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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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190
BBGE/ScreenTransition.cpp
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190
BBGE/ScreenTransition.cpp
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "ScreenTransition.h"
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#include "Core.h"
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ScreenTransition::ScreenTransition() : RenderObject()
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{
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createTexture();
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cull = false;
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followCamera = 1;
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alpha = 0;
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}
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void ScreenTransition::createTexture()
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{
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width = core->getVirtualWidth();
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height = core->getVirtualHeight();
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windowWidth = core->getWindowWidth();
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windowHeight = core->getWindowHeight();
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textureWidth = windowWidth;
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textureHeight = windowHeight;
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sizePowerOf2Texture(textureWidth);
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sizePowerOf2Texture(textureHeight);
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/*
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if (windowWidth>1024)
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{
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textureWidth = 2048;
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textureHeight = 1024;
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}
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*/
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#ifdef BBGE_BUILD_OPENGL
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//create our texture
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glGenTextures(1,&screen_texture);
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glBindTexture(GL_TEXTURE_2D, screen_texture);
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//GL_NEAREST
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// vs
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//GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); //GL_NEAREST); //GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); //GL_NEAREST); //GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D,0,3, textureWidth, textureHeight, 0 , GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D,0);
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#endif
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/*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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*/
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}
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void ScreenTransition::destroyTexture()
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{
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#ifdef BBGE_BUILD_OPENGL
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if (screen_texture)
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{
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glDeleteTextures(1, &screen_texture);
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screen_texture = 0;
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}
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#endif
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}
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void ScreenTransition::unloadDevice()
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{
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RenderObject::unloadDevice();
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destroyTexture();
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}
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void ScreenTransition::reloadDevice()
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{
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RenderObject::reloadDevice();
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createTexture();
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}
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void ScreenTransition::capture()
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{
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core->render();
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/*
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std::ostringstream os;
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os << "windowWidth [" << windowWidth << "] windowHeight [" << windowHeight << "]";
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errorLog(os.str());
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*/
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#ifdef BBGE_BUILD_OPENGL
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if (screen_texture)
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{
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glBindTexture(GL_TEXTURE_2D,screen_texture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, windowWidth, windowHeight);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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#endif
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core->showBuffer();
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}
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void ScreenTransition::go(float time)
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{
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capture();
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transition(time);
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}
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void ScreenTransition::transition(float time)
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{
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core->resetTimer();
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alpha = 1;
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alpha.interpolateTo(0, time);
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}
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bool ScreenTransition::isGoing()
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{
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return alpha.isInterpolating();
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}
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void ScreenTransition::onRender()
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{
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if (alpha.x == 0) return;
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#ifdef BBGE_BUILD_OPENGL
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float width2 = float(width)/2;
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float height2 = float(height)/2;
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const float pw = float(windowWidth)/float(textureWidth);
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const float ph = float(windowHeight)/float(textureHeight);
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/*
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std::ostringstream os;
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os << "wh(" << width2 << ", " << height2 << ") p(" << pw << ", " << ph << ")";
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debugLog(os.str());
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*/
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glBindTexture(GL_TEXTURE_2D, screen_texture);
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//glBindTexture(GL_TEXTURE_2D, 0);
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// 16/10 = 1.6
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// 16/9 = 1.77777
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// 4/3 = 1.33333
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// fix slight offset in 16/10 resolution
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// only on mac?
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#if 0 //def BBGE_BUILD_MACOSX
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float aspect = float(core->width) / float(core->height);
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float checkAspect = 16.0f/10.0f;
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if (fabsf(aspect - checkAspect) < 0.01f)
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{
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glTranslatef(0.5f,0.0f,0.0f);
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}
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#endif
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glBegin(GL_QUADS);
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//glNormal3f( 0.0f, 0.0f, 1.0f);
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//glColor4f(color.x, color.y, color.z, alpha.getValue());
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glTexCoord2d(0, 0);
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glVertex3f(-width2, height2, 0.0);
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glTexCoord2d(pw, 0);
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glVertex3f( width2, height2, 0.0);
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glTexCoord2d(pw, ph);
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glVertex3f( width2, -height2, 0.0);
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glTexCoord2d(0, ph);
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glVertex3f(-width2, -height2, 0.0);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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RenderObject::lastTextureApplied = 0;
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#endif
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}
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