Fade into the Winners Circle instead of cutting to it

The podium arrived as a hard cut: the race was still on screen one frame
and the stand was there the next. The race has its own fade-to-black
already, and it was being suppressed to keep the fade from blacking out
the podium behind it - which threw away the transition along with the
problem.

Now the two are sequenced. StopMission lets the race fade out as it
always did and posts the podium to itself for when that fade has landed
on black; the handler stands the finishers up behind the black and ramps
back in. The fade-in is the end-of-mission fade run backwards - the same
multiply on the fog colour and both fog distances, from nothing up to
what the Winners Circle asked for.

Timings: 0.7s of fade-out and black, then a 0.45s fade in. Both come out
of the 11 second hold, leaving about ten seconds of podium.
RP412PODIUMFADEIN sets the ramp.

Verified by measuring frame brightness across the transition. The race
falls away and the screen reaches black, then the stand comes up - and
with the ramp stretched to 3s to make it resolvable at a half-second
sampling interval, it climbs 71.8, 77, 78.7, 79.7, 80.5 rather than
stepping, so it is a real fade and not a cut arriving late.

The camera also comes down and tilts up across the tiers, which is how a
podium wants to be shot. It is a balance in both directions: drop it
further or tilt harder and the sky takes the top half while the winner's
spot slides off the bottom of the frame; tilt down instead and the shot
turns into a floor plan.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-27 10:18:51 -05:00
co-authored by Claude Fable 5
parent 28df53aa31
commit 858fb7fb42
4 changed files with 156 additions and 13 deletions
+58
View File
@@ -1803,6 +1803,12 @@ DPLRenderer::DPLRenderer(
mPresentationCamera = False;
mPresentationFog = False;
mPresentationAspect = 0.0f;
mPresentationFadeTime = 0.0f;
mPresentationFogRed = 0.0f;
mPresentationFogGreen = 0.0f;
mPresentationFogBlue = 0.0f;
mPresentationFogNear = 0.0f;
mPresentationFogFar = 0.0f;
D3DXMatrixIdentity(&mPresentationView);
dplMainView = NULL;
dplDeathZone = NULL;
@@ -6109,6 +6115,36 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
lastFrameTime = mTargetRenderTime;
currentFrameTime = Now();
//
// Fade the presentation up out of black, if one is running. Same lever
// the end-of-mission fade pulls: scale the fog colour and both fog
// distances, here from nothing up to what the podium asked for.
//
if (mPresentationFadeTime > 0.0f)
{
Scalar remaining = mPresentationFadeEnd - Now();
Scalar fade = 1.0f - (remaining / mPresentationFadeTime);
if (fade >= 1.0f)
{
fade = 1.0f;
mPresentationFadeTime = 0.0f; // done
}
if (fade < 0.0f)
{
fade = 0.0f;
}
fogRed = mPresentationFogRed * fade;
fogGreen = mPresentationFogGreen * fade;
fogBlue = mPresentationFogBlue * fade;
currentFogNear = mPresentationFogNear * fade;
currentFogFar = mPresentationFogFar * fade;
mDevice->SetRenderState(D3DRS_FOGCOLOR,
D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen),
(int)(255 * fogBlue)));
}
//
// Pillarbox: black the whole target first, then narrow the viewport so
// everything after this - clear, scene, reticle - lands inside the crop
@@ -7010,6 +7046,28 @@ void
Check(this);
mPresentationCamera = False;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Come up out of the black. SetFogStyle(winnersCircleFogStyle) has already
// put the target fog in place, so remember it and ramp toward it - the same
// multiply the end-of-mission fade uses, run the other way.
//
void
DPLRenderer::StartPresentationFadeIn(Scalar seconds)
{
Check(this);
mPresentationFogRed = fogRed;
mPresentationFogGreen = fogGreen;
mPresentationFogBlue = fogBlue;
mPresentationFogNear = currentFogNear;
mPresentationFogFar = currentFogFar;
mPresentationFadeTime = (seconds > 0.0f) ? seconds : 0.01f;
mPresentationFadeEnd = Now();
mPresentationFadeEnd += mPresentationFadeTime;
}
//
//#############################################################################
// Startup the implementation of the Division video renderer