
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for (int i = 0; i < KK; i++) {
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for (int j = 0; j < 2; j++) {
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seed = seed * 2891336453u + 1;
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randbuffer[i][j] = seed;
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}
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}
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p1 = 0;
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p2 = 10;
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}
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#if 0
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GLubyte *transitionTexture = NULL;
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GLuint transitionTextureName = 0;
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#endif
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bool reserveTransitionTexture() {
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#if 0
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (! transitionTexture) {
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transitionTexture = new GLubyte [256 * 256 * 4];
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if (! checkNew(transitionTexture)) return false;
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}
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if (! transitionTextureName) glGenTextures(1, &transitionTextureName);
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glBindTexture(GL_TEXTURE_2D, transitionTextureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, transitionTexture, transitionTextureName);
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#endif
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return true;
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}
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void transitionDisolve() {
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#if 0
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if (! transitionTextureName) reserveTransitionTexture();
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if (! brightnessLevel) {
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transitionFader();
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return;
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}
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uint32 n;
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uint32 y;
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GLubyte *toScreen = transitionTexture;
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GLubyte *end = transitionTexture + (256 * 256 * 4);
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do {
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// generate next number
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n = randbuffer[p1][1];
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y = (n << 27) | ((n >> (32 - 27)) + randbuffer[p2][1]);
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n = randbuffer[p1][0];
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randbuffer[p1][1] = (n << 19) | ((n >> (32 - 19)) + randbuffer[p2][0]);
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randbuffer[p1][0] = y;
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// rotate list pointers
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if (! p1 --) p1 = KK - 1;
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if (! p2 --) p2 = KK - 1;
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if ((y & 255u) > brightnessLevel) {
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toScreen[0] = toScreen[1] = toScreen[2] = 0;
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toScreen[3] = 255;
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} else {
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toScreen[0] = toScreen[1] = toScreen[2] = toScreen[3] = 0;
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}
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toScreen += 4;
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}while (toScreen < end);
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texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, transitionTexture, transitionTextureName);
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glEnable(GL_BLEND);
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const GLfloat vertices[] = {
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0.f, (GLfloat)winHeight, 0.f,
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(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
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0.f, 0.f, 0.f,
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(GLfloat)winWidth, 0.f, 0.f
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};
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const GLfloat texCoords[] = {
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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glUseProgram(shader.texture);
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setPMVMatrix(shader.texture);
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glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 1);
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setPrimaryColor(1.0f, 1.0f, 1.0f, 1.0f);
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drawQuad(shader.texture, vertices, 1, texCoords);
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glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 0);
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glUseProgram(0);
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glDisable(GL_BLEND);
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#endif
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}
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void transitionTV() {
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#if 0
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if (! transitionTextureName) reserveTransitionTexture();
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uint32 n;
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uint32 y;
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GLubyte *toScreen = transitionTexture;
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GLubyte *end = transitionTexture + (256 * 256 * 4);
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do {
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// generate next number
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n = randbuffer[p1][1];
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y = (n << 27) | ((n >> (32 - 27)) + randbuffer[p2][1]);
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n = randbuffer[p1][0];
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randbuffer[p1][1] = (n << 19) | ((n >> (32 - 19)) + randbuffer[p2][0]);
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randbuffer[p1][0] = y;
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// rotate list pointers
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if (! p1 --) p1 = KK - 1;
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if (! p2 --) p2 = KK - 1;
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if ((y & 255u) > brightnessLevel) {
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toScreen[0] = toScreen[1] = toScreen[2] = (n & 255);
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toScreen[3] = (n & 255);
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} else {
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toScreen[0] = toScreen[1] = toScreen[2] = toScreen[3] = 0;
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}
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toScreen += 4;
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}while (toScreen < end);
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texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, transitionTexture, transitionTextureName);
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glEnable(GL_BLEND);
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const GLfloat vertices[] = {
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0.f, (GLfloat)winHeight, 0.f,
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(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
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0.f, 0.f, 0.f,
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(GLfloat)winWidth, 0.f, 0.f
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};
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const GLfloat texCoords[] = {
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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glUseProgram(shader.texture);
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setPMVMatrix(shader.texture);
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glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 1);
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setPrimaryColor(1.0f, 1.0f, 1.0f, 1.0f);
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drawQuad(shader.texture, vertices, 1, texCoords);
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glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 0);
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glUseProgram(0);
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glDisable(GL_BLEND);
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#endif
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}
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void transitionBlinds() {
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#if 0
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if (! transitionTextureName) reserveTransitionTexture();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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GLubyte *toScreen = transitionTexture;
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int level = brightnessLevel / 8;
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if (level) memset(toScreen, 0, 256 * 32 * level);
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if (level < 32) memset(toScreen + 256 * 32 * level, 255, 256 * 32 * (32 - level));
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texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, transitionTexture, transitionTextureName);
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glEnable(GL_BLEND);
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const GLfloat vertices[] = {
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0.f, (GLfloat)winHeight, 0.f,
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(GLfloat)winWidth, (GLfloat)winHeight, 0.f,
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0.f, 0.f, 0.f,
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(GLfloat)winWidth, 0.f, 0.f
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};
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const GLfloat texCoords[] = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 25.0f,
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1.0f, 25.0f
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};
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glUseProgram(shader.texture);
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setPMVMatrix(shader.texture);
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glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 1);
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setPrimaryColor(0.0f, 0.0f, 0.0f, 1.0f);
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drawQuad(shader.texture, vertices, 1, texCoords);
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glUniform1i(glGetUniformLocation(shader.texture, "modulateColor"), 0);
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glUseProgram(0);
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glDisable(GL_BLEND);
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#endif
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}
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//----------------------------------------------------
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void GraphicsManager::fixBrightness() {
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switch (_fadeMode) {
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case 0:
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transitionFader();
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break;
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case 1:
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resetRandW();
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// Fall through!
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case 2:
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transitionDisolve();
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break;
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case 3:
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transitionTV();
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break;
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case 4:
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transitionBlinds();
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break;
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case 5:
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transitionCrossFader();
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break;
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case 6:
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transitionSnapshotBox();
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break;
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default:
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break;
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}
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}
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} // End of namespace Sludge
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