mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 03:33:48 +00:00
remove Quad::createStrip(), related members, and cleanup Bone strip handling
Saves some work when rendering EVERY SINGLE QUAD in the game
This commit is contained in:
parent
80d23900de
commit
693223552d
5 changed files with 16 additions and 91 deletions
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@ -642,10 +642,6 @@ void AnimationEditor::moveBoneStripPoint(const Vector &mov)
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}
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b->strip[selectedStripPoint] = sel->changeStrip[selectedStripPoint] += mov*0.006f;
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sel->setGridPoints(sel->stripVert, sel->strip);
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}
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}
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}
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@ -64,13 +64,6 @@ void Quad::setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy,
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}
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}
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void Quad::createStrip(bool vert, int num)
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{
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strip.resize(num);
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stripVert = vert;
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resetStrip();
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}
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void Quad::createGrid(int xd, int yd)
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{
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deleteGrid();
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@ -134,29 +127,6 @@ void Quad::setGridPoints(bool vert, const std::vector<Vector> &points)
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}
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}
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float Quad::getStripSegmentSize() const
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{
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return (1.0f/(float(strip.size())));
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}
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void Quad::resetStrip()
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{
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if (!stripVert)
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{
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for (size_t i = 0; i < strip.size(); i++)
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{
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float v = (i/(float(strip.size())));
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strip[i].x = v;
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strip[i].y = 0;
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}
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}
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else
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{
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errorLog("VERTICAL STRIP NOT SUPPORTED ^_-");
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}
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}
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void Quad::resetGrid()
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{
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for (size_t i = 0; i < xDivs; i++)
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@ -422,44 +392,9 @@ void Quad::onRender(const RenderState& rs) const
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if (!renderQuad) return;
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float _w2 = width*0.5f;
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float _h2 = height*0.5f;
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const float _w2 = width*0.5f;
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const float _h2 = height*0.5f;
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if (!strip.empty())
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{
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const float texBits = 1.0f / (strip.size()-1);
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glBegin(GL_QUAD_STRIP);
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if (!stripVert)
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{
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for (size_t i = 0; i < strip.size(); i++)
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{
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glTexCoord2f(texBits*i, 0);
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glVertex2f(strip[i].x*width-_w2, strip[i].y*_h2*10 - _h2);
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glTexCoord2f(texBits*i, 1);
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glVertex2f(strip[i].x*width-_w2, strip[i].y*_h2*10 + _h2);
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}
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}
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glEnd();
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glBindTexture( GL_TEXTURE_2D, 0 );
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glColor4f(1,0,0,1);
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glPointSize(64);
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glBegin(GL_POINTS);
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for (size_t i = 0; i < strip.size(); i++)
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{
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glVertex2f((strip[i].x*width)-_w2, strip[i].y*height);
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}
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glEnd();
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}
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else
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{
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if (!drawGrid)
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{
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glBegin(GL_QUADS);
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@ -482,7 +417,6 @@ void Quad::onRender(const RenderState& rs) const
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{
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renderGrid(rs);
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}
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}
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if (renderBorder)
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{
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@ -62,10 +62,7 @@ public:
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void repeatTextureToFill(bool on);
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void refreshRepeatTextureToFill();
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bool isRepeatingTextureToFill() const { return repeatTexture; }
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void setGridPoints(bool vert, const std::vector<Vector> &points);
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virtual void createStrip(bool stripVert, int num);
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float getStripSegmentSize() const;
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void resetStrip();
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void setGridPoints(bool vert, const std::vector<Vector>& points);
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Vector ** getDrawGrid() { return drawGrid; }
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void reloadDevice();
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@ -88,8 +85,6 @@ public:
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bool renderQuad, renderCenter;
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mutable bool renderBorder; // TODO: should be part of render state
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bool stripVert;
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std::vector<Vector>strip;
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Vector texOff;
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float borderAlpha;
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@ -84,6 +84,7 @@ Bone::Bone() : CollideQuad()
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reverse = false;
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selectable = true;
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originalRenderPass = 0;
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stripVert = false;
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}
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ParticleEffect *Bone::getEmitter(unsigned slot) const
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@ -134,7 +135,6 @@ void Bone::createStrip(bool vert, int num)
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stripVert = vert;
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gridType = GRID_SET;
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changeStrip.resize(num);
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setGridPoints(vert, strip);
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}
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@ -603,7 +603,6 @@ bool AnimationLayer::createTransitionAnimation(const std::string& anim, float ti
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b.x = s->bones[i]->position.x;
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b.y = s->bones[i]->position.y;
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b.rot = s->bones[i]->rotation.z;
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b.strip = s->bones[i]->strip;
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b.sx = s->bones[i]->scale.x;
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b.sy = s->bones[i]->scale.y;
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k.keyframes.push_back(b);
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@ -87,6 +87,7 @@ public:
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void setSegmentProps(int minDist, int maxDist, bool reverse);
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Vector segmentOffset;
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bool stripVert;
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bool fileRenderQuad;
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bool selectable;
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int originalRenderPass; // stores the render pass originally set in the XML file. For AC_RESET_PASS.
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