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author | yinsimei | 2017-05-26 05:24:38 +0200 |
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committer | Eugene Sandulenko | 2017-07-13 18:27:45 +0200 |
commit | 219044abf9841461043d6e2acf0d5a48a7c7648b (patch) | |
tree | e9d16f9de2317e3596da5a71447e0c823ba3861d /engines/sludge/transition.cpp | |
parent | 94439e2ce311734bfe7bb5700a6584b7550ea8f9 (diff) | |
download | scummvm-rg350-219044abf9841461043d6e2acf0d5a48a7c7648b.tar.gz scummvm-rg350-219044abf9841461043d6e2acf0d5a48a7c7648b.tar.bz2 scummvm-rg350-219044abf9841461043d6e2acf0d5a48a7c7648b.zip |
SLUDGE: Add sludge files and make it compile
Diffstat (limited to 'engines/sludge/transition.cpp')
-rw-r--r-- | engines/sludge/transition.cpp | 408 |
1 files changed, 408 insertions, 0 deletions
diff --git a/engines/sludge/transition.cpp b/engines/sludge/transition.cpp new file mode 100644 index 0000000000..041e2c97d8 --- /dev/null +++ b/engines/sludge/transition.cpp @@ -0,0 +1,408 @@ +/* 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 <stdint.h> +#include <string.h> + +#include "allfiles.h" +#include "colours.h" +#include "backdrop.h" +#include "graphics.h" +#include "newfatal.h" + +#if 0 +extern GLuint snapshotTextureName; +#endif + +extern unsigned char brightnessLevel; + +extern float snapTexW, snapTexH; + +unsigned char fadeMode = 2; + + +//---------------------------------------------------- +// 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_t randbuffer[KK][2]; // history buffer +int p1, p2; + +void resetRandW() { + int32_t 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_t n; + uint32_t 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_t n; + uint32_t 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 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; + + } +} |