mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
8472718fb7
This untangles some of the gigantic kitchen sink headers in an attempt to split things into smaller files. Also don't include gl.h, glext.h, windows.h, and other such nonsense *everywhere*. Lots of cleanups on the way too. More dead/unused code removal. Remove incrFlag(), decrFlag() Lua functions.
162 lines
3.4 KiB
C++
162 lines
3.4 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()
|
|
{
|
|
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);
|
|
|
|
|
|
|
|
//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);
|
|
|
|
|
|
}
|
|
|
|
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()
|
|
{
|
|
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()
|
|
{
|
|
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);
|
|
|
|
|
|
|
|
#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);
|
|
|
|
|
|
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;
|
|
}
|
|
|