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