mkxp-freebird/src/graphics.cpp

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/*
** graphics.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp 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.
**
** mkxp 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 mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "graphics.h"
#include "util.h"
#include "gl-util.h"
#include "sharedstate.h"
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#include "glstate.h"
#include "shader.h"
#include "scene.h"
#include "quad.h"
#include "eventthread.h"
#include "texpool.h"
#include "bitmap.h"
#include "etc-internal.h"
#include "binding.h"
#include "debugwriter.h"
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#include <SDL_video.h>
#include <SDL_timer.h>
#include <SDL_image.h>
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#include <time.h>
#include <sys/time.h>
#include <errno.h>
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#include <algorithm>
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struct PingPong
{
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TEXFBO rt[2];
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uint8_t srcInd, dstInd;
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int screenW, screenH;
PingPong(int screenW, int screenH)
: srcInd(0), dstInd(1),
screenW(screenW), screenH(screenH)
{
for (int i = 0; i < 2; ++i)
{
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TEXFBO::init(rt[i]);
TEXFBO::allocEmpty(rt[i], screenW, screenH);
TEXFBO::linkFBO(rt[i]);
gl.ClearColor(0, 0, 0, 1);
FBO::clear();
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}
}
~PingPong()
{
for (int i = 0; i < 2; ++i)
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TEXFBO::fini(rt[i]);
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}
/* Binds FBO of last good buffer for reading */
void bindLastBuffer()
{
FBO::bind(rt[dstInd].fbo, FBO::Read);
}
/* Better not call this during render cycles */
void resize(int width, int height)
{
screenW = width;
screenH = height;
for (int i = 0; i < 2; ++i)
{
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TEX::bind(rt[i].tex);
TEX::allocEmpty(width, height);
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}
}
void startRender()
{
bind();
}
void swapRender()
{
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std::swap(srcInd, dstInd);
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bind();
}
void blitFBOs()
{
FBO::blit(0, 0, 0, 0, screenW, screenH);
}
void finishRender()
{
FBO::unbind(FBO::Draw);
FBO::bind(rt[dstInd].fbo, FBO::Read);
}
private:
void bind()
{
TEX::bind(rt[srcInd].tex);
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FBO::bind(rt[srcInd].fbo, FBO::Read);
FBO::bind(rt[dstInd].fbo, FBO::Draw);
}
};
class ScreenScene : public Scene
{
public:
ScreenScene(int width, int height)
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: pp(width, height)
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{
updateReso(width, height);
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#ifdef RGSS2
brightEffect = false;
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brightnessQuad.setColor(Vec4());
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#endif
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}
void composite()
{
const int w = geometry.rect.w;
const int h = geometry.rect.h;
shState->prepareDraw();
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pp.startRender();
glState.viewport.set(IntRect(0, 0, w, h));
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FBO::clear();
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Scene::composite();
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#ifdef RGSS2
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if (brightEffect)
{
SimpleColorShader &shader = shState->shaders().simpleColor;
shader.bind();
shader.applyViewportProj();
shader.setTranslation(Vec2i());
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brightnessQuad.draw();
}
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#endif
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pp.finishRender();
}
void requestViewportRender(Vec4 &c, Vec4 &f, Vec4 &t)
{
pp.swapRender();
/* Scissor test _does_ affect FBO blit operations,
* and since we're inside the draw cycle, it will
* be turned on, so turn it off temporarily */
glState.scissorTest.pushSet(false);
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pp.blitFBOs();
glState.scissorTest.pop();
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PlaneShader &shader = shState->shaders().plane;
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shader.bind();
shader.setColor(c);
shader.setFlash(f);
shader.setTone(t);
shader.setOpacity(1.0);
shader.applyViewportProj();
shader.setTexSize(geometry.rect.size());
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glState.blendMode.pushSet(BlendNone);
screenQuad.draw();
glState.blendMode.pop();
}
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#ifdef RGSS2
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void setBrightness(float norm)
{
brightnessQuad.setColor(Vec4(0, 0, 0, 1.0 - norm));
brightEffect = norm < 1.0;
}
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#endif
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void updateReso(int width, int height)
{
geometry.rect.w = width;
geometry.rect.h = height;
screenQuad.setTexPosRect(geometry.rect, geometry.rect);
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#ifdef RGSS2
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brightnessQuad.setTexPosRect(geometry.rect, geometry.rect);
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#endif
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notifyGeometryChange();
}
void setResolution(int width, int height)
{
pp.resize(width, height);
updateReso(width, height);
}
PingPong &getPP()
{
return pp;
}
private:
PingPong pp;
Quad screenQuad;
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#ifdef RGSS2
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Quad brightnessQuad;
bool brightEffect;
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#endif
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};
/* Nanoseconds per second */
#define NS_PER_S 1000000000
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struct FPSLimiter
{
uint64_t lastTickCount;
/* ticks per frame */
int64_t tpf;
/* Ticks per second */
const uint64_t tickFreq;
/* Ticks per milisecond */
const uint64_t tickFreqMS;
/* Ticks per nanosecond */
const double tickFreqNS;
bool disabled;
/* Data for frame timing adjustment */
struct
{
/* Last tick count */
uint64_t last;
/* How far behind/in front we are for ideal frame timing */
int64_t idealDiff;
bool resetFlag;
} adj;
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FPSLimiter(uint16_t desiredFPS)
: lastTickCount(SDL_GetPerformanceCounter()),
tickFreq(SDL_GetPerformanceFrequency()),
tickFreqMS(tickFreq / 1000),
tickFreqNS((double) tickFreq / NS_PER_S),
disabled(false)
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{
setDesiredFPS(desiredFPS);
adj.last = SDL_GetPerformanceCounter();
adj.idealDiff = 0;
adj.resetFlag = false;
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}
void setDesiredFPS(uint16_t value)
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{
tpf = tickFreq / value;
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}
void delay()
{
if (disabled)
return;
int64_t tickDelta = SDL_GetPerformanceCounter() - lastTickCount;
int64_t toDelay = tpf - tickDelta;
/* Compensate for the last delta
* to the ideal timestep */
toDelay -= adj.idealDiff;
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if (toDelay < 0)
toDelay = 0;
delayTicks(toDelay);
uint64_t now = lastTickCount = SDL_GetPerformanceCounter();
int64_t diff = now - adj.last;
adj.last = now;
/* Recalculate our temporal position
* relative to the ideal timestep */
adj.idealDiff = diff - tpf + adj.idealDiff;
if (adj.resetFlag)
{
adj.idealDiff = 0;
adj.resetFlag = false;
}
}
void resetFrameAdjust()
{
adj.resetFlag = true;
}
/* If we're more than a full frame's worth
* of ticks behind the ideal timestep,
* there's no choice but to skip frame(s)
* to catch up */
bool frameSkipRequired() const
{
if (disabled)
return false;
return adj.idealDiff > tpf;
}
private:
void delayTicks(uint64_t ticks)
{
#if defined(HAVE_NANOSLEEP)
struct timespec req;
uint64_t nsec = ticks / tickFreqNS;
req.tv_sec = nsec / NS_PER_S;
req.tv_nsec = nsec % NS_PER_S;
errno = 0;
while (nanosleep(&req, &req) == -1)
{
int err = errno;
errno = 0;
if (err == EINTR)
continue;
Debug() << "nanosleep failed. errno:" << err;
SDL_Delay(ticks / tickFreqMS);
break;
}
#else
SDL_Delay(ticks / tickFreqMS);
#endif
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}
};
struct GraphicsPrivate
{
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/* Screen resolution, ie. the resolution at which
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* RGSS renders at (settable with Graphics.resize_screen).
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* Can only be changed from within RGSS */
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Vec2i scRes;
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/* Screen size, to which the rendered frames are scaled up.
* This can be smaller than the window size when fixed aspect
* ratio is enforced */
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Vec2i scSize;
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/* Actual physical size of the game window */
Vec2i winSize;
/* Offset in the game window at which the scaled game screen
* is blitted inside the game window */
Vec2i scOffset;
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ScreenScene screen;
RGSSThreadData *threadData;
int frameRate;
int frameCount;
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#ifdef RGSS2
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int brightness;
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#endif
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FPSLimiter fpsLimiter;
bool frozen;
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TEXFBO frozenScene;
TEXFBO currentScene;
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Quad screenQuad;
RBOFBO transBuffer;
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GraphicsPrivate(RGSSThreadData *rtData)
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: scRes(640, 480),
scSize(scRes),
winSize(rtData->config.defScreenW, rtData->config.defScreenH),
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screen(scRes.x, scRes.y),
threadData(rtData),
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frameRate(40),
frameCount(0),
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#ifdef RGSS2
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brightness(255),
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#endif
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fpsLimiter(frameRate),
frozen(false)
{
recalculateScreenSize(rtData);
updateScreenResoRatio(rtData);
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TEXFBO::init(frozenScene);
TEXFBO::allocEmpty(frozenScene, scRes.x, scRes.y);
TEXFBO::linkFBO(frozenScene);
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TEXFBO::init(currentScene);
TEXFBO::allocEmpty(currentScene, scRes.x, scRes.y);
TEXFBO::linkFBO(currentScene);
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FloatRect screenRect(0, 0, scRes.x, scRes.y);
screenQuad.setTexPosRect(screenRect, screenRect);
RBOFBO::init(transBuffer);
RBOFBO::allocEmpty(transBuffer, scRes.x, scRes.y);
RBOFBO::linkFBO(transBuffer);
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}
~GraphicsPrivate()
{
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TEXFBO::fini(frozenScene);
TEXFBO::fini(currentScene);
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RBOFBO::fini(transBuffer);
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}
void updateScreenResoRatio(RGSSThreadData *rtData)
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{
Vec2 &ratio = rtData->sizeResoRatio;
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ratio.x = (float) scRes.x / scSize.x;
ratio.y = (float) scRes.y / scSize.y;
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rtData->screenOffset = scOffset;
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}
/* Enforces fixed aspect ratio, if desired */
void recalculateScreenSize(RGSSThreadData *rtData)
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{
scSize = winSize;
if (!rtData->config.fixedAspectRatio)
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{
scOffset = Vec2i(0, 0);
return;
}
float resRatio = (float) scRes.x / scRes.y;
float winRatio = (float) winSize.x / winSize.y;
if (resRatio > winRatio)
scSize.y = scSize.x / resRatio;
else if (resRatio < winRatio)
scSize.x = scSize.y * resRatio;
scOffset.x = (winSize.x - scSize.x) / 2.f;
scOffset.y = (winSize.y - scSize.y) / 2.f;
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}
void checkResize()
{
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if (threadData->windowSizeMsg.pollChange(&winSize.x, &winSize.y))
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{
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/* some GL drivers change the viewport on window resize */
glState.viewport.refresh();
recalculateScreenSize(threadData);
updateScreenResoRatio(threadData);
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}
}
void shutdown()
{
threadData->rqTermAck = true;
shState->texPool().disable();
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scriptBinding->terminate();
}
void swapGLBuffer()
{
fpsLimiter.delay();
SDL_GL_SwapWindow(threadData->window);
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++frameCount;
threadData->ethread->notifyFrame();
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}
void compositeToBuffer(FBO::ID fbo)
{
screen.composite();
FBO::bind(fbo, FBO::Draw);
FBO::blit(0, 0, 0, 0, scRes.x, scRes.y);
}
void blitBufferFlippedScaled()
{
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FBO::blit(0, 0, scRes.x, scRes.y,
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scOffset.x, scSize.y+scOffset.y, scSize.x, -scSize.y,
threadData->config.smoothScaling ? FBO::Linear : FBO::Nearest);
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}
void redrawScreen()
{
screen.composite();
FBO::clear();
blitBufferFlippedScaled();
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swapGLBuffer();
}
};
Graphics::Graphics(RGSSThreadData *data)
{
p = new GraphicsPrivate(data);
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if (data->config.fixedFramerate > 0)
p->fpsLimiter.setDesiredFPS(data->config.fixedFramerate);
else if (data->config.fixedFramerate < 0)
p->fpsLimiter.disabled = true;
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}
Graphics::~Graphics()
{
delete p;
}
void Graphics::update()
{
shState->checkShutdown();
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if (p->frozen)
return;
if (p->fpsLimiter.frameSkipRequired())
{
if (p->threadData->config.frameSkip)
{
/* Skip frame */
p->fpsLimiter.delay();
++p->frameCount;
p->threadData->ethread->notifyFrame();
return;
}
else
{
/* Just reset frame adjust counter */
p->fpsLimiter.resetFrameAdjust();
}
}
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p->checkResize();
p->redrawScreen();
}
void Graphics::freeze()
{
p->frozen = true;
shState->checkShutdown();
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p->checkResize();
/* Capture scene into frozen buffer */
p->compositeToBuffer(p->frozenScene.fbo);
}
void Graphics::transition(int duration,
const char *filename,
int vague)
{
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vague = clamp(vague, 0, 512);
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Bitmap *transMap = filename ? new Bitmap(filename) : 0;
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#ifdef RGSS2
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setBrightness(255);
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#endif
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/* Capture new scene */
p->compositeToBuffer(p->currentScene.fbo);
/* If no transition bitmap is provided,
* we can use a simplified shader */
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if (transMap)
{
TransShader &shader = shState->shaders().trans;
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shader.bind();
shader.applyViewportProj();
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shader.setFrozenScene(p->frozenScene.tex);
shader.setCurrentScene(p->currentScene.tex);
shader.setTransMap(transMap->getGLTypes().tex);
shader.setVague(vague / 512.0f);
shader.setTexSize(p->scRes);
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}
else
{
SimpleTransShader &shader = shState->shaders().simpleTrans;
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shader.bind();
shader.applyViewportProj();
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shader.setFrozenScene(p->frozenScene.tex);
shader.setCurrentScene(p->currentScene.tex);
shader.setTexSize(p->scRes);
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}
glState.blendMode.pushSet(BlendNone);
for (int i = 0; i < duration; ++i)
{
if (p->threadData->rqTerm)
{
delete transMap;
p->shutdown();
}
const float prog = i * (1.0 / duration);
if (transMap)
shState->shaders().trans.setProg(prog);
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else
shState->shaders().simpleTrans.setProg(prog);
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/* Draw the composed frame to a buffer first
* (we need this because we're skipping PingPong) */
FBO::bind(p->transBuffer.fbo, FBO::Draw);
FBO::clear();
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p->screenQuad.draw();
p->checkResize();
/* Then blit it flipped and scaled to the screen */
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FBO::bind(p->transBuffer.fbo, FBO::Read);
FBO::unbind(FBO::Draw);
FBO::clear();
p->blitBufferFlippedScaled();
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p->swapGLBuffer();
}
glState.blendMode.pop();
delete transMap;
p->frozen = false;
}
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void Graphics::frameReset()
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{
p->fpsLimiter.resetFrameAdjust();
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}
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#undef RET_IF_DISP
#define RET_IF_DISP(x)
#undef CHK_DISP
#define CHK_DISP
DEF_ATTR_RD_SIMPLE(Graphics, FrameRate, int, p->frameRate)
DEF_ATTR_SIMPLE(Graphics, FrameCount, int, p->frameCount)
void Graphics::setFrameRate(int value)
{
p->frameRate = clamp(value, 10, 120);
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if (p->threadData->config.fixedFramerate > 0)
return;
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p->fpsLimiter.setDesiredFPS(p->frameRate);
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}
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#ifdef RGSS2
void Graphics::wait(int duration)
{
for (int i = 0; i < duration; ++i)
{
shState->checkShutdown();
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p->checkResize();
p->redrawScreen();
}
}
void Graphics::fadeout(int duration)
{
if (p->frozen)
FBO::bind(p->frozenScene.fbo, FBO::Read);
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FBO::unbind(FBO::Draw);
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for (int i = duration-1; i > -1; --i)
{
setBrightness((255.0 / duration) * i);
if (p->frozen)
{
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FBO::clear();
p->blitBufferFlippedScaled();
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p->swapGLBuffer();
}
else
{
update();
}
}
}
void Graphics::fadein(int duration)
{
if (p->frozen)
FBO::bind(p->frozenScene.fbo, FBO::Read);
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FBO::unbind(FBO::Draw);
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for (int i = 0; i < duration; ++i)
{
setBrightness((255.0 / duration) * i);
if (p->frozen)
{
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FBO::clear();
p->blitBufferFlippedScaled();
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p->swapGLBuffer();
}
else
{
update();
}
}
}
Bitmap *Graphics::snapToBitmap()
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{
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Bitmap *bitmap = new Bitmap(width(), height());
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p->compositeToBuffer(bitmap->getGLTypes().fbo);
/* Taint entire bitmap */
bitmap->taintArea(IntRect(0, 0, width(), height()));
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return bitmap;
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}
int Graphics::width() const
{
return p->scRes.x;
}
int Graphics::height() const
{
return p->scRes.y;
}
void Graphics::resizeScreen(int width, int height)
{
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width = clamp(width, 1, 640);
height = clamp(height, 1, 480);
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Vec2i size(width, height);
if (p->scRes == size)
return;
shState->eThread().requestWindowResize(width, height);
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p->scRes = size;
p->screen.setResolution(width, height);
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TEX::bind(p->frozenScene.tex);
TEX::allocEmpty(width, height);
TEX::bind(p->currentScene.tex);
TEX::allocEmpty(width, height);
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FloatRect screenRect(0, 0, width, height);
p->screenQuad.setTexPosRect(screenRect, screenRect);
RBO::bind(p->transBuffer.rbo);
RBO::allocEmpty(width, height);
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p->updateScreenResoRatio(p->threadData);
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}
DEF_ATTR_RD_SIMPLE(Graphics, Brightness, int, p->brightness)
void Graphics::setBrightness(int value)
{
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value = clamp(value, 0, 255);
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if (p->brightness == value)
return;
p->brightness = value;
p->screen.setBrightness(value / 255.0);
}
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#endif
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bool Graphics::getFullscreen() const
{
return p->threadData->ethread->getFullscreen();
}
void Graphics::setFullscreen(bool value)
{
p->threadData->ethread->requestFullscreenMode(value);
}
bool Graphics::getShowCursor() const
{
return p->threadData->ethread->getShowCursor();
}
void Graphics::setShowCursor(bool value)
{
p->threadData->ethread->requestShowCursor(value);
}
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Scene *Graphics::getScreen() const
{
return &p->screen;
}
void Graphics::repaintWait(volatile bool *exitCond)
{
if (*exitCond)
return;
/* Repaint the screen with the last good frame we drew */
p->screen.getPP().bindLastBuffer();
FBO::unbind(FBO::Draw);
while (!*exitCond)
{
shState->checkShutdown();
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FBO::clear();
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p->blitBufferFlippedScaled();
SDL_GL_SwapWindow(p->threadData->window);
p->fpsLimiter.delay();
p->threadData->ethread->notifyFrame();
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}
}