mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-02-03 18:14:01 +00:00
rework AfterEffect to use RenderGrid instead of its own thing
This commit is contained in:
parent
3c48349e94
commit
71f9120c30
5 changed files with 111 additions and 155 deletions
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@ -38,20 +38,9 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
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bRenderGridPoints = true;
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shaderPipeline.resize(10, 0);
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drawGrid = 0;
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this->xDivs = xDivs;
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this->yDivs = yDivs;
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if (xDivs != 0 && yDivs != 0)
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{
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drawGrid = new Vector * [xDivs];
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for (int i = 0; i < xDivs; i++)
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{
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drawGrid[i] = new Vector [yDivs];
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}
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}
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updateDevice();
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loadShaders();
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@ -66,15 +55,6 @@ void AfterEffectManager::loadShaders()
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AfterEffectManager::~AfterEffectManager()
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{
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if (drawGrid)
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{
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int i;
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for (i = 0; i < xDivs; i++)
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{
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delete[] drawGrid[i];
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}
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delete[] drawGrid;
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}
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deleteEffects();
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deleteShaders();
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}
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@ -127,18 +107,14 @@ void AfterEffectManager::update(float dt)
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resetGrid();
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if (core->frameBuffer.isInited())
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active = true;
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else
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active = false;
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bool isactive = false;
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for (size_t i = 0; i < effects.size(); i++)
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{
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Effect *e = effects[i];
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if (e)
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{
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active = true;
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e->update(dt, drawGrid, xDivs, yDivs);
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isactive = true;
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e->update(dt, grid.array2d(), xDivs, yDivs);
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if (e->done)
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{
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numEffects--;
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@ -146,19 +122,30 @@ void AfterEffectManager::update(float dt)
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}
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}
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}
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grid.updateVBO();
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// FIXME: active if FBO is there and (effects exist or shaders exist)
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active = isactive && core->frameBuffer.isInited();
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}
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void AfterEffectManager::resetGrid()
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{
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for (int i = 0; i < xDivs; i++)
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Array2d<Vector>& a = grid.array2d();
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const float mx = 1.0f / (float)(xDivs-1);
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const float my = 1.0f / (float)(yDivs-1);
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for (int y = 0; y < yDivs; y++)
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{
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for (int j = 0; j < yDivs; j++)
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Vector *row = a.row(y);
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const float yy = y * my;
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for (int x = 0; x < xDivs; x++)
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{
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drawGrid[i][j].x = i/(float)(xDivs-1);
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drawGrid[i][j].y = j/(float)(yDivs-1);
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row[x].x = x*mx;
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row[x].y = yy;
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}
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}
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grid.needVBOUpdate = true;
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}
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void AfterEffectManager::destroyEffect(int id)
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@ -168,7 +155,7 @@ void AfterEffectManager::destroyEffect(int id)
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openSpots.push_back(id);
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}
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void AfterEffectManager::render() const
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void AfterEffectManager::render(const RenderState& rs) const
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{
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assert(core->frameBuffer.isInited());
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@ -182,14 +169,13 @@ void AfterEffectManager::render() const
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glScalef(core->invGlobalScale, core->invGlobalScale,0);
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glColor4f(1,1,1,1);
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renderGrid();
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renderGrid(rs);
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glPopMatrix();
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}
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void AfterEffectManager::renderGrid() const
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void AfterEffectManager::renderGrid(const RenderState& rs) const
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{
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int firstShader = -1;
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int lastShader = -1;
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Shader *activeShader = 0;
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@ -206,10 +192,6 @@ void AfterEffectManager::renderGrid() const
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}
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}
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float percentX, percentY;
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percentX = (float)screenWidth/(float)textureWidth;
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percentY = (float)screenHeight/(float)textureHeight;
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int vw = core->getVirtualWidth();
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int vh = core->getVirtualHeight();
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int offx = -core->getVirtualOffX();
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@ -226,32 +208,11 @@ void AfterEffectManager::renderGrid() const
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backupBuffer.startCapture();
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}
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// verts are in 0..1, transform so that we cover the entire screen
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glTranslatef(offx, offy, 0);
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glScalef(vw, vh, 1);
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for (int i = 0; i < (xDivs-1); i++)
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{
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for (int j = 0; j < (yDivs-1); j++)
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{
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glBegin(GL_QUADS);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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glVertex2f(offx + vw*drawGrid[i][j].x, offy + vh*drawGrid[i][j].y);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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glVertex2f(offx + vw*drawGrid[i][j+1].x, offy + vh*drawGrid[i][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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glVertex2f(offx + vw*drawGrid[i+1][j+1].x, offy + vh*drawGrid[i+1][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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glVertex2f(offx + vw*drawGrid[i+1][j].x, offy + vh*drawGrid[i+1][j].y);
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glEnd();
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}
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}
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grid.render(rs);
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if (activeShader)
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activeShader->unbind();
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@ -263,6 +224,9 @@ void AfterEffectManager::renderGrid() const
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const FrameBuffer *fbIn = &core->frameBuffer;
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const FrameBuffer *fbOut = &backupBuffer;
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const float percentX = (float)screenWidth/(float)textureWidth;
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const float percentY = (float)screenHeight/(float)textureHeight;
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for(int i = firstShader + 1; i <= lastShader; ++i)
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{
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@ -282,6 +246,8 @@ void AfterEffectManager::renderGrid() const
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activeShader->bind();
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activeShader->setInt("tex", 0);
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//blitQuad.render(rs);
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// note that offx, offy are negative here!
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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@ -298,70 +264,22 @@ void AfterEffectManager::renderGrid() const
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}
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}
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// uncomment to render grid points
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/*
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glBindTexture(GL_TEXTURE_2D, 0);
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glPointSize(2);
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glColor4f(1, 0, 0, 0.5);
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for (int i = 0; i < (xDivs-1); i++)
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{
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for (int j = 0; j < (yDivs-1); j++)
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{
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glBegin(GL_POINTS);
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//glColor3f(i/div, i/div, i/div);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
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glVertex2f(800*drawGrid[i][j].x, 600*drawGrid[i][j].y);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(800*drawGrid[i][j+1].x, 600*drawGrid[i][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(800*drawGrid[i+1][j+1].x, 600*drawGrid[i+1][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
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glVertex2f(800*drawGrid[i+1][j].x, 600*drawGrid[i+1][j].y);
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glEnd();
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}
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}
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*/
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//glDisable(GL_TEXTURE_2D);
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RenderObject::lastTextureApplied = 0;
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glBindTexture(GL_TEXTURE_2D, 0);
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//bwShader.unbind();
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//glActiveTextureARB(GL_TEXTURE0_ARB);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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//if (bRenderGridPoints)
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// renderGridPoints();
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renderGridPoints(rs);
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}
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void AfterEffectManager::renderGridPoints() const
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void AfterEffectManager::renderGridPoints(const RenderState& rs) const
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{
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glColor4f(0.0f,0.0f,0.0f,1.0f);
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for (int i = 0; i < (xDivs); i++)
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{
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for (int j = 0; j < (yDivs); j++)
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{
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glBegin(GL_QUADS);
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glVertex2f(screenWidth*drawGrid[i][j].x-3, screenHeight*drawGrid[i][j].y-3);
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glVertex2f(screenWidth*drawGrid[i][j].x-3, screenHeight*drawGrid[i][j].y+3);
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glVertex2f(screenWidth*drawGrid[i][j].x+3, screenHeight*drawGrid[i][j].y+3);
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glVertex2f(screenWidth*drawGrid[i][j].x+3, screenHeight*drawGrid[i][j].y-3);
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glEnd();
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}
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}
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grid.renderDebugPoints(rs);
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}
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void AfterEffectManager::unloadDevice()
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{
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backupBuffer.unloadDevice();
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grid.dropBuffers();
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unloadShaders();
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}
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@ -382,12 +300,19 @@ void AfterEffectManager::_updateScreenSize()
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textureHeight = screenHeight;
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sizePowerOf2Texture(textureHeight);
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}
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const float percentX = (float)screenWidth/(float)textureWidth;
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const float percentY = (float)screenHeight/(float)textureHeight;
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TexCoordBox tc = { 0, percentY, percentX, 0 }; // Y is upside down
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grid.setTexCoords(tc);
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blitQuad.setTexCoords(tc);
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}
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void AfterEffectManager::updateDevice()
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{
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_updateScreenSize();
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backupBuffer.init(-1, -1, true);
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_initGrid();
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}
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void AfterEffectManager::reloadDevice()
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@ -395,6 +320,7 @@ void AfterEffectManager::reloadDevice()
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_updateScreenSize();
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backupBuffer.reloadDevice();
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_initGrid();
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for (size_t i = 0; i < loadedShaders.size(); ++i)
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{
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@ -428,43 +354,45 @@ void AfterEffectManager::addEffect(Effect *e)
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}
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numEffects++;
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Vector base(0,0,0);
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e->position.x /= screenWidth;
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e->position.y /= screenHeight;
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}
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void ShockEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
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void ShockEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
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{
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dt *= timeMultiplier;
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Effect::update(dt, drawGrid, xDivs, yDivs);
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Effect::update(dt, grid, xDivs, yDivs);
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centerPoint = position;
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centerPoint -= ((core->screenCenter-originalCenter)*core->globalScale.x)/core->width;
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const Vector centerPoint = position - ((core->screenCenter-originalCenter)*core->globalScale.x)/core->width;
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amplitude-=dt*rate;
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currentDistance+=dt*frequency;
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float distFromCamp = 4;
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float adjWaveLength = waveLength/distFromCamp;
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float adjAmplitude = amplitude/distFromCamp;
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const float distFromCamp = 4;
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const float adjWaveLength = waveLength/distFromCamp;
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const float adjAmplitude = amplitude/distFromCamp;
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const float m = -1.0f / (adjWaveLength+currentDistance);
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const float dist = currentDistance*adjWaveLength;
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if (amplitude < 0)
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done=true;
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for (int i = 1; i < (xDivs-1); i++)
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for (int y = 1; y < (yDivs-1); y++)
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{
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for (int j = 1; j < (yDivs-1); j++)
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Vector *row = grid.row(y);
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for (int x = 1; x < (xDivs-1); x++)
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{
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float xDist = (centerPoint.x - drawGrid[i][j].x)/.75;
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float yDist = centerPoint.y - drawGrid[i][j].y;
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float xDist = (centerPoint.x - row[x].x)/.75f;
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float yDist = centerPoint.y - row[x].y;
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float tDist = sqrtf(xDist*xDist+yDist*yDist);
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if (tDist < currentDistance*adjWaveLength)
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if (tDist < dist)
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{
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drawGrid[i][j].x += adjAmplitude*sinf(-tDist/adjWaveLength+currentDistance)*.75f;
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drawGrid[i][j].y += adjAmplitude*cosf(-tDist/adjWaveLength+currentDistance);
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const float a = tDist * m;
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row[x].x += adjAmplitude*sinf(a)*.75f;
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row[x].y += adjAmplitude*cosf(a);
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}
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}
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}
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@ -476,21 +404,25 @@ RippleEffect::RippleEffect() : Effect()
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time = 0;
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}
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void RippleEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
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void RippleEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
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{
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const float offx = (core->screenCenter.x/float(core->width)/2);
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const float offy = (core->screenCenter.y/float(core->height)/2);
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const float invx = 1.0f / float(xDivs);
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time += dt*0.5f;
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float amp = 0.002f;
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for (int i = 0; i < (xDivs-1); i++)
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{
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for (int j = 0; j < (yDivs-1); j++)
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{
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float offset = i/float(xDivs) + (core->screenCenter.x/float(core->width)/2) +j/float(xDivs) + (core->screenCenter.y/float(core->height)/2);
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drawGrid[i][j].x += sinf((time+offset)*7.5f)*(amp*0.5f);
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drawGrid[i][j].y += cosf((time+offset)*7.5f)*amp;
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for (int y = 0; y < (yDivs-1); y++)
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{
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float offbase = y*invx + offx + offy;
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Vector *row = grid.row(y);
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for (int x = 0; x < (xDivs-1); x++)
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{
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float offset = x*invx + offbase;
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float a = (time+offset)*7.5f;
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row[x].x += sinf(a)*(amp*0.5f);
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row[x].y += cosf(a)*amp;
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}
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}
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}
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@ -555,6 +487,16 @@ int AfterEffectManager::_insertShader(Shader *sh)
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return loadedShaders.size();
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}
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void AfterEffectManager::_initGrid()
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{
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if(xDivs && yDivs)
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grid.init(xDivs, yDivs);
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else
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grid.dropBuffers();
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blitQuad.init(2, 2);
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}
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void AfterEffectManager::deleteShader(int handle)
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{
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Shader *sh = getShaderPtr(handle);
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@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define __after_effect__
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#include "Core.h"
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#include "RenderGrid.h"
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class Shader;
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@ -31,7 +32,7 @@ public:
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Effect();
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virtual ~Effect(){}
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virtual void go(){}
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virtual void update(float dt, Vector ** drawGrid, int xDivs, int yDivs){}
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virtual void update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs){}
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bool done;
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Vector position;
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protected:
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@ -54,13 +55,12 @@ public:
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}
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float timeMultiplier;
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void update(float dt, Vector ** drawGrid, int xDivs, int yDivs);
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void update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs) OVERRIDE;
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float waveLength;
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float amplitude;
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float frequency;
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Vector centerPoint;
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Vector originalCenter;
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float currentDistance;
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@ -70,7 +70,7 @@ class RippleEffect : public Effect
|
|||
{
|
||||
public:
|
||||
RippleEffect();
|
||||
void update(float dt, Vector ** drawGrid, int xDivs, int yDivs);
|
||||
void update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs) OVERRIDE;
|
||||
float time;
|
||||
};
|
||||
|
||||
|
@ -88,9 +88,9 @@ public:
|
|||
|
||||
void resetGrid();
|
||||
|
||||
void render() const;
|
||||
void renderGrid() const;
|
||||
void renderGridPoints() const;
|
||||
void render(const RenderState& rs) const;
|
||||
void renderGrid(const RenderState& rs) const;
|
||||
void renderGridPoints(const RenderState& rs) const;
|
||||
|
||||
void loadShaders();
|
||||
void unloadShaders(); // unloads shaders but keeps code and data intact, so that they can be reloaded.
|
||||
|
@ -112,7 +112,7 @@ public:
|
|||
int screenWidth, screenHeight;
|
||||
int textureWidth, textureHeight;
|
||||
|
||||
Vector ** drawGrid; // TODO: make this + related code use DynamicRenderGrid
|
||||
RenderGrid grid, blitQuad;
|
||||
|
||||
// returns handle > 0 on success
|
||||
int loadShaderFile(const char *vert, const char *frag);
|
||||
|
@ -125,6 +125,7 @@ public:
|
|||
protected:
|
||||
void _updateScreenSize();
|
||||
int _insertShader(Shader *sh);
|
||||
void _initGrid();
|
||||
|
||||
std::vector<Shader*> shaderPipeline; // Shaders are applied in this order. Can contain the same pointer more than once.
|
||||
std::vector<Shader*> loadedShaders;
|
||||
|
|
|
@ -1810,7 +1810,7 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
|
|||
}
|
||||
}
|
||||
|
||||
if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
|
||||
if (afterEffectManager /*&& afterEffectManager->active*/ && i == afterEffectManagerLayer)
|
||||
{
|
||||
afterEffectManager->render(rs);
|
||||
}
|
||||
|
|
|
@ -58,12 +58,11 @@ void RenderGrid::dropBuffers()
|
|||
indexbuf.dropBuffer();
|
||||
}
|
||||
|
||||
void RenderGrid::init(size_t w, size_t h, const TexCoordBox& tc)
|
||||
void RenderGrid::init(size_t w, size_t h)
|
||||
{
|
||||
assert(w > 1 && h > 1);
|
||||
grid.init(w, h);
|
||||
setDrawOrder((GridDrawOrder)drawOrder, true);
|
||||
this->tc = tc;
|
||||
reset();
|
||||
Vector *dg = grid.data();
|
||||
for(size_t i = 0; i < grid.linearsize(); ++i)
|
||||
|
@ -72,6 +71,12 @@ void RenderGrid::init(size_t w, size_t h, const TexCoordBox& tc)
|
|||
updateVBO();
|
||||
}
|
||||
|
||||
void RenderGrid::init(size_t w, size_t h, const TexCoordBox& tc)
|
||||
{
|
||||
this->tc = tc;
|
||||
this->init(w, h);
|
||||
}
|
||||
|
||||
|
||||
void RenderGrid::reset()
|
||||
{
|
||||
|
@ -177,6 +182,12 @@ void RenderGrid::updateVBO()
|
|||
needVBOUpdate = false;
|
||||
}
|
||||
|
||||
void RenderGrid::updateVBOIfNecessary()
|
||||
{
|
||||
if(needVBOUpdate)
|
||||
updateVBO();
|
||||
}
|
||||
|
||||
void RenderGrid::render_Indexed(const RenderState& rs) const
|
||||
{
|
||||
(void)rs;
|
||||
|
|
|
@ -33,6 +33,7 @@ public:
|
|||
~RenderGrid();
|
||||
void dropBuffers();
|
||||
|
||||
void init(size_t w, size_t h);
|
||||
void init(size_t w, size_t h, const TexCoordBox& tc);
|
||||
void reset();
|
||||
void resetWithAlpha(float a);
|
||||
|
@ -54,6 +55,7 @@ public:
|
|||
const Array2d<Vector>& array2d() const { return grid; }
|
||||
const DynamicGPUBuffer& getVBO() const { return vbo; }
|
||||
void updateVBO();
|
||||
void updateVBOIfNecessary();
|
||||
|
||||
static void ResetWithAlpha(Vector* dst, size_t w, size_t h, float alpha);
|
||||
|
||||
|
@ -62,12 +64,12 @@ protected:
|
|||
size_t trisToDraw;
|
||||
Array2d<Vector> grid;
|
||||
TexCoordBox tc;
|
||||
bool needVBOUpdate;
|
||||
|
||||
void render_Indexed(const RenderState& rs) const;
|
||||
void render_WithAlpha(const RenderState& rs) const;
|
||||
|
||||
public:
|
||||
bool needVBOUpdate;
|
||||
GridDrawOrder drawOrder;
|
||||
};
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue