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Aquaria/BBGE/ScreenTransition.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "ScreenTransition.h"
#include "Core.h"
ScreenTransition::ScreenTransition() : RenderObject()
{
createTexture();
cull = false;
followCamera = 1;
alpha = 0;
}
void ScreenTransition::createTexture()
{
width = core->getVirtualWidth();
height = core->getVirtualHeight();
windowWidth = core->getWindowWidth();
windowHeight = core->getWindowHeight();
textureWidth = windowWidth;
textureHeight = windowHeight;
sizePowerOf2Texture(textureWidth);
sizePowerOf2Texture(textureHeight);
/*
if (windowWidth>1024)
{
textureWidth = 2048;
textureHeight = 1024;
}
*/
#ifdef BBGE_BUILD_OPENGL
//create our texture
glGenTextures(1,&screen_texture);
glBindTexture(GL_TEXTURE_2D, screen_texture);
//GL_NEAREST
// vs
//GL_LINEAR
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); //GL_NEAREST); //GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); //GL_NEAREST); //GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,0,3, textureWidth, textureHeight, 0 , GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D,0);
#endif
/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
*/
}
void ScreenTransition::destroyTexture()
{
#ifdef BBGE_BUILD_OPENGL
if (screen_texture)
{
glDeleteTextures(1, &screen_texture);
screen_texture = 0;
}
#endif
}
void ScreenTransition::unloadDevice()
{
RenderObject::unloadDevice();
destroyTexture();
}
void ScreenTransition::reloadDevice()
{
RenderObject::reloadDevice();
createTexture();
}
void ScreenTransition::capture()
{
core->render();
/*
std::ostringstream os;
os << "windowWidth [" << windowWidth << "] windowHeight [" << windowHeight << "]";
errorLog(os.str());
*/
#ifdef BBGE_BUILD_OPENGL
if (screen_texture)
{
glBindTexture(GL_TEXTURE_2D,screen_texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, windowWidth, windowHeight);
glBindTexture(GL_TEXTURE_2D, 0);
}
#endif
core->showBuffer();
}
void ScreenTransition::go(float time)
{
capture();
transition(time);
}
void ScreenTransition::transition(float time)
{
core->resetTimer();
alpha = 1;
alpha.interpolateTo(0, time);
}
bool ScreenTransition::isGoing()
{
return alpha.isInterpolating();
}
void ScreenTransition::onRender()
{
if (alpha.x == 0) return;
#ifdef BBGE_BUILD_OPENGL
float width2 = float(width)/2;
float height2 = float(height)/2;
const float pw = float(windowWidth)/float(textureWidth);
const float ph = float(windowHeight)/float(textureHeight);
/*
std::ostringstream os;
os << "wh(" << width2 << ", " << height2 << ") p(" << pw << ", " << ph << ")";
debugLog(os.str());
*/
glBindTexture(GL_TEXTURE_2D, screen_texture);
//glBindTexture(GL_TEXTURE_2D, 0);
// 16/10 = 1.6
// 16/9 = 1.77777
// 4/3 = 1.33333
// fix slight offset in 16/10 resolution
// only on mac?
#if 0 //def BBGE_BUILD_MACOSX
float aspect = float(core->width) / float(core->height);
float checkAspect = 16.0f/10.0f;
if (fabsf(aspect - checkAspect) < 0.01f)
{
glTranslatef(0.5f,0.0f,0.0f);
}
#endif
glBegin(GL_QUADS);
//glNormal3f( 0.0f, 0.0f, 1.0f);
//glColor4f(color.x, color.y, color.z, alpha.getValue());
glTexCoord2d(0, 0);
glVertex3f(-width2, height2, 0.0);
glTexCoord2d(pw, 0);
glVertex3f( width2, height2, 0.0);
glTexCoord2d(pw, ph);
glVertex3f( width2, -height2, 0.0);
glTexCoord2d(0, ph);
glVertex3f(-width2, -height2, 0.0);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
RenderObject::lastTextureApplied = 0;
#endif
}