OpenGL Fade masks

I think I've done this all right, someone correct me if I haven't.
This commit is contained in:
Sryder13 2014-09-04 01:35:29 +01:00
parent da2b6f2c01
commit ca0f0bf2fd
8 changed files with 299 additions and 23 deletions

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@ -172,15 +172,6 @@ static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
*/
static void F_DoWipe(fademask_t *fademask)
{
#ifdef HWRENDER
/// \todo Mask wipes for OpenGL
if(rendermode != render_soft)
{
HWR_DoScreenWipe();
return;
}
#endif
// Software mask wipe -- optimized; though it might not look like it!
// Okay, to save you wondering *how* this is more optimized than the simpler
// version that came before it...
@ -344,6 +335,11 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
I_Sleep();
lastwipetic = nowtime;
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_DoWipe(wipetype, wipeframe-1); // send in the wipe type and wipeframe because we need to cache the graphic
else
#endif
F_DoWipe(fmask);
I_OsPolling();
I_UpdateNoBlit();

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@ -1002,4 +1002,108 @@ GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum)
return HWR_GetCachedGLPatchPwad(WADFILENUM(lumpnum),LUMPNUM(lumpnum));
}
// Need to do this because they aren't powers of 2
static void HWR_DrawFadeMaskInCache(GLMipmap_t *mipmap, INT32 pblockwidth, INT32 pblockheight,
lumpnum_t fademasklumpnum, UINT16 fmwidth, UINT16 fmheight)
{
INT32 i,j;
fixed_t posx, posy, stepx, stepy;
UINT8 *block = mipmap->grInfo.data; // places the data directly into here, it already has the space allocated from HWR_ResizeBlock
UINT8 *flat;
UINT8 *dest, *src, texel;
RGBA_t col;
// Place the flats data into flat
W_ReadLump(fademasklumpnum, Z_Malloc(W_LumpLength(fademasklumpnum),
PU_HWRCACHE, &flat));
stepy = ((INT32)SHORT(fmheight)<<FRACBITS)/pblockheight;
stepx = ((INT32)SHORT(fmwidth)<<FRACBITS)/pblockwidth;
posy = 0;
for (j = 0; j < pblockheight; j++)
{
posx = 0;
dest = &block[j*blockwidth]; // 1bpp
src = &flat[(posy>>FRACBITS)*SHORT(fmwidth)];
for (i = 0; i < pblockwidth;i++)
{
// fademask bpp is always 1, and is used just for alpha
texel = src[(posx)>>FRACBITS];
col = V_GetColor(texel);
*dest = col.s.red; // take the red level of the colour and use it for alpha, as fademasks do
dest++;
posx += stepx;
}
posy += stepy;
}
Z_Free(flat);
}
static void HWR_CacheFadeMask(GLMipmap_t *grMipmap, lumpnum_t fademasklumpnum)
{
size_t size;
UINT16 fmheight = 0, fmwidth = 0;
UINT8 *block; // The fade mask's pixels
// setup the texture info
grMipmap->grInfo.format = GR_TEXFMT_ALPHA_8; // put the correct alpha levels straight in so I don't need to convert it later
grMipmap->flags = 0;
size = W_LumpLength(fademasklumpnum);
switch (size)
{
// None of these are powers of 2, so I'll need to do what is done for textures and make them powers of 2 before they can be used
case 256000: // 640x400
fmwidth = 640;
fmheight = 400;
break;
case 64000: // 320x200
fmwidth = 320;
fmheight = 200;
break;
case 16000: // 160x100
fmwidth = 160;
fmheight = 100;
break;
case 4000: // 80x50 (minimum)
fmwidth = 80;
fmheight = 50;
break;
default: // Bad lump
CONS_Alert(CONS_WARNING, "Fade mask lump of incorrect size, ignored\n"); // I should avoid this by checking the lumpnum in HWR_RunWipe
break;
}
// Thankfully, this will still work for this scenario
HWR_ResizeBlock(fmwidth, fmheight, &grMipmap->grInfo);
grMipmap->width = blockwidth;
grMipmap->height = blockheight;
block = MakeBlock(grMipmap);
HWR_DrawFadeMaskInCache(grMipmap, blockwidth, blockheight, fademasklumpnum, fmwidth, fmheight);
// I DO need to convert this because it isn't power of 2 and we need the alpha
}
void HWR_GetFadeMask(lumpnum_t fademasklumpnum)
{
GLMipmap_t *grmip;
grmip = &HWR_GetCachedGLPatch(fademasklumpnum)->mipmap;
if (!grmip->downloaded && !grmip->grInfo.data)
HWR_CacheFadeMask(grmip, fademasklumpnum);
HWD.pfnSetTexture(grmip);
// The system-memory data can be purged now.
Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
}
#endif //HWRENDER

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@ -106,6 +106,7 @@ GLPatch_t *HWR_GetPic(lumpnum_t lumpnum);
void HWR_SetPalette(RGBA_t *palette);
GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wad, UINT16 lump);
GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum);
void HWR_GetFadeMask(lumpnum_t fademasklumpnum);
// --------
// hw_draw.c

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@ -5419,7 +5419,7 @@ void HWR_StartScreenWipe(void)
void HWR_EndScreenWipe(void)
{
HWRWipeCounter = 1.0f;
HWRWipeCounter = 0.0f;
//CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n");
HWD.pfnEndScreenWipe();
}
@ -5429,17 +5429,38 @@ void HWR_DrawIntermissionBG(void)
HWD.pfnDrawIntermissionBG();
}
void HWR_DoScreenWipe(void)
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
{
//CONS_Debug(DBG_RENDER, "In HWR_DoScreenWipe(). Alpha =%f\n", HWRWipeCounter);
static char lumpname[9] = "FADEmmss";
lumpnum_t lumpnum;
size_t lsize;
HWD.pfnDoScreenWipe(HWRWipeCounter);
if (wipenum > 99 || scrnnum > 99) // not a valid wipe number
return; // shouldn't end up here really, the loop should've stopped running beforehand
// This works for all the cases in vanilla until fade masks get done
HWRWipeCounter -= 0.05f; // Go less opaque after
// puts the numbers into the lumpname
sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)wipenum, (UINT16)scrnnum);
lumpnum = W_CheckNumForName(lumpname);
if (HWRWipeCounter < 0)
HWRWipeCounter = 0;
if (lumpnum == LUMPERROR) // again, shouldn't be here really
return;
lsize = W_LumpLength(lumpnum);
if (!(lsize == 256000 || lsize == 64000 || lsize == 16000 || lsize == 4000))
{
CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
return; // again, shouldn't get here if it is a bad size
}
HWR_GetFadeMask(lumpnum);
HWD.pfnDoScreenWipe(HWRWipeCounter); // Still send in wipecounter since old stuff might not support multitexturing
HWRWipeCounter += 0.05f; // increase opacity of end screen
if (HWRWipeCounter > 1.0f)
HWRWipeCounter = 1.0f;
}
#endif // HWRENDER

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@ -63,8 +63,8 @@ INT32 HWR_GetTextureUsed(void);
void HWR_DoPostProcessor(player_t *player);
void HWR_StartScreenWipe(void);
void HWR_EndScreenWipe(void);
void HWR_DoScreenWipe(void);
void HWR_DrawIntermissionBG(void);
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum);
// This stuff is put here so MD2's can use them
UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane);

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@ -366,6 +366,10 @@ static INT32 WINAPI SetRes(viddef_t *lvid, vmode_t *pcurrentmode)
else
maximumAnisotropy = 0;
#ifndef MINI_GL_COMPATIBILITY
SetupGLFunc13();
#endif
screen_depth = (GLbyte)(lvid->bpp*8);
if (screen_depth > 16)

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@ -157,6 +157,10 @@ float byteasfloat(UINT8 fbyte)
static I_Error_t I_Error_GL = NULL;
#ifndef MINI_GL_COMPATIBILITY
static boolean gl13 = false; // whether we can use opengl 1.3 functions
#endif
// -----------------+
// DBG_Printf : Output error messages to debug log if DEBUG_TO_FILE is defined,
@ -263,6 +267,11 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
/* GLU functions */
#define pgluBuild2DMipmaps gluBuild2DMipmaps
#endif
#ifndef MINI_GL_COMPATIBILITY
/* 1.3 functions for multitexturing */
#define pglActiveTexture, glActiveTexture;
#define pglMultiTexCoord2f, glMultiTexCoord2f;
#endif
#else //!STATIC_OPENGL
/* 1.0 functions */
@ -387,6 +396,14 @@ static PFNglCopyTexImage2D pglCopyTexImage2D;
/* GLU functions */
typedef GLint (APIENTRY * PFNgluBuild2DMipmaps) (GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *data);
static PFNgluBuild2DMipmaps pgluBuild2DMipmaps;
#ifndef MINI_GL_COMPATIBILITY
/* 1.3 functions for multitexturing */
typedef void (APIENTRY *PFNGLACTIVETEXTUREPROC) (GLenum);
static PFNGLACTIVETEXTUREPROC pglActiveTexture;
typedef void (APIENTRY *PFNGLMULTITEXCOORD2FPROC) (GLenum, GLfloat, GLfloat);
static PFNGLMULTITEXCOORD2FPROC pglMultiTexCoord2f;
#endif
#endif
#ifndef MINI_GL_COMPATIBILITY
@ -402,6 +419,14 @@ static PFNgluBuild2DMipmaps pgluBuild2DMipmaps;
#define GL_TEXTURE_MAX_LOD 0x813B
#endif
/* 1.3 GL_TEXTUREi */
#ifndef GL_TEXTURE0
#define GL_TEXTURE0 0x84C0
#endif
#ifndef GL_TEXTURE1
#define GL_TEXTURE1 0x84C1
#endif
#endif
#ifdef MINI_GL_COMPATIBILITY
@ -492,6 +517,39 @@ boolean SetupGLfunc(void)
return true;
}
#ifndef MINI_GL_COMPATIBILITY
// This has to be done after the context is created so the version number can be obtained
boolean SetupGLFunc13(void)
{
#ifndef STATIC_OPENGL
#define GETOPENGLFUNC(func, proc) \
func = GetGLFunc(#proc); \
if (!func) \
{ \
DBG_Printf("failed to get OpenGL function: %s", #proc); \
} \
const char *glversion = (const char *)pglGetString(GL_VERSION);
UINT32 majorversion = 0, minorversion = 0;
if (glversion != NULL && sscanf((char *)glversion, "%u.%u", &majorversion, &minorversion) == 2) // There is a version number I can identify
{
if (majorversion > 1 || (majorversion == 1 && minorversion >= 3)) // Version of OpenGL is equal to or greater than 1.3
{
// Get the functions
GETOPENGLFUNC(pglActiveTexture , glActiveTexture)
GETOPENGLFUNC(pglMultiTexCoord2f , glMultiTexCoord2f)
gl13 = true; // This is now true, so the new fade mask stuff can be done, if OpenGL version is less than 1.3, it still uses the old fade stuff.
}
}
#undef GETOPENGLFUNC
#endif
return true;
}
#endif
// -----------------+
// SetNoTexture : Disable texture
// -----------------+
@ -1234,6 +1292,23 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
}
}
}
else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_8) // Used for fade masks
{
const GLubyte *pImgData = (const GLubyte *)pTexInfo->grInfo.data;
INT32 i, j;
for (j = 0; j < h; j++)
{
for (i = 0; i < w; i++)
{
tex[w*j+i] = (pImgData>>4)<<12;
tex[w*j+i] |= (255>>4)<<8;
tex[w*j+i] |= (255>>4)<<4;
tex[w*j+i] |= (255>>4);
pImgData++;
}
}
}
else
DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format);
#else
@ -1299,6 +1374,23 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
}
}
}
else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_8) // Used for fade masks
{
const GLubyte *pImgData = (const GLubyte *)pTexInfo->grInfo.data;
INT32 i, j;
for (j = 0; j < h; j++)
{
for (i = 0; i < w; i++)
{
tex[w*j+i].s.red = 255; // 255 because the fade mask is modulated with the screen texture, so alpha affects it while the colours don't
tex[w*j+i].s.green = 255;
tex[w*j+i].s.blue = 255;
tex[w*j+i].s.alpha = *pImgData;
pImgData++;
}
}
}
else
DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format);
#endif
@ -2109,6 +2201,10 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
INT32 texsize = 2048;
float xfix, yfix;
#ifndef MINI_GL_COMPATIBILITY
INT32 fademaskdownloaded = tex_downloaded; // the fade mask that has been set
#endif
// Use a power of two texture, dammit
if(screen_width <= 1024)
texsize = 1024;
@ -2122,8 +2218,8 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
SetBlend(PF_Modulated|PF_NoDepthTest|PF_Clip|PF_NoZClip);
// Draw the screen on bottom to fade to
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
// Draw the original screen
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
pglBegin(GL_QUADS);
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
@ -2142,12 +2238,56 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
// Bottom right
pglTexCoord2f(xfix, 0.0f);
pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd();
SetBlend(PF_Modulated|PF_Translucent|PF_NoDepthTest|PF_Clip|PF_NoZClip);
// Draw the screen on top that fades.
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
#ifndef MINI_GL_COMPATIBILITY
if (gl13)
{
// Draw the end screen that fades in
pglActiveTexture(GL_TEXTURE0);
pglEnable(GL_TEXTURE_2D);
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
pglActiveTexture(GL_TEXTURE1);
pglEnable(GL_TEXTURE_2D);
pglBindTexture(GL_TEXTURE_2D, fademaskdownloaded);
pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
pglBegin(GL_QUADS);
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Bottom left
pglMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
pglMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f);
pglVertex3f(-1.0f, -1.0f, 1.0f);
// Top left
pglMultiTexCoord2f(GL_TEXTURE0, 0.0f, yfix);
pglMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1.0f);
pglVertex3f(-1.0f, 1.0f, 1.0f);
// Top right
pglMultiTexCoord2f(GL_TEXTURE0, xfix, yfix);
pglMultiTexCoord2f(GL_TEXTURE1, 1.0f, 1.0f);
pglVertex3f(1.0f, 1.0f, 1.0f);
// Bottom right
pglMultiTexCoord2f(GL_TEXTURE0, xfix, 0.0f);
pglMultiTexCoord2f(GL_TEXTURE1, 1.0f, 0.0f);
pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd();
pglDisable(GL_TEXTURE_2D); // disable the texture in the 2nd texture unit
pglActiveTexture(GL_TEXTURE0);
}
else
{
#endif
// Draw the end screen that fades in
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
pglBegin(GL_QUADS);
pglColor4f(1.0f, 1.0f, 1.0f, alpha);
@ -2166,8 +2306,10 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
// Bottom right
pglTexCoord2f(xfix, 0.0f);
pglVertex3f(1.0f, -1.0f, 1.0f);
pglEnd();
#ifndef MINI_GL_COMPATIBILITY
}
#endif
tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
}

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@ -35,6 +35,13 @@
#else
#include <GL/gl.h>
#include <GL/glu.h>
#ifndef MINI_GL_COMPATIBILITY
#ifdef STATIC_OPENGL // Because of the 1.3 functions, you'll need GLext to compile it if static
#define GL_GLEXT_PROTOTYPES
#include <GL/glext.h>
#endif
#endif
#endif
#define _CREATE_DLL_ // necessary for Unix AND Windows
@ -66,6 +73,7 @@
boolean LoadGL(void);
void *GetGLFunc(const char *proc);
boolean SetupGLfunc(void);
boolean SetupGLFunc13(void);
void Flush(void);
INT32 isExtAvailable(const char *extension, const GLubyte *start);
boolean SetupPixelFormat(INT32 WantColorBits, INT32 WantStencilBits, INT32 WantDepthBits);