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Move V-DrawCustomFadeScreen to D_Display
TODO: This is steenky. Essentially immediately tint the geometry and players the latest possible place it is safe to do so, with the magic of the software-exclusive fade. This would ideally be handled with a shader so that GL and any future hwr2-native renderer can get in on the action too.
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3 changed files with 22 additions and 5 deletions
13
src/d_main.c
13
src/d_main.c
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@ -580,6 +580,19 @@ static void D_Display(void)
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// rhi: display the software framebuffer to the screen
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if (rendermode == render_soft)
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{
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// TODO: THIS SHOULD IDEALLY BE IN REGULAR HUD CODE !!
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// (st_stuff.c ST_Drawer, also duplicated in k_podium.c)
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// Unfortunately this is the latest place we can do it
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// If we could immediately tint the GPU data a lot
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// of problems could be solved (including GL support)
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if (gamestate != GS_TITLESCREEN
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&& G_GamestateUsesLevel() == true
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&& timeinmap < 16)
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{
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// Level fade-in
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V_DrawCustomFadeScreen(((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), 31-(timeinmap*2));
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}
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VID_DisplaySoftwareScreen();
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}
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@ -601,11 +601,12 @@ void K_CeremonyDrawer(void)
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}
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}
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if (timeinmap < 16)
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// See d_main.c and V_DrawCustomFadeScreen for the hacks that prevents this being here
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/*if (timeinmap < 16)
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{
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// Level fade-in
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V_DrawCustomFadeScreen(((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), 31-(timeinmap*2));
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}
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}*/
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if (podiumData.state == PODIUM_STATES)
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{
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@ -1491,9 +1491,12 @@ void ST_Drawer(void)
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ST_MayonakaStatic();
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}
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// Draw a fade on level opening
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if (timeinmap < 16)
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V_DrawCustomFadeScreen(((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), 31-(timeinmap*2)); // Then gradually fade out from there
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// See d_main.c and V_DrawCustomFadeScreen for the hacks that prevents this being here
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/*if (timeinmap < 16)
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{
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// Level fade-in
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V_DrawCustomFadeScreen(((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), 31-(timeinmap*2));
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}*/
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if (stagetitle)
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ST_drawTitleCard();
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