1058 lines
20 KiB
C++
1058 lines
20 KiB
C++
/*
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** graphics.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp 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 mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "graphics.h"
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#include "util.h"
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#include "gl-util.h"
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#include "sharedstate.h"
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#include "config.h"
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#include "glstate.h"
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#include "shader.h"
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#include "scene.h"
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#include "quad.h"
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#include "eventthread.h"
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#include "texpool.h"
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#include "bitmap.h"
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#include "etc-internal.h"
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#include "disposable.h"
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#include "intrulist.h"
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#include "binding.h"
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#include "debugwriter.h"
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#include <SDL_video.h>
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#include <SDL_timer.h>
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#include <SDL_image.h>
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#include <time.h>
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#include <sys/time.h>
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#include <errno.h>
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#include <algorithm>
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#define DEF_SCREEN_W (rgssVer == 1 ? 640 : 544)
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#define DEF_SCREEN_H (rgssVer == 1 ? 480 : 416)
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#define DEF_FRAMERATE (rgssVer == 1 ? 40 : 60)
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struct PingPong
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{
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TEXFBO rt[2];
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uint8_t srcInd, dstInd;
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int screenW, screenH;
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PingPong(int screenW, int screenH)
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: srcInd(0), dstInd(1),
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screenW(screenW), screenH(screenH)
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{
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for (int i = 0; i < 2; ++i)
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{
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TEXFBO::init(rt[i]);
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TEXFBO::allocEmpty(rt[i], screenW, screenH);
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TEXFBO::linkFBO(rt[i]);
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gl.ClearColor(0, 0, 0, 1);
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FBO::clear();
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}
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}
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~PingPong()
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{
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for (int i = 0; i < 2; ++i)
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TEXFBO::fini(rt[i]);
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}
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TEXFBO &backBuffer()
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{
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return rt[srcInd];
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}
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TEXFBO &frontBuffer()
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{
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return rt[dstInd];
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}
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/* Better not call this during render cycles */
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void resize(int width, int height)
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{
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screenW = width;
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screenH = height;
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for (int i = 0; i < 2; ++i)
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{
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TEX::bind(rt[i].tex);
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TEX::allocEmpty(width, height);
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}
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}
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void startRender()
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{
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bind();
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}
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void swapRender()
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{
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std::swap(srcInd, dstInd);
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bind();
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}
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void clearBuffers()
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{
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glState.clearColor.pushSet(Vec4(0, 0, 0, 1));
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for (int i = 0; i < 2; ++i)
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{
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FBO::bind(rt[i].fbo);
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FBO::clear();
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}
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glState.clearColor.pop();
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}
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private:
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void bind()
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{
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FBO::bind(rt[dstInd].fbo);
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}
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};
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class ScreenScene : public Scene
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{
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public:
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ScreenScene(int width, int height)
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: pp(width, height)
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{
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updateReso(width, height);
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brightEffect = false;
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brightnessQuad.setColor(Vec4());
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}
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void composite()
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{
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const int w = geometry.rect.w;
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const int h = geometry.rect.h;
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shState->prepareDraw();
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pp.startRender();
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glState.viewport.set(IntRect(0, 0, w, h));
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FBO::clear();
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Scene::composite();
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if (brightEffect)
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{
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SimpleColorShader &shader = shState->shaders().simpleColor;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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brightnessQuad.draw();
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}
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}
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void requestViewportRender(Vec4 &c, Vec4 &f, Vec4 &t)
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{
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const IntRect &viewpRect = glState.scissorBox.get();
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const IntRect &screenRect = geometry.rect;
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if (t.w != 0.0)
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{
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pp.swapRender();
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if (!viewpRect.encloses(screenRect))
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{
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/* Scissor test _does_ affect FBO blit operations,
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* and since we're inside the draw cycle, it will
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* be turned on, so turn it off temporarily */
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glState.scissorTest.pushSet(false);
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GLMeta::blitBegin(pp.frontBuffer());
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GLMeta::blitSource(pp.backBuffer());
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GLMeta::blitRectangle(geometry.rect, Vec2i());
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GLMeta::blitEnd();
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glState.scissorTest.pop();
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}
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GrayShader &shader = shState->shaders().gray;
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shader.bind();
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shader.setGray(t.w);
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shader.applyViewportProj();
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shader.setTexSize(screenRect.size());
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TEX::bind(pp.backBuffer().tex);
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glState.blend.pushSet(false);
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screenQuad.draw();
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glState.blend.pop();
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}
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bool toneEffect = t.xyzHasEffect();
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bool colorEffect = c.xyzHasEffect();
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bool flashEffect = f.xyzHasEffect();
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if (!toneEffect && !colorEffect && !flashEffect)
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return;
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FlatColorShader &shader = shState->shaders().flatColor;
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shader.bind();
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shader.applyViewportProj();
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/* Apply tone */
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if (toneEffect)
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{
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/* First split up additive / substractive components */
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Vec4 add, sub;
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if (t.x > 0)
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add.x = t.x;
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if (t.y > 0)
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add.y = t.y;
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if (t.z > 0)
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add.z = t.z;
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if (t.x < 0)
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sub.x = -t.x;
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if (t.y < 0)
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sub.y = -t.y;
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if (t.z < 0)
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sub.z = -t.z;
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/* Then apply them using hardware blending */
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gl.BlendFuncSeparate(GL_ONE, GL_ONE, GL_ZERO, GL_ONE);
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if (add.xyzHasEffect())
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{
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gl.BlendEquation(GL_FUNC_ADD);
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shader.setColor(add);
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screenQuad.draw();
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}
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if (sub.xyzHasEffect())
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{
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gl.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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shader.setColor(sub);
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screenQuad.draw();
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}
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}
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if (colorEffect || flashEffect)
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{
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gl.BlendEquation(GL_FUNC_ADD);
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gl.BlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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GL_ZERO, GL_ONE);
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}
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if (colorEffect)
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{
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shader.setColor(c);
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screenQuad.draw();
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}
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if (flashEffect)
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{
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shader.setColor(f);
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screenQuad.draw();
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}
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glState.blendMode.refresh();
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}
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void setBrightness(float norm)
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{
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brightnessQuad.setColor(Vec4(0, 0, 0, 1.0 - norm));
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brightEffect = norm < 1.0;
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}
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void updateReso(int width, int height)
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{
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geometry.rect.w = width;
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geometry.rect.h = height;
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screenQuad.setTexPosRect(geometry.rect, geometry.rect);
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brightnessQuad.setTexPosRect(geometry.rect, geometry.rect);
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notifyGeometryChange();
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}
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void setResolution(int width, int height)
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{
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pp.resize(width, height);
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updateReso(width, height);
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}
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PingPong &getPP()
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{
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return pp;
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}
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private:
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PingPong pp;
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Quad screenQuad;
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Quad brightnessQuad;
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bool brightEffect;
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};
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/* Nanoseconds per second */
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#define NS_PER_S 1000000000
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struct FPSLimiter
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{
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uint64_t lastTickCount;
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/* ticks per frame */
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int64_t tpf;
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/* Ticks per second */
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const uint64_t tickFreq;
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/* Ticks per milisecond */
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const uint64_t tickFreqMS;
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/* Ticks per nanosecond */
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const double tickFreqNS;
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bool disabled;
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/* Data for frame timing adjustment */
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struct
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{
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/* Last tick count */
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uint64_t last;
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/* How far behind/in front we are for ideal frame timing */
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int64_t idealDiff;
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bool resetFlag;
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} adj;
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FPSLimiter(uint16_t desiredFPS)
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: lastTickCount(SDL_GetPerformanceCounter()),
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tickFreq(SDL_GetPerformanceFrequency()),
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tickFreqMS(tickFreq / 1000),
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tickFreqNS((double) tickFreq / NS_PER_S),
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disabled(false)
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{
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setDesiredFPS(desiredFPS);
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adj.last = SDL_GetPerformanceCounter();
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adj.idealDiff = 0;
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adj.resetFlag = false;
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}
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void setDesiredFPS(uint16_t value)
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{
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tpf = tickFreq / value;
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}
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void delay()
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{
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if (disabled)
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return;
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int64_t tickDelta = SDL_GetPerformanceCounter() - lastTickCount;
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int64_t toDelay = tpf - tickDelta;
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/* Compensate for the last delta
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* to the ideal timestep */
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toDelay -= adj.idealDiff;
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if (toDelay < 0)
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toDelay = 0;
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delayTicks(toDelay);
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uint64_t now = lastTickCount = SDL_GetPerformanceCounter();
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int64_t diff = now - adj.last;
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adj.last = now;
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/* Recalculate our temporal position
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* relative to the ideal timestep */
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adj.idealDiff = diff - tpf + adj.idealDiff;
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if (adj.resetFlag)
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{
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adj.idealDiff = 0;
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adj.resetFlag = false;
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}
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}
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void resetFrameAdjust()
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{
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adj.resetFlag = true;
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}
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/* If we're more than a full frame's worth
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* of ticks behind the ideal timestep,
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* there's no choice but to skip frame(s)
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* to catch up */
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bool frameSkipRequired() const
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{
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if (disabled)
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return false;
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return adj.idealDiff > tpf;
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}
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private:
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void delayTicks(uint64_t ticks)
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{
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#if defined(HAVE_NANOSLEEP)
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struct timespec req;
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uint64_t nsec = ticks / tickFreqNS;
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req.tv_sec = nsec / NS_PER_S;
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req.tv_nsec = nsec % NS_PER_S;
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errno = 0;
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while (nanosleep(&req, &req) == -1)
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{
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int err = errno;
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errno = 0;
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if (err == EINTR)
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continue;
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Debug() << "nanosleep failed. errno:" << err;
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SDL_Delay(ticks / tickFreqMS);
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break;
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}
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#else
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SDL_Delay(ticks / tickFreqMS);
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#endif
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}
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};
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struct GraphicsPrivate
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{
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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.
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* This can be smaller than the window size when fixed aspect
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* ratio is enforced */
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Vec2i scSize;
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/* Actual physical size of the game window */
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Vec2i winSize;
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/* Offset in the game window at which the scaled game screen
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* is blitted inside the game window */
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Vec2i scOffset;
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ScreenScene screen;
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RGSSThreadData *threadData;
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SDL_GLContext glCtx;
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int frameRate;
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int frameCount;
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int brightness;
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FPSLimiter fpsLimiter;
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bool frozen;
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TEXFBO frozenScene;
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TEXFBO currentScene;
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Quad screenQuad;
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TEXFBO transBuffer;
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/* Global list of all live Disposables
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* (disposed on reset) */
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IntruList<Disposable> dispList;
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GraphicsPrivate(RGSSThreadData *rtData)
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: scRes(DEF_SCREEN_W, DEF_SCREEN_H),
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scSize(scRes),
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winSize(rtData->config.defScreenW, rtData->config.defScreenH),
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screen(scRes.x, scRes.y),
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threadData(rtData),
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glCtx(SDL_GL_GetCurrentContext()),
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frameRate(DEF_FRAMERATE),
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frameCount(0),
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brightness(255),
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fpsLimiter(frameRate),
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frozen(false)
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{
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recalculateScreenSize(rtData);
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updateScreenResoRatio(rtData);
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TEXFBO::init(frozenScene);
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TEXFBO::allocEmpty(frozenScene, scRes.x, scRes.y);
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TEXFBO::linkFBO(frozenScene);
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TEXFBO::init(currentScene);
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TEXFBO::allocEmpty(currentScene, scRes.x, scRes.y);
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TEXFBO::linkFBO(currentScene);
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FloatRect screenRect(0, 0, scRes.x, scRes.y);
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screenQuad.setTexPosRect(screenRect, screenRect);
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TEXFBO::init(transBuffer);
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TEXFBO::allocEmpty(transBuffer, scRes.x, scRes.y);
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TEXFBO::linkFBO(transBuffer);
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fpsLimiter.resetFrameAdjust();
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}
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~GraphicsPrivate()
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{
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TEXFBO::fini(frozenScene);
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TEXFBO::fini(currentScene);
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TEXFBO::fini(transBuffer);
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}
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void updateScreenResoRatio(RGSSThreadData *rtData)
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{
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Vec2 &ratio = rtData->sizeResoRatio;
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ratio.x = (float) scRes.x / scSize.x;
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ratio.y = (float) scRes.y / scSize.y;
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rtData->screenOffset = scOffset;
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}
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/* Enforces fixed aspect ratio, if desired */
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void recalculateScreenSize(RGSSThreadData *rtData)
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{
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scSize = winSize;
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if (!rtData->config.fixedAspectRatio)
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{
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scOffset = Vec2i(0, 0);
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return;
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}
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float resRatio = (float) scRes.x / scRes.y;
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float winRatio = (float) winSize.x / winSize.y;
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if (resRatio > winRatio)
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scSize.y = scSize.x / resRatio;
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else if (resRatio < winRatio)
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scSize.x = scSize.y * resRatio;
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scOffset.x = (winSize.x - scSize.x) / 2.f;
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scOffset.y = (winSize.y - scSize.y) / 2.f;
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}
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void checkResize()
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{
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if (threadData->windowSizeMsg.poll(winSize))
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{
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/* some GL drivers change the viewport on window resize */
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glState.viewport.refresh();
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recalculateScreenSize(threadData);
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updateScreenResoRatio(threadData);
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}
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}
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void checkShutDownReset()
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{
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shState->checkShutdown();
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shState->checkReset();
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}
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void shutdown()
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{
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threadData->rqTermAck.set();
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shState->texPool().disable();
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scriptBinding->terminate();
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}
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void swapGLBuffer()
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{
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fpsLimiter.delay();
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SDL_GL_SwapWindow(threadData->window);
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++frameCount;
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threadData->ethread->notifyFrame();
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}
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|
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void compositeToBuffer(TEXFBO &buffer)
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{
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screen.composite();
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GLMeta::blitBegin(buffer);
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GLMeta::blitSource(screen.getPP().frontBuffer());
|
|
GLMeta::blitRectangle(IntRect(0, 0, scRes.x, scRes.y), Vec2i());
|
|
GLMeta::blitEnd();
|
|
}
|
|
|
|
void metaBlitBufferFlippedScaled()
|
|
{
|
|
GLMeta::blitRectangle(IntRect(0, 0, scRes.x, scRes.y),
|
|
IntRect(scOffset.x, scSize.y+scOffset.y, scSize.x, -scSize.y),
|
|
threadData->config.smoothScaling);
|
|
}
|
|
|
|
void redrawScreen()
|
|
{
|
|
screen.composite();
|
|
|
|
GLMeta::blitBeginScreen(winSize);
|
|
GLMeta::blitSource(screen.getPP().frontBuffer());
|
|
|
|
FBO::clear();
|
|
metaBlitBufferFlippedScaled();
|
|
|
|
GLMeta::blitEnd();
|
|
|
|
swapGLBuffer();
|
|
}
|
|
|
|
void checkSyncLock()
|
|
{
|
|
if (!threadData->syncPoint.mainSyncLocked())
|
|
return;
|
|
|
|
/* Releasing the GL context before sleeping and making it
|
|
* current again on wakeup seems to avoid the context loss
|
|
* when the app moves into the background on Android */
|
|
SDL_GL_MakeCurrent(threadData->window, 0);
|
|
threadData->syncPoint.waitMainSync();
|
|
SDL_GL_MakeCurrent(threadData->window, glCtx);
|
|
|
|
fpsLimiter.resetFrameAdjust();
|
|
}
|
|
};
|
|
|
|
Graphics::Graphics(RGSSThreadData *data)
|
|
{
|
|
p = new GraphicsPrivate(data);
|
|
|
|
if (data->config.syncToRefreshrate)
|
|
{
|
|
p->frameRate = data->refreshRate;
|
|
p->fpsLimiter.disabled = true;
|
|
}
|
|
else if (data->config.fixedFramerate > 0)
|
|
{
|
|
p->fpsLimiter.setDesiredFPS(data->config.fixedFramerate);
|
|
}
|
|
else if (data->config.fixedFramerate < 0)
|
|
{
|
|
p->fpsLimiter.disabled = true;
|
|
}
|
|
}
|
|
|
|
Graphics::~Graphics()
|
|
{
|
|
delete p;
|
|
}
|
|
|
|
void Graphics::update()
|
|
{
|
|
p->checkShutDownReset();
|
|
p->checkSyncLock();
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
p->checkResize();
|
|
p->redrawScreen();
|
|
}
|
|
|
|
void Graphics::freeze()
|
|
{
|
|
p->frozen = true;
|
|
|
|
p->checkShutDownReset();
|
|
p->checkResize();
|
|
|
|
/* Capture scene into frozen buffer */
|
|
p->compositeToBuffer(p->frozenScene);
|
|
}
|
|
|
|
void Graphics::transition(int duration,
|
|
const char *filename,
|
|
int vague)
|
|
{
|
|
p->checkSyncLock();
|
|
|
|
if (!p->frozen)
|
|
return;
|
|
|
|
vague = clamp(vague, 1, 256);
|
|
Bitmap *transMap = filename ? new Bitmap(filename) : 0;
|
|
|
|
setBrightness(255);
|
|
|
|
/* Capture new scene */
|
|
p->compositeToBuffer(p->currentScene);
|
|
|
|
/* If no transition bitmap is provided,
|
|
* we can use a simplified shader */
|
|
TransShader &transShader = shState->shaders().trans;
|
|
SimpleTransShader &simpleShader = shState->shaders().simpleTrans;
|
|
|
|
if (transMap)
|
|
{
|
|
TransShader &shader = transShader;
|
|
shader.bind();
|
|
shader.applyViewportProj();
|
|
shader.setFrozenScene(p->frozenScene.tex);
|
|
shader.setCurrentScene(p->currentScene.tex);
|
|
shader.setTransMap(transMap->getGLTypes().tex);
|
|
shader.setVague(vague / 256.0);
|
|
shader.setTexSize(p->scRes);
|
|
}
|
|
else
|
|
{
|
|
SimpleTransShader &shader = simpleShader;
|
|
shader.bind();
|
|
shader.applyViewportProj();
|
|
shader.setFrozenScene(p->frozenScene.tex);
|
|
shader.setCurrentScene(p->currentScene.tex);
|
|
shader.setTexSize(p->scRes);
|
|
}
|
|
|
|
glState.blend.pushSet(false);
|
|
|
|
for (int i = 0; i < duration; ++i)
|
|
{
|
|
/* We need to clean up transMap properly before
|
|
* a possible longjmp, so we manually test for
|
|
* shutdown/reset here */
|
|
if (p->threadData->rqTerm)
|
|
{
|
|
glState.blend.pop();
|
|
delete transMap;
|
|
p->shutdown();
|
|
return;
|
|
}
|
|
|
|
if (p->threadData->rqReset)
|
|
{
|
|
glState.blend.pop();
|
|
delete transMap;
|
|
scriptBinding->reset();
|
|
return;
|
|
}
|
|
|
|
p->checkSyncLock();
|
|
|
|
const float prog = i * (1.0 / duration);
|
|
|
|
if (transMap)
|
|
{
|
|
transShader.bind();
|
|
transShader.setProg(prog);
|
|
}
|
|
else
|
|
{
|
|
simpleShader.bind();
|
|
simpleShader.setProg(prog);
|
|
}
|
|
|
|
/* Draw the composed frame to a buffer first
|
|
* (we need this because we're skipping PingPong) */
|
|
FBO::bind(p->transBuffer.fbo);
|
|
FBO::clear();
|
|
p->screenQuad.draw();
|
|
|
|
p->checkResize();
|
|
|
|
/* Then blit it flipped and scaled to the screen */
|
|
FBO::unbind();
|
|
FBO::clear();
|
|
|
|
GLMeta::blitBeginScreen(Vec2i(p->winSize));
|
|
GLMeta::blitSource(p->transBuffer);
|
|
p->metaBlitBufferFlippedScaled();
|
|
GLMeta::blitEnd();
|
|
|
|
p->swapGLBuffer();
|
|
}
|
|
|
|
glState.blend.pop();
|
|
|
|
delete transMap;
|
|
|
|
p->frozen = false;
|
|
}
|
|
|
|
void Graphics::frameReset()
|
|
{
|
|
p->fpsLimiter.resetFrameAdjust();
|
|
}
|
|
|
|
static void guardDisposed() {}
|
|
|
|
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);
|
|
|
|
if (p->threadData->config.syncToRefreshrate)
|
|
return;
|
|
|
|
if (p->threadData->config.fixedFramerate > 0)
|
|
return;
|
|
|
|
p->fpsLimiter.setDesiredFPS(p->frameRate);
|
|
}
|
|
|
|
void Graphics::wait(int duration)
|
|
{
|
|
for (int i = 0; i < duration; ++i)
|
|
{
|
|
p->checkShutDownReset();
|
|
p->redrawScreen();
|
|
}
|
|
}
|
|
|
|
void Graphics::fadeout(int duration)
|
|
{
|
|
FBO::unbind();
|
|
|
|
float curr = p->brightness;
|
|
float diff = 255.0 - curr;
|
|
|
|
for (int i = duration-1; i > -1; --i)
|
|
{
|
|
setBrightness(diff + (curr / duration) * i);
|
|
|
|
if (p->frozen)
|
|
{
|
|
GLMeta::blitBeginScreen(p->scSize);
|
|
GLMeta::blitSource(p->frozenScene);
|
|
|
|
FBO::clear();
|
|
p->metaBlitBufferFlippedScaled();
|
|
|
|
GLMeta::blitEnd();
|
|
|
|
p->swapGLBuffer();
|
|
}
|
|
else
|
|
{
|
|
update();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Graphics::fadein(int duration)
|
|
{
|
|
FBO::unbind();
|
|
|
|
float curr = p->brightness;
|
|
float diff = 255.0 - curr;
|
|
|
|
for (int i = 1; i <= duration; ++i)
|
|
{
|
|
setBrightness(curr + (diff / duration) * i);
|
|
|
|
if (p->frozen)
|
|
{
|
|
GLMeta::blitBeginScreen(p->scSize);
|
|
GLMeta::blitSource(p->frozenScene);
|
|
|
|
FBO::clear();
|
|
p->metaBlitBufferFlippedScaled();
|
|
|
|
GLMeta::blitEnd();
|
|
|
|
p->swapGLBuffer();
|
|
}
|
|
else
|
|
{
|
|
update();
|
|
}
|
|
}
|
|
}
|
|
|
|
Bitmap *Graphics::snapToBitmap()
|
|
{
|
|
Bitmap *bitmap = new Bitmap(width(), height());
|
|
|
|
p->compositeToBuffer(bitmap->getGLTypes());
|
|
|
|
/* Taint entire bitmap */
|
|
bitmap->taintArea(IntRect(0, 0, width(), height()));
|
|
|
|
return bitmap;
|
|
}
|
|
|
|
int Graphics::width() const
|
|
{
|
|
return p->scRes.x;
|
|
}
|
|
|
|
int Graphics::height() const
|
|
{
|
|
return p->scRes.y;
|
|
}
|
|
|
|
void Graphics::resizeScreen(int width, int height)
|
|
{
|
|
width = clamp(width, 1, 640);
|
|
height = clamp(height, 1, 480);
|
|
|
|
Vec2i size(width, height);
|
|
|
|
if (p->scRes == size)
|
|
return;
|
|
|
|
p->scRes = size;
|
|
|
|
p->screen.setResolution(width, height);
|
|
|
|
TEX::bind(p->frozenScene.tex);
|
|
TEX::allocEmpty(width, height);
|
|
TEX::bind(p->currentScene.tex);
|
|
TEX::allocEmpty(width, height);
|
|
|
|
FloatRect screenRect(0, 0, width, height);
|
|
p->screenQuad.setTexPosRect(screenRect, screenRect);
|
|
|
|
TEX::bind(p->transBuffer.tex);
|
|
TEX::allocEmpty(width, height);
|
|
|
|
shState->eThread().requestWindowResize(width, height);
|
|
}
|
|
|
|
DEF_ATTR_RD_SIMPLE(Graphics, Brightness, int, p->brightness)
|
|
|
|
void Graphics::setBrightness(int value)
|
|
{
|
|
value = clamp(value, 0, 255);
|
|
|
|
if (p->brightness == value)
|
|
return;
|
|
|
|
p->brightness = value;
|
|
p->screen.setBrightness(value / 255.0);
|
|
}
|
|
|
|
void Graphics::reset()
|
|
{
|
|
/* Dispose all live Disposables */
|
|
IntruListLink<Disposable> *iter;
|
|
|
|
for (iter = p->dispList.begin();
|
|
iter != p->dispList.end();
|
|
iter = iter->next)
|
|
{
|
|
iter->data->dispose();
|
|
}
|
|
|
|
p->dispList.clear();
|
|
|
|
/* Reset attributes (frame count not included) */
|
|
p->fpsLimiter.resetFrameAdjust();
|
|
p->frozen = false;
|
|
p->screen.getPP().clearBuffers();
|
|
|
|
setFrameRate(DEF_FRAMERATE);
|
|
setBrightness(255);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
Scene *Graphics::getScreen() const
|
|
{
|
|
return &p->screen;
|
|
}
|
|
|
|
void Graphics::repaintWait(const AtomicFlag &exitCond, bool checkReset)
|
|
{
|
|
if (exitCond)
|
|
return;
|
|
|
|
/* Repaint the screen with the last good frame we drew */
|
|
TEXFBO &lastFrame = p->screen.getPP().frontBuffer();
|
|
GLMeta::blitBeginScreen(p->winSize);
|
|
GLMeta::blitSource(lastFrame);
|
|
|
|
while (!exitCond)
|
|
{
|
|
shState->checkShutdown();
|
|
|
|
if (checkReset)
|
|
shState->checkReset();
|
|
|
|
FBO::clear();
|
|
p->metaBlitBufferFlippedScaled();
|
|
SDL_GL_SwapWindow(p->threadData->window);
|
|
p->fpsLimiter.delay();
|
|
|
|
p->threadData->ethread->notifyFrame();
|
|
}
|
|
|
|
GLMeta::blitEnd();
|
|
}
|
|
|
|
void Graphics::addDisposable(Disposable *d)
|
|
{
|
|
p->dispList.append(d->link);
|
|
}
|
|
|
|
void Graphics::remDisposable(Disposable *d)
|
|
{
|
|
p->dispList.remove(d->link);
|
|
}
|