mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'genesis-wipe' into 'master'
Genesis-style wipes See merge request KartKrew/Kart!164
This commit is contained in:
commit
eb7f662654
11 changed files with 281 additions and 118 deletions
11
src/d_main.c
11
src/d_main.c
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@ -308,13 +308,6 @@ static void D_Display(void)
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wipedefindex = gamestate; // wipe_xxx_toblack
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if (gamestate == GS_TITLESCREEN && wipegamestate != GS_INTRO)
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wipedefindex = wipe_timeattack_toblack;
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else if (gamestate == GS_INTERMISSION)
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{
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if (intertype == int_spec) // Special Stage
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wipedefindex = wipe_specinter_toblack;
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else //if (intertype != int_coop) // Multiplayer
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wipedefindex = wipe_multinter_toblack;
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}
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if (rendermode != render_none)
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{
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@ -325,7 +318,7 @@ static void D_Display(void)
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
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F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK, "FADEMAP0", false, false);
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}
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if (gamestate != GS_LEVEL && rendermode != render_none)
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@ -556,7 +549,7 @@ static void D_Display(void)
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if (rendermode != render_none)
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{
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
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F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK, "FADEMAP0", true, false);
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}
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}
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@ -3257,29 +3257,13 @@ static void readwipes(MYFILE *f)
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_intermission_final;
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}
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else if (fastncmp(word, "SPECINTER_", 10))
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{
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pword = word + 10;
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if (fastcmp(pword, "TOBLACK"))
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wipeoffset = wipe_specinter_toblack;
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_specinter_final;
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}
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else if (fastncmp(word, "VOTING_", 7))
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{
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pword = word + 7;
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if (fastcmp(pword, "TOBLACK"))
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wipeoffset = wipe_specinter_toblack;
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wipeoffset = wipe_voting_toblack;
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_specinter_final;
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}
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else if (fastncmp(word, "MULTINTER_", 10))
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{
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pword = word + 10;
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if (fastcmp(pword, "TOBLACK"))
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wipeoffset = wipe_multinter_toblack;
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_multinter_final;
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wipeoffset = wipe_voting_final;
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}
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else if (fastncmp(word, "CONTINUING_", 11))
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{
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@ -3331,11 +3315,13 @@ static void readwipes(MYFILE *f)
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_gameend_final;
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}
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else if (fastncmp(word, "SPECLEVEL_", 10))
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else if (fastncmp(word, "ENCORE_", 7))
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{
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pword = word + 10;
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if (fastcmp(pword, "TOWHITE"))
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wipeoffset = wipe_speclevel_towhite;
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pword = word + 7;
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if (fastcmp(pword, "TOINVERT"))
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wipeoffset = wipe_encore_toinvert;
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else if (fastcmp(pword, "TOWHITE"))
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wipeoffset = wipe_encore_towhite;
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}
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if (wipeoffset < 0)
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@ -3345,10 +3331,10 @@ static void readwipes(MYFILE *f)
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}
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if (value == UINT8_MAX
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&& (wipeoffset <= wipe_level_toblack || wipeoffset >= wipe_speclevel_towhite))
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&& (wipeoffset <= wipe_level_toblack || wipeoffset >= wipe_encore_toinvert))
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{
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// Cannot disable non-toblack wipes
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// (or the level toblack wipe, or the special towhite wipe)
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// (or the level toblack wipe, or the special encore wipe)
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deh_warning("Wipes: can't disable wipe of type '%s'", word);
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continue;
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}
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@ -220,7 +220,7 @@ void F_StartIntro(void)
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipe_level_final], false);
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F_RunWipe(wipedefs[wipe_intro_toblack], false, "FADEMAP0", false, false);
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}
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if (introtoplay)
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@ -306,7 +306,7 @@ void F_IntroDrawer(void)
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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F_WipeEndScreen();
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F_RunWipe(99,true);
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F_RunWipe(99, true, "FADEMAP0", false, false);
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}
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// Stay on black for a bit. =)
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@ -1420,7 +1420,7 @@ void F_CutsceneDrawer(void)
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, cutscenes[cutnum]->scene[scenenum].fadecolor);
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F_WipeEndScreen();
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F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true);
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F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true, NULL, false, false);
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F_WipeStartScreen();
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}
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@ -1440,7 +1440,7 @@ void F_CutsceneDrawer(void)
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if (dofadenow && rendermode != render_none)
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{
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F_WipeEndScreen();
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F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true);
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F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true, NULL, false, false);
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}
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V_DrawString(textxpos, textypos, 0, cutscene_disptext);
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@ -74,12 +74,13 @@ extern INT32 lastwipetic;
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void F_WipeStartScreen(void);
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void F_WipeEndScreen(void);
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void F_RunWipe(UINT8 wipetype, boolean drawMenu);
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void F_RunWipe(UINT8 wipetype, boolean drawMenu, const char *colormap, boolean reverse, boolean encorewiggle);
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enum
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{
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wipe_credits_intermediate, // makes a good 0 I guess.
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// Gamestate wipes
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wipe_level_toblack,
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wipe_intermission_toblack,
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wipe_voting_toblack,
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@ -92,11 +93,11 @@ enum
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wipe_intro_toblack,
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wipe_cutscene_toblack,
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// custom intermissions
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wipe_specinter_toblack,
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wipe_multinter_toblack,
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wipe_speclevel_towhite,
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// Specialized wipes
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wipe_encore_toinvert,
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wipe_encore_towhite,
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// "From black" wipes
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wipe_level_final,
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wipe_intermission_final,
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wipe_voting_final,
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@ -109,10 +110,6 @@ enum
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wipe_intro_final,
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wipe_cutscene_final,
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// custom intermissions
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wipe_specinter_final,
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wipe_multinter_final,
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NUMWIPEDEFS,
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WIPEFINALSHIFT = wipe_level_final - wipe_level_toblack
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};
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147
src/f_wipe.c
147
src/f_wipe.c
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@ -16,8 +16,10 @@
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#include "i_video.h"
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#include "v_video.h"
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#include "r_data.h" // NearestColor
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#include "r_draw.h" // transtable
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#include "p_pspr.h" // tr_transxxx
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#include "w_wad.h"
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#include "z_zone.h"
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@ -47,35 +49,31 @@ UINT8 wipedefs[NUMWIPEDEFS] = {
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99, // wipe_credits_intermediate (0)
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0, // wipe_level_toblack
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UINT8_MAX, // wipe_intermission_toblack
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0, // wipe_intermission_toblack
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0, // wipe_voting_toblack,
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UINT8_MAX, // wipe_continuing_toblack
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3, // wipe_titlescreen_toblack
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0, // wipe_continuing_toblack
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0, // wipe_titlescreen_toblack
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0, // wipe_timeattack_toblack
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99, // wipe_credits_toblack
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0, // wipe_evaluation_toblack
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0, // wipe_gameend_toblack
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UINT8_MAX, // wipe_intro_toblack (hardcoded)
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UINT8_MAX, // wipe_cutscene_toblack (hardcoded)
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99, // wipe_cutscene_toblack (hardcoded)
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UINT8_MAX, // wipe_specinter_toblack
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UINT8_MAX, // wipe_multinter_toblack
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99, // wipe_speclevel_towhite
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72, // wipe_encore_toinvert
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99, // wipe_encore_towhite
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3, // wipe_level_final
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UINT8_MAX, // wipe_level_final
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0, // wipe_intermission_final
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0, // wipe_voting_final
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0, // wipe_continuing_final
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3, // wipe_titlescreen_final
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0, // wipe_titlescreen_final
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0, // wipe_timeattack_final
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99, // wipe_credits_final
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0, // wipe_evaluation_final
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0, // wipe_gameend_final
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99, // wipe_intro_final (hardcoded)
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99, // wipe_cutscene_final (hardcoded)
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0, // wipe_specinter_final
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0 // wipe_multinter_final
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99 // wipe_cutscene_final (hardcoded)
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};
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//--------------------------------------------------------------------------
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@ -86,9 +84,13 @@ boolean WipeInAction = false;
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INT32 lastwipetic = 0;
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#ifndef NOWIPE
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#define GENLEN 31
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static UINT8 *wipe_scr_start; //screen 3
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static UINT8 *wipe_scr_end; //screen 4
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static UINT8 *wipe_scr; //screen 0 (main drawing)
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static UINT8 pallen;
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static fixed_t paldiv;
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/** Create fademask_t from lump
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@ -181,7 +183,7 @@ static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
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*
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* \param fademask pixels to change
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*/
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static void F_DoWipe(fademask_t *fademask)
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static void F_DoWipe(fademask_t *fademask, lighttable_t *fadecolormap, boolean reverse)
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{
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// Software mask wipe -- optimized; though it might not look like it!
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// Okay, to save you wondering *how* this is more optimized than the simpler
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@ -199,6 +201,10 @@ static void F_DoWipe(fademask_t *fademask)
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// look a little messy; sorry!) but it simultaneously runs at twice the speed.
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// In addition, we precalculate all the X and Y positions that we need to draw
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// from and to, so it uses a little extra memory, but again, helps it run faster.
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// ---
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// Sal: I kinda destroyed some of this code by introducing Genesis-style fades.
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// A colormap can be provided in F_RunWipe, which the white/black values will be
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// remapped to the appropriate entry in the fade colormap.
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{
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// wipe screen, start, end
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UINT8 *w = wipe_scr;
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@ -242,6 +248,8 @@ static void F_DoWipe(fademask_t *fademask)
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maskx = masky = 0;
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do
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{
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UINT8 m = *mask;
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draw_rowstart = scrxpos[maskx];
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draw_rowend = scrxpos[maskx + 1];
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draw_linestart = scrypos[masky];
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@ -250,28 +258,31 @@ static void F_DoWipe(fademask_t *fademask)
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relativepos = (draw_linestart * vid.width) + draw_rowstart;
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draw_linestogo = draw_lineend - draw_linestart;
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if (*mask == 0)
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if (reverse)
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m = ((pallen-1) - m);
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if (m == 0)
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{
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// shortcut - memcpy source to work
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while (draw_linestogo--)
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{
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M_Memcpy(w_base+relativepos, s_base+relativepos, draw_rowend-draw_rowstart);
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M_Memcpy(w_base+relativepos, (reverse ? e_base : s_base)+relativepos, draw_rowend-draw_rowstart);
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relativepos += vid.width;
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}
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}
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else if (*mask == 10)
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else if (m >= (pallen-1))
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{
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// shortcut - memcpy target to work
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while (draw_linestogo--)
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{
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M_Memcpy(w_base+relativepos, e_base+relativepos, draw_rowend-draw_rowstart);
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M_Memcpy(w_base+relativepos, (reverse ? s_base : e_base)+relativepos, draw_rowend-draw_rowstart);
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relativepos += vid.width;
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}
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}
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else
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{
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// pointer to transtable that this mask would use
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transtbl = transtables + ((9 - *mask)<<FF_TRANSSHIFT);
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transtbl = transtables + ((9 - m)<<FF_TRANSSHIFT);
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// DRAWING LOOP
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while (draw_linestogo--)
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@ -282,7 +293,17 @@ static void F_DoWipe(fademask_t *fademask)
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draw_rowstogo = draw_rowend - draw_rowstart;
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while (draw_rowstogo--)
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*w++ = transtbl[ ( *e++ << 8 ) + *s++ ];
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{
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if (fadecolormap != NULL)
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{
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if (reverse)
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*w++ = fadecolormap[ ( m << 8 ) + *e++ ];
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else
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*w++ = fadecolormap[ ( m << 8 ) + *s++ ];
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}
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else
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*w++ = transtbl[ ( *e++ << 8 ) + *s++ ];
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}
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relativepos += vid.width;
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}
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@ -334,20 +355,86 @@ void F_WipeEndScreen(void)
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#endif
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}
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/** Wiggle post processor for encore wipes
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*/
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static void F_DoEncoreWiggle(UINT8 time)
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{
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UINT8 *tmpscr = wipe_scr_start;
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UINT8 *srcscr = wipe_scr;
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angle_t disStart = (time * 128) & FINEMASK;
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INT32 y, sine, newpix, scanline;
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for (y = 0; y < vid.height; y++)
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{
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sine = (FINESINE(disStart) * (time*12))>>FRACBITS;
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scanline = y / vid.dupy;
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if (scanline & 1)
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sine = -sine;
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newpix = abs(sine);
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if (sine < 0)
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{
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M_Memcpy(&tmpscr[(y*vid.width)+newpix], &srcscr[(y*vid.width)], vid.width-newpix);
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// Cleanup edge
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while (newpix)
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{
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tmpscr[(y*vid.width)+newpix] = srcscr[(y*vid.width)];
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newpix--;
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}
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}
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else
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{
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M_Memcpy(&tmpscr[(y*vid.width)], &srcscr[(y*vid.width) + sine], vid.width-newpix);
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// Cleanup edge
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while (newpix)
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{
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tmpscr[(y*vid.width) + vid.width - newpix] = srcscr[(y*vid.width) + (vid.width-1)];
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newpix--;
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}
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}
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disStart += (time*8); //the offset into the displacement map, increment each game loop
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disStart &= FINEMASK; //clip it to FINEMASK
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}
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}
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/** After setting up the screens you want to wipe,
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* calling this will do a 'typical' wipe.
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*/
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void F_RunWipe(UINT8 wipetype, boolean drawMenu)
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void F_RunWipe(UINT8 wipetype, boolean drawMenu, const char *colormap, boolean reverse, boolean encorewiggle)
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{
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#ifdef NOWIPE
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(void)wipetype;
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(void)drawMenu;
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(void)colormap;
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(void)reverse;
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(void)encorewiggle;
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#else
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tic_t nowtime;
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UINT8 wipeframe = 0;
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fademask_t *fmask;
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paldiv = FixedDiv(257<<FRACBITS, 11<<FRACBITS);
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lumpnum_t clump = LUMPERROR;
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lighttable_t *fcolor = NULL;
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if (colormap != NULL)
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clump = W_GetNumForName(colormap);
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if (clump != LUMPERROR && wipetype != UINT8_MAX)
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{
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pallen = 32;
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fcolor = Z_MallocAlign((256 * pallen), PU_STATIC, NULL, 8);
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W_ReadLump(clump, fcolor);
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}
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else
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{
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pallen = 11;
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reverse = false;
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}
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|
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paldiv = FixedDiv(257<<FRACBITS, pallen<<FRACBITS);
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|
||||
// Init the wipe
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WipeInAction = true;
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||||
|
|
@ -372,7 +459,14 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
|
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HWR_DoWipe(wipetype, wipeframe-1); // send in the wipe type and wipeframe because we need to cache the graphic
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||||
else
|
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#endif
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F_DoWipe(fmask);
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||||
F_DoWipe(fmask, fcolor, reverse);
|
||||
|
||||
#ifndef HWRENDER
|
||||
if (encorewiggle)
|
||||
F_DoEncoreWiggle(wipeframe); // Can't think of a better way to run this on fades, unfortunately.
|
||||
#endif
|
||||
|
||||
|
||||
I_OsPolling();
|
||||
I_UpdateNoBlit();
|
||||
|
||||
|
|
@ -386,6 +480,13 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
|
|||
|
||||
NetKeepAlive(); // Update the network so we don't cause timeouts
|
||||
}
|
||||
|
||||
WipeInAction = false;
|
||||
|
||||
if (fcolor)
|
||||
{
|
||||
Z_Free(fcolor);
|
||||
fcolor = NULL;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2780,7 +2780,7 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
// use gamemap to get map number.
|
||||
// 99% of the things already did, so.
|
||||
// Map header should always be in place at this point
|
||||
INT32 i, loadprecip = 1, ranspecialwipe = 0;
|
||||
INT32 i, loadprecip = 1;
|
||||
INT32 loademblems = 1;
|
||||
INT32 fromnetsave = 0;
|
||||
boolean loadedbm = false;
|
||||
|
|
@ -2859,36 +2859,50 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
|
||||
S_StartSound(NULL, sfx_ruby1);
|
||||
|
||||
// Fade to an inverted screen, with a circle fade...
|
||||
F_WipeStartScreen();
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 209);
|
||||
|
||||
V_EncoreInvertScreen();
|
||||
F_WipeEndScreen();
|
||||
F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
|
||||
|
||||
F_RunWipe(wipedefs[wipe_encore_toinvert], false, NULL, false, false);
|
||||
|
||||
// Hold on invert for extra effect.
|
||||
// (This define might be useful for other areas of code? Not sure)
|
||||
#define WAIT(timetowait) \
|
||||
locstarttime = nowtime = lastwipetic; \
|
||||
endtime = locstarttime + timetowait; \
|
||||
while (nowtime < endtime) \
|
||||
{ \
|
||||
while (!((nowtime = I_GetTime()) - lastwipetic)) \
|
||||
I_Sleep(); \
|
||||
lastwipetic = nowtime; \
|
||||
if (moviemode) \
|
||||
M_SaveFrame(); \
|
||||
NetKeepAlive(); \
|
||||
} \
|
||||
|
||||
WAIT((3*TICRATE)/2);
|
||||
S_StartSound(NULL, sfx_ruby2);
|
||||
|
||||
// Then fade to a white screen
|
||||
F_WipeStartScreen();
|
||||
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 0);
|
||||
|
||||
F_WipeEndScreen();
|
||||
F_RunWipe(wipedefs[wipe_level_final], false);
|
||||
|
||||
locstarttime = nowtime = lastwipetic;
|
||||
endtime = locstarttime + (3*TICRATE)/2;
|
||||
F_RunWipe(wipedefs[wipe_encore_towhite], false, "FADEMAP1", false, true); // wiggle the screen during this!
|
||||
|
||||
// Hold on white for extra effect.
|
||||
while (nowtime < endtime)
|
||||
{
|
||||
// wait loop
|
||||
while (!((nowtime = I_GetTime()) - lastwipetic))
|
||||
I_Sleep();
|
||||
lastwipetic = nowtime;
|
||||
if (moviemode) // make sure we save frames for the white hold too
|
||||
M_SaveFrame();
|
||||
// THEN fade to a black screen.
|
||||
F_WipeStartScreen();
|
||||
|
||||
// Keep the network alive
|
||||
NetKeepAlive();
|
||||
}
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
|
||||
F_WipeEndScreen();
|
||||
|
||||
ranspecialwipe = 1;
|
||||
F_RunWipe(wipedefs[wipe_level_toblack], false, "FADEMAP0", false, false);
|
||||
|
||||
// Wait a bit longer.
|
||||
WAIT((3*TICRATE)/4);
|
||||
}
|
||||
|
||||
// Make sure all sounds are stopped before Z_FreeTags.
|
||||
|
|
@ -2899,17 +2913,18 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
// We should be fine starting it here.
|
||||
S_Start();
|
||||
|
||||
levelfadecol = (encoremode && !ranspecialwipe ? 209 : 0);
|
||||
levelfadecol = (encoremode ? 0 : 31);
|
||||
|
||||
// Let's fade to white here
|
||||
// But only if we didn't do the encore startup wipe
|
||||
if (rendermode != render_none && !ranspecialwipe && !demo.rewinding)
|
||||
if (rendermode != render_none && !demo.rewinding)
|
||||
{
|
||||
F_WipeStartScreen();
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
|
||||
|
||||
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
|
||||
F_WipeEndScreen();
|
||||
F_RunWipe(wipedefs[(encoremode ? wipe_level_final : wipe_level_toblack)], false);
|
||||
|
||||
F_RunWipe(wipedefs[wipe_level_toblack], false, ((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), false, false);
|
||||
}
|
||||
|
||||
// Reset the palette now all fades have been done
|
||||
|
|
|
|||
|
|
@ -1177,7 +1177,6 @@ void R_ClearColormaps(void)
|
|||
//
|
||||
static double deltas[256][3], map[256][3];
|
||||
|
||||
static UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);
|
||||
static int RoundUp(double number);
|
||||
|
||||
#ifdef HASINVERT
|
||||
|
|
@ -1403,7 +1402,7 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
|
|||
|
||||
// Thanks to quake2 source!
|
||||
// utils3/qdata/images.c
|
||||
static UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b)
|
||||
UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b)
|
||||
{
|
||||
int dr, dg, db;
|
||||
int distortion, bestdistortion = 256 * 256 * 4, bestcolor = 0, i;
|
||||
|
|
|
|||
|
|
@ -93,6 +93,7 @@ void R_ReInitColormaps(UINT16 num, lumpnum_t newencoremap);
|
|||
void R_ClearColormaps(void);
|
||||
INT32 R_ColormapNumForName(char *name);
|
||||
INT32 R_CreateColormap(char *p1, char *p2, char *p3);
|
||||
UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);
|
||||
#ifdef HASINVERT
|
||||
void R_MakeInvertmap(void);
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -2134,12 +2134,7 @@ void ST_Drawer(void)
|
|||
ST_MayonakaStatic();
|
||||
}
|
||||
|
||||
// Draw a white fade on level opening
|
||||
if (timeinmap < 15)
|
||||
{
|
||||
if (timeinmap <= 5)
|
||||
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,0); // Pure white on first few frames, to hide SRB2's awful level load artifacts
|
||||
else
|
||||
V_DrawFadeScreen(0, 15-timeinmap); // Then gradually fade out from there
|
||||
}
|
||||
// Draw a fade on level opening
|
||||
if (timeinmap < 16)
|
||||
V_DrawCustomFadeScreen(((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), 32-(timeinmap*2)); // Then gradually fade out from there
|
||||
}
|
||||
|
|
|
|||
103
src/v_video.c
103
src/v_video.c
|
|
@ -1287,28 +1287,75 @@ void V_DrawVhsEffect(boolean rewind)
|
|||
void V_DrawFadeScreen(UINT16 color, UINT8 strength)
|
||||
{
|
||||
#ifdef HWRENDER
|
||||
if (rendermode != render_soft && rendermode != render_none)
|
||||
{
|
||||
HWR_FadeScreenMenuBack(color, strength);
|
||||
return;
|
||||
}
|
||||
if (rendermode != render_soft && rendermode != render_none)
|
||||
{
|
||||
HWR_FadeScreenMenuBack(color, strength);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
{
|
||||
const UINT8 *fadetable =
|
||||
{
|
||||
const UINT8 *fadetable =
|
||||
(color > 0xFFF0) // Grab a specific colormap palette?
|
||||
? R_GetTranslationColormap(color | 0xFFFF0000, strength, GTC_CACHE)
|
||||
: ((color & 0xFF00) // Color is not palette index?
|
||||
? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade.
|
||||
: ((UINT8 *)transtables + ((9-strength)<<FF_TRANSSHIFT) + color*256)); // Else, do TRANSMAP** fade.
|
||||
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
|
||||
UINT8 *buf = screens[0];
|
||||
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
|
||||
UINT8 *buf = screens[0];
|
||||
|
||||
// heavily simplified -- we don't need to know x or y
|
||||
// position when we're doing a full screen fade
|
||||
for (; buf < deststop; ++buf)
|
||||
*buf = fadetable[*buf];
|
||||
}
|
||||
// heavily simplified -- we don't need to know x or y
|
||||
// position when we're doing a full screen fade
|
||||
for (; buf < deststop; ++buf)
|
||||
*buf = fadetable[*buf];
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Fade the screen buffer, using a custom COLORMAP lump.
|
||||
// Split from V_DrawFadeScreen, because that function has
|
||||
// WAY too many options piled on top of it as is. :V
|
||||
//
|
||||
void V_DrawCustomFadeScreen(const char *lump, UINT8 strength)
|
||||
{
|
||||
#ifdef HWRENDER
|
||||
if (rendermode != render_soft && rendermode != render_none)
|
||||
{
|
||||
//HWR_DrawCustomFadeScreen(color, strength);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
{
|
||||
lumpnum_t lumpnum = LUMPERROR;
|
||||
lighttable_t *clm = NULL;
|
||||
|
||||
if (lump != NULL)
|
||||
lumpnum = W_GetNumForName(lump);
|
||||
else
|
||||
return;
|
||||
|
||||
if (lumpnum != LUMPERROR)
|
||||
{
|
||||
clm = Z_MallocAlign((256 * 32), PU_STATIC, NULL, 8);
|
||||
W_ReadLump(lumpnum, clm);
|
||||
|
||||
if (clm != NULL)
|
||||
{
|
||||
const UINT8 *fadetable = ((UINT8 *)clm + strength*256);
|
||||
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
|
||||
UINT8 *buf = screens[0];
|
||||
|
||||
// heavily simplified -- we don't need to know x or y
|
||||
// position when we're doing a full screen fade
|
||||
for (; buf < deststop; ++buf)
|
||||
*buf = fadetable[*buf];
|
||||
|
||||
Z_Free(clm);
|
||||
clm = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Simple translucency with one color, over a set number of lines starting from the top.
|
||||
|
|
@ -1332,6 +1379,34 @@ void V_DrawFadeConsBack(INT32 plines)
|
|||
*buf = consolebgmap[*buf];
|
||||
}
|
||||
|
||||
//
|
||||
// Invert the entire screen, for Encore fades
|
||||
//
|
||||
void V_EncoreInvertScreen(void)
|
||||
{
|
||||
#ifdef HWRENDER
|
||||
if (rendermode != render_soft && rendermode != render_none)
|
||||
{
|
||||
//HWR_EncoreInvertScreen();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
{
|
||||
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
|
||||
UINT8 *buf = screens[0];
|
||||
|
||||
for (; buf < deststop; ++buf)
|
||||
{
|
||||
*buf = NearestColor(
|
||||
256 - pLocalPalette[*buf].s.red,
|
||||
256 - pLocalPalette[*buf].s.green,
|
||||
256 - pLocalPalette[*buf].s.blue
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gets string colormap, used for 0x80 color codes
|
||||
//
|
||||
UINT8 *V_GetStringColormap(INT32 colorflags)
|
||||
|
|
|
|||
|
|
@ -158,8 +158,9 @@ void V_DrawVhsEffect(boolean rewind);
|
|||
|
||||
// fade down the screen buffer before drawing the menu over
|
||||
void V_DrawFadeScreen(UINT16 color, UINT8 strength);
|
||||
|
||||
void V_DrawCustomFadeScreen(const char *lump, UINT8 strength);
|
||||
void V_DrawFadeConsBack(INT32 plines);
|
||||
void V_EncoreInvertScreen(void);
|
||||
|
||||
// draw a single character
|
||||
void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed);
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue