413 lines
10 KiB
C++
413 lines
10 KiB
C++
/******************************Module*Header*******************************\
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* Module Name: clear.cxx
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*
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* Window clearing functions
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*
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* Copyright (c) 1996 Microsoft Corporation
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*
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\**************************************************************************/
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <windows.h>
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#include <sys/timeb.h>
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#include <GL/gl.h>
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#include <sys/types.h>
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#include <sys/timeb.h>
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#include <time.h>
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#include <math.h>
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#include "mtk.h"
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#include "timer.hxx"
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#include "util.hxx"
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#include "clear.hxx"
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#define SS_CLEAR_BASE_DIV 32
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#define SS_CLEAR_BASE_SIZE 16
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/******************************Public*Routine******************************\
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* ss_RectWipeClear
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*
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* Clears by drawing top, bottom, left, right rectangles that shrink in size
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* towards the center.
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*
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* Calibration is used to try to maintain an ideal clear time.
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*
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\**************************************************************************/
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int
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mtk_RectWipeClear( int width, int height, int repCount )
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{
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int i, j, xinc, yinc, numDivs;
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int xmin, xmax, ymin, ymax;
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int w, h;
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BOOL bCalibrate = FALSE;
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float elapsed;
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static float idealTime = 0.7f;
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TIMER timer;
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xinc = 1;
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yinc = 1;
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numDivs = height; // assumes height <= width
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xmin = ymin = 0;
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xmax = width-1;
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ymax = height-1;
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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glEnable( GL_SCISSOR_TEST );
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if( repCount == 0 ) {
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bCalibrate = TRUE;
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repCount = 1;
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timer.Start();
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}
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for( i = 0; i < (numDivs/2); i ++ ) {
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w = xmax - xmin + 1;
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h = ymax - ymin + 1;
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for( j = 0; j < repCount; j ++ ) {
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// bottom
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glScissor( xmin, ymin, w, 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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// left
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glScissor( xmin, ymin, 1, h );
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glClear( GL_COLOR_BUFFER_BIT );
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// right
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glScissor( xmax, ymin, 1, h );
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glClear( GL_COLOR_BUFFER_BIT );
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// top
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glScissor( xmin, ymax, w, 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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glFlush(); // to eliminate 'bursts'
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}
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xmin += xinc;
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xmax -= xinc;
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ymin += yinc;
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ymax -= yinc;
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}
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if( bCalibrate ) {
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elapsed = timer.Stop();
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// try to maintain ideal clear time
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if( elapsed < idealTime ) {
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// increase repCount to slow down the clear
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if( elapsed == 0.0 )
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repCount = 10; // just in case
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else
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repCount = (int) ((idealTime / elapsed) + 0.5);
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}
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}
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glDisable( GL_SCISSOR_TEST );
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return repCount;
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}
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#define SS_CLEAR_BASE_DIV 32
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/******************************Public*Routine******************************\
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*
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* SS_DIGITAL_DISSOLVE_CLEAR constructor
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*
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\**************************************************************************/
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SS_DIGITAL_DISSOLVE_CLEAR::
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SS_DIGITAL_DISSOLVE_CLEAR()
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{
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rectBuf = NULL;
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rectBufSize = 0;
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rectSize = SS_CLEAR_BASE_SIZE;
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}
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/******************************Public*Routine******************************\
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*
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* SS_DIGITAL_DISSOLVE_CLEAR destructor
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*
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\**************************************************************************/
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SS_DIGITAL_DISSOLVE_CLEAR::
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~SS_DIGITAL_DISSOLVE_CLEAR()
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{
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if( rectBuf )
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LocalFree( rectBuf );
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}
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/******************************Public*Routine******************************\
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* CalibrateClear
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*
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* Try to calibrate the clear so it takes the specified time
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\**************************************************************************/
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//#define AUTO_CALIBRATE 1
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int SS_DIGITAL_DISSOLVE_CLEAR::
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CalibrateClear( int width, int height, float fClearTime )
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{
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float factor;
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int idealNRects;
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int nRects;
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int baseSize;
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TIMER timer;
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float elapsed;
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baseSize = (width < height ? width : height) / SS_CLEAR_BASE_DIV;
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if( baseSize == 0 )
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baseSize = 1;
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timer.Start();
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#ifdef AUTO_CALIBRATE
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// Clear a small region (quarter-screen) and extrapolate
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Clear( width >> 1, height >> 1, baseSize );
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#else
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Clear( width, height, baseSize );
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#endif
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elapsed = timer.Stop();
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#ifdef AUTO_CALIBRATE
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// extrapolate to full screen time
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// mf: this approximation resulted in clears being somewhat less than ideal
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// I guess this means more time than I thought was spent in scanning up
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// or down for uncleared rects
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elapsed *= 4.0f;
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#endif
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// Adjust size of rects for ideal clear time
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if( elapsed <= 0.0f ) {
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rectSize = 1;
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return rectSize;
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}
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nRects = RectangleCount( width, height, baseSize );
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factor = fClearTime / elapsed;
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idealNRects = (int) (factor * (float)nRects);
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rectSize = (int) (sqrt( (double)(width*height) / (double)idealNRects ) + 0.5);
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if( rectSize == 0 )
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rectSize = 1;
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return rectSize;
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}
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/******************************Public*Routine******************************\
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*
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* SS_DIGITAL_DISSOLVE_CLEAR::Clear
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*
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* Clears by drawing random rectangles
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*
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\**************************************************************************/
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BOOL SS_DIGITAL_DISSOLVE_CLEAR::
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Clear( int width, int height )
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{
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return Clear( width, height, rectSize );
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}
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BOOL SS_DIGITAL_DISSOLVE_CLEAR::
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Clear( int width, int height, int size )
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{
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BOOL *pRect;
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BOOL bCalibrate = FALSE;
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int count, nRects;
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int i, xdim, ydim;
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static float idealTime = 2.0f;
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if( (size <= 0) || !width || !height )
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return FALSE;
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// determine xdim, ydim from size
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xdim = SS_ROUND_UP( (float)width / (float)size );
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ydim = SS_ROUND_UP( (float)height / (float) size );
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// figure out how many rects needed
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count = nRects = xdim * ydim;
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// make sure enough room
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if( !ValidateBufSize( nRects ) )
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return FALSE;
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// reset the rect array to uncleared
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pRect = rectBuf;
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for( i = 0; i < count; i ++, pRect++ )
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*pRect = FALSE;
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// Clear random rectangles
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glEnable( GL_SCISSOR_TEST );
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while( count ) {
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// pick a random rect
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i = ss_iRand( nRects );
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if( rectBuf[i] ) {
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// This rect has already been cleared - find an empty one
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// Scan up and down from x,y, looking at the array linearly
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int up, down;
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BOOL searchUp = FALSE;
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up = down = i;
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pRect = rectBuf;
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while( *(pRect + i) ) {
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if( searchUp ) {
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// search up side
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if( up < (nRects-1) ) {
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up++;
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}
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i = up;
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} else {
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// search down side
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if( down > 0 ) {
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down--;
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}
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i = down;
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}
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searchUp = !searchUp;
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}
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}
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// clear the x,y rect
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glScissor( (i % xdim)*size, (i / xdim)*size, size, size );
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glClear( GL_COLOR_BUFFER_BIT );
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glFlush();
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rectBuf[i] = TRUE; // mark as taken
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count--;
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}
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glDisable( GL_SCISSOR_TEST );
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return TRUE;
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}
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/******************************Public*Routine******************************\
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* RectangleCount
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*
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\**************************************************************************/
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int SS_DIGITAL_DISSOLVE_CLEAR::
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RectangleCount( int width, int height, int size )
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{
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return SS_ROUND_UP( (float)width / (float)size ) *
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SS_ROUND_UP( (float)height / (float) size );
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}
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/******************************Public*Routine******************************\
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* ValidateBufSize
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*
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\**************************************************************************/
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BOOL SS_DIGITAL_DISSOLVE_CLEAR::
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ValidateBufSize( int nRects )
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{
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if( nRects > rectBufSize ) {
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// need a bigger rect buf
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BOOL *r = (BOOL *) LocalAlloc( LMEM_FIXED, sizeof(BOOL) * nRects );
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if( !r )
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return FALSE;
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if( rectBuf )
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LocalFree( rectBuf );
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rectBuf = r;
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rectBufSize = nRects;
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}
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return TRUE;
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}
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/******************************Public*Routine******************************\
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* DrawGdiRect
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*
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* Clears the rect with the brush
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\**************************************************************************/
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void
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DrawGdiRect( HDC hdc, HBRUSH hbr, RECT *pRect )
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{
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if( pRect == NULL )
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return;
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FillRect( hdc, pRect, hbr );
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GdiFlush();
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}
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#ifdef SS_INITIAL_CLEAR
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/*-----------------------------------------------------------------------
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| RectWipeClear(width, height):
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| - Does a rectangular wipe (or clear) by drawing in a sequence
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| of rectangles using Gdi
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| MOD: add calibrator capability to adjust speed for different
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| MOD: this can be further optimized by caching the brush
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-----------------------------------------------------------------------*/
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void
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mtk_GdiRectWipeClear( HWND hwnd, int width, int height )
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{
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HDC hdc;
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HBRUSH hbr;
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RECT rect;
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int i, j, xinc, yinc, numDivs = 500;
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int xmin, xmax, ymin, ymax;
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int repCount = 10;
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xinc = 1;
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yinc = 1;
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numDivs = height;
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xmin = ymin = 0;
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xmax = width;
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ymax = height;
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hdc = GetDC( hwnd );
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hbr = CreateSolidBrush( RGB( 0, 0, 0 ) );
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for( i = 0; i < (numDivs/2 - 1); i ++ ) {
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for( j = 0; j < repCount; j ++ ) {
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rect.left = xmin; rect.top = ymin;
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rect.right = xmax; rect.bottom = ymin + yinc;
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FillRect( hdc, &rect, hbr );
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rect.top = ymax - yinc;
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rect.bottom = ymax;
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FillRect( hdc, &rect, hbr );
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rect.top = ymin + yinc;
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rect.right = xmin + xinc; rect.bottom = ymax - yinc;
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FillRect( hdc, &rect, hbr );
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rect.left = xmax - xinc; rect.top = ymin + yinc;
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rect.right = xmax; rect.bottom = ymax - yinc;
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FillRect( hdc, &rect, hbr );
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}
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xmin += xinc;
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xmax -= xinc;
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ymin += yinc;
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ymax -= yinc;
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}
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// clear last square in middle
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rect.left = xmin; rect.top = ymin;
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rect.right = xmax; rect.bottom = ymax;
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FillRect( hdc, &rect, hbr );
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DeleteObject( hbr );
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ReleaseDC( hwnd, hdc );
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GdiFlush();
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}
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#endif // SS_INITIAL_CLEAR
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