diff --git a/Aquaria/Game.cpp b/Aquaria/Game.cpp index 811b977..631b64e 100644 --- a/Aquaria/Game.cpp +++ b/Aquaria/Game.cpp @@ -47,10 +47,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "Beam.h" #include "Hair.h" -#ifdef BBGE_USE_GLM #include "glm/glm.hpp" #include "glm/gtx/transform.hpp" -#endif static const float MENUPAGETRANSTIME = 0.2f; @@ -495,8 +493,6 @@ void Game::fillGridFromQuad(Quad *q, ObsType obsType, bool trim) } } - -#ifdef BBGE_USE_GLM const float w2f = float(w2); const float h2f = float(h2); for (size_t i = 0; i < obs.size(); i++) @@ -513,35 +509,6 @@ void Game::fillGridFromQuad(Quad *q, ObsType obsType, bool trim) if (!isObstructed(tvec)) addGrid(tvec, obsType); } -#else - glPushMatrix(); - - for (size_t i = 0; i < obs.size(); i++) - { - glLoadIdentity(); - - glRotatef(q->rotation.z, 0, 0, 1); - if (q->isfh()) - { - glRotatef(180, 0, 1, 0); - } - - //glTranslatef((obs[i].x-w2)*TILE_SIZE+TILE_SIZE/2, (obs[i].y-h2)*TILE_SIZE + TILE_SIZE/2, 0); - glTranslatef((obs[i].x-w2), (obs[i].y-h2), 0); - - float m[16]; - glGetFloatv(GL_MODELVIEW_MATRIX, m); - float x = m[12]; - float y = m[13]; - - //setGrid(TileVector(tpos.x+(w2*TILE_SIZE)+(x/TILE_SIZE), tpos.y+(h2*TILE_SIZE)+(y/TILE_SIZE)), obsType); - TileVector tvec(tpos.x+w2+x, tpos.y+h2+y); - if (!isObstructed(tvec)) - addGrid(tvec, obsType); - - } - glPopMatrix(); -#endif } } diff --git a/BBGE/RenderObject.cpp b/BBGE/RenderObject.cpp index cdf96af..5362b15 100644 --- a/BBGE/RenderObject.cpp +++ b/BBGE/RenderObject.cpp @@ -26,10 +26,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include -#ifdef BBGE_USE_GLM #include "glm/glm.hpp" #include "glm/gtx/transform.hpp" -#endif bool RenderObject::renderCollisionShape = false; size_t RenderObject::lastTextureApplied = 0; @@ -122,7 +120,6 @@ RenderObject* RenderObject::getTopParent() const return lastp; } -#ifdef BBGE_USE_GLM static glm::mat4 matrixChain(const RenderObject *ro) { glm::mat4 tranformMatrix = glm::scale( @@ -146,24 +143,6 @@ static glm::mat4 matrixChain(const RenderObject *ro) tranformMatrix *= glm::translate(glm::vec3(ro->internalOffset.x, ro->internalOffset.y, 0.0f)); return tranformMatrix; } -#else -static void matrixChain(RenderObject *ro) -{ - if (RenderObject *parent = ro->getParent()) - matrixChain(parent); - - glTranslatef(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0); - glRotatef(ro->rotation.z+ro->rotationOffset.z, 0, 0, 1); - glTranslatef(ro->beforeScaleOffset.x, ro->beforeScaleOffset.y, 0); - glScalef(ro->scale.x, ro->scale.y, 0); - if (ro->isfh()) - { - - glRotatef(180, 0, 1, 0); - } - glTranslatef(ro->internalOffset.x, ro->internalOffset.y, 0); -} -#endif float RenderObject::getWorldRotation() const { @@ -184,28 +163,12 @@ Vector RenderObject::getWorldPositionAndRotation() const Vector RenderObject::getWorldCollidePosition(const Vector &vec) const { -#ifdef BBGE_USE_GLM glm::mat4 transformMatrix = glm::translate( matrixChain(this), glm::vec3(vec.x, vec.y, 0.0f) ); return Vector(transformMatrix[3][0], transformMatrix[3][1], 0); -#else - glPushMatrix(); - glLoadIdentity(); - - matrixChain(this); - glTranslatef(vec.x, vec.y, 0); - - float m[16]; - glGetFloatv(GL_MODELVIEW_MATRIX, m); - float x = m[12]; - float y = m[13]; - - glPopMatrix(); - return Vector(x,y,0); -#endif } void RenderObject::fhTo(bool fh) diff --git a/BBGE/Vector.cpp b/BBGE/Vector.cpp index ad163ae..d8c80b4 100644 --- a/BBGE/Vector.cpp +++ b/BBGE/Vector.cpp @@ -24,10 +24,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include -#ifdef BBGE_USE_GLM #include "glm/glm.hpp" #include "glm/gtx/transform.hpp" -#endif /*************************************************************************/ @@ -43,35 +41,11 @@ void Vector::rotate2DRad(float rad) y = sinf(rad)*ox + cosf(rad)*oy; } -#include "RenderBase.h" - Vector getRotatedVector(const Vector &vec, float rot) { -#ifdef BBGE_USE_GLM glm::mat4 m = glm::rotate(glm::mat4(1), rot, glm::vec3(0, 0, 1)); glm::vec4 v = m * glm::vec4(vec.x, vec.y, vec.z, 1.0f); return Vector(v.x, v.y, v.z); -#else - glPushMatrix(); - glLoadIdentity(); - - glRotatef(rot, 0, 0, 1); - - if (vec.x != 0 || vec.y != 0) - { - //glRotatef(this->rotation.z, 0,0,1,this->rotation.z); - glTranslatef(vec.x, vec.y, 0); - } - - float m[16]; - glGetFloatv(GL_MODELVIEW_MATRIX, m); - float x = m[12]; - float y = m[13]; - float z = m[14]; - - glPopMatrix(); - return Vector(x,y,z); -#endif } // note update this from float lerp diff --git a/CMakeLists.txt b/CMakeLists.txt index c6e7548..a66367c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -28,7 +28,7 @@ if(MSVC) # /Oi: enable intrinsic functions # /fp:fast: -ffast-math set(AQUARIA_EXTRA_COMPILE_FLAGS "/MP /GS- /Oi /fp:fast" CACHE STRING "Extra compiler flags for MSVC") - + option(AQUARIA_MSVC_DEBUG_EDIT_AND_CONTINUE "MSVC: Enable edit+continue for debug builds?" TRUE) if(AQUARIA_MSVC_DEBUG_EDIT_AND_CONTINUE) set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /ZI") @@ -51,7 +51,6 @@ OPTION(AQUARIA_DEMO_BUILD "Demo Build?" FALSE) OPTION(AQUARIA_USE_VFS "Use Virtual File System? Required for some additional features." TRUE) OPTION(AQUARIA_USE_SDL2 "Use SDL2" TRUE) -OPTION(AQUARIA_USE_GLM "Use GLM for matrix math" TRUE) OPTION(AQUARIA_DEBUG_SHOW_PATHS "Show important paths upon game start to aid in finding path problems" FALSE) mark_as_advanced(AQUARIA_DEBUG_SHOW_PATHS) @@ -117,10 +116,6 @@ if(AQUARIA_USE_VFS) INCLUDE_DIRECTORIES(${EXTLIBDIR}/ttvfs_cfileapi) ENDIF(AQUARIA_USE_VFS) -IF(AQUARIA_USE_GLM) - ADD_DEFINITIONS(-DBBGE_USE_GLM=1) -ENDIF(AQUARIA_USE_GLM) - if(AQUARIA_INTERNAL_FTGL) ADD_DEFINITIONS(-DAQUARIA_INTERNAL_FTGL=1) endif()