static void start(long trans_time);
static void stop(long trans_time);
static void draw(void);
+static float smoothstep(float a, float b, float x);
static struct screen scr = {
"console",
static void *saved_fb;
static int fbsize;
-static long trans_start, trans_dur;
+static long trans_start = -1, trans_dur;
+
+#define NBLOCKS 32
+#define MAX_DELAY 0.5
+static float delay[NBLOCKS];
+static int blksz;
struct screen *console_screen(void)
{
static int init(void)
{
+ int i;
fbsize = fb_width * fb_height * fb_depth / 8;
if(!(saved_fb = malloc(fbsize))) {
- perror("failed to allocate memory");
+ perror("failed to allocate console framebuffer");
return -1;
}
memcpy(saved_fb, fb_pixels, fbsize);
+
+ blksz = fb_height / NBLOCKS;
+
+ for(i=0; i<NBLOCKS; i++) {
+ delay[i] = (float)rand() / (float)RAND_MAX * MAX_DELAY;
+ }
+
return 0;
}
unsigned char *dptr = fb_pixels;
unsigned char *sptr = saved_fb;
- if(!trans_start) {
+ if(trans_start < 0) {
return;
}
- printf("console draw\n");
elapsed = time_msec - trans_start;
- offs = fb_width * elapsed / trans_dur;
- rem = fb_width - offs;
for(i=0; i<fb_height; i++) {
+ int bidx = i / blksz;
+ float t = (float)elapsed / (float)trans_dur;
+ offs = fb_width * smoothstep(0, 1.0 - delay[bidx], t - delay[bidx]);
+ if(offs < 0) offs = 0;
+ rem = fb_width - offs;
+
if(offs > 0) {
memset(dptr, 0, offs * pixsz);
}
sptr += fb_width * pixsz;
}
}
+
+static float smoothstep(float a, float b, float x)
+{
+ if(x < a) return 0.0;
+ if(x >= b) return 1.0;
+
+ x = (x - a) / (b - a);
+ return x * x * (3.0 - 2.0 * x);
+}