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Aquaria/BBGE/ScreenTransition.cpp
fgenesis 68b3c61852 Add RenderState to be passed through the scene graph
This will eventually handle all mutable state during rendering
2022-05-20 01:04:19 +02:00

141 lines
3.2 KiB
C++

/*
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"
#include "RenderBase.h"
ScreenTransition::ScreenTransition() : RenderObject()
{
screen_texture = 0;
cull = false;
followCamera = 1;
alpha = 0;
createTexture();
}
void ScreenTransition::createTexture()
{
destroyTexture();
width = core->getVirtualWidth();
height = core->getVirtualHeight();
windowWidth = core->getWindowWidth();
windowHeight = core->getWindowHeight();
textureWidth = windowWidth;
textureHeight = windowHeight;
sizePowerOf2Texture(textureWidth);
sizePowerOf2Texture(textureHeight);
//create our texture
glGenTextures(1,&screen_texture);
glBindTexture(GL_TEXTURE_2D, screen_texture);
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);
}
void ScreenTransition::destroyTexture()
{
if (screen_texture)
{
glDeleteTextures(1, &screen_texture);
screen_texture = 0;
}
}
void ScreenTransition::unloadDevice()
{
RenderObject::unloadDevice();
destroyTexture();
}
void ScreenTransition::reloadDevice()
{
RenderObject::reloadDevice();
createTexture();
}
void ScreenTransition::capture()
{
assert(screen_texture);
core->render();
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);
}
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(const RenderState& rs) const
{
if (alpha.x == 0) return;
float width2 = float(width)/2;
float height2 = float(height)/2;
const float pw = float(windowWidth)/float(textureWidth);
const float ph = float(windowHeight)/float(textureHeight);
glBindTexture(GL_TEXTURE_2D, screen_texture);
glBegin(GL_QUADS);
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;
}