mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-10-05 05:42:18 +00:00
Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables. - The BBGE_BUILD_WIDESCREEN define is now gone. - Added an TiXMLDocument cache to prevent parsing the same file once for each entity on the map with the same skeletal. - Removed Lua func entity_warpToPathStart, which was essentially a no-op because Entity::followingPath was always NULL. Removed related code. - Set texture wrap only when required. (Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria, special thanks for changeset 72d6460d9e60)
This commit is contained in:
parent
568178bbb4
commit
9b63b400d5
23 changed files with 209 additions and 764 deletions
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@ -215,68 +215,28 @@ void AfterEffectManager::capture()
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}
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void AfterEffectManager::render()
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{
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//if (!core->frameBuffer.isInited() && numEffects==0) return;
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#ifdef BBGE_BUILD_OPENGL
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if (active || core->frameBuffer.isInited())
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{
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glPushMatrix();
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//glDisable(GL_BLEND);
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//glEnable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glDisable (GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glPushMatrix();
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//glDisable(GL_BLEND);
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//glEnable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glDisable (GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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capture();
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glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
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glScalef(core->invGlobalScale, core->invGlobalScale,0);
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/*
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static float angle=0;
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angle += 0.03f;
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*/
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//glRotatef(angle, 0, 0, 1);
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//glColor4f(1,1,1,0.75);
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glColor4f(1,1,1,1);
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if (core->mode == Core::MODE_2D)
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{
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renderGrid();
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// renderGridPoints();
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}
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glPopMatrix();
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}
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else
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{
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glPushMatrix();
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//glDisable(GL_BLEND);
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//glEnable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glDisable (GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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capture();
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glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
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glScalef(core->invGlobalScale, core->invGlobalScale,0);
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/*
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static float angle;
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angle += 0.03f;
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*/
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//glRotatef(angle, 0, 0, 1);
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//glColor4f(1,1,1,0.75);
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glColor4f(1,1,1,1);
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if (core->mode == Core::MODE_2D)
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{
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renderGrid();
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// renderGridPoints();
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}
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glPopMatrix();
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}
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capture();
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glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
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glScalef(core->invGlobalScale, core->invGlobalScale,0);
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/*
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else
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{
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core->frameBuffer.endCapture();
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}
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static float angle;
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angle += 0.03f;
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*/
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//glRotatef(angle, 0, 0, 1);
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//glColor4f(1,1,1,0.75);
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glColor4f(1,1,1,1);
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renderGrid();
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//renderGridPoints();
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glPopMatrix();
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#endif
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}
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@ -360,68 +320,65 @@ void AfterEffectManager::renderGrid()
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int offx = -core->getVirtualOffX();
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int offy = -core->getVirtualOffY();
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if (core->mode == Core::MODE_2D)
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//float div = xDivs;
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for (int i = 0; i < (xDivs-1); i++)
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{
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//float div = xDivs;
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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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//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(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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//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(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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//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(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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//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(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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for (int j = 0; j < (yDivs-1); j++)
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{
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glBegin(GL_QUADS);
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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(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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//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(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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//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(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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//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(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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// 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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}
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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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@ -8,7 +8,6 @@
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#define BBGE_BUILD_SHADERS 1
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#define BBGE_BUILD_OPENGL 1
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#define BBGE_BUILD_OPENGL_DYNAMIC 1
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#define BBGE_BUILD_WIDESCREEN 1
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#define BBGE_BUILD_FMOD_OPENAL_BRIDGE 1
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#define BBGE_BUILD_ACHIEVEMENTS_INTERNAL 1
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@ -102,7 +102,7 @@ public:
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sprintf(errbuf, "Exception in ByteBuffer: '%s', rpos: %u, wpos: %u, cursize: %u, sizeparam: %u", \
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__e.action, __e.rpos, __e.wpos, __e.cursize, __e.sizeparam); errorLog(errbuf); abort(); }
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#else
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#define BYTEBUFFER_EXCEPT(bb, desc, sz) throw ByteBufferException(bb, desc, sz)
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#define BYTEBUFFER_EXCEPT(bb, desc, sz) throw Exception(bb, desc, sz)
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#endif
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protected:
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181
BBGE/Core.cpp
181
BBGE/Core.cpp
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@ -135,8 +135,6 @@ void Core::reloadDevice()
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void Core::resetGraphics(int w, int h, int fullscreen, int vsync, int bpp)
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{
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int lastMode = mode;
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if (fullscreen == -1)
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fullscreen = _fullscreen;
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@ -159,19 +157,7 @@ void Core::resetGraphics(int w, int h, int fullscreen, int vsync, int bpp)
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initGraphicsLibrary(w, h, fullscreen, vsync, bpp);
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switch(lastMode)
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{
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case MODE_2D:
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#ifdef BBGE_BUILD_WIDESCREEN
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enable2DWide(w, h);
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#else
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enable2D(virtualWidth, virtualHeight, true);
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#endif
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break;
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case MODE_3D:
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enable3D();
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break;
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}
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enable2DWide(w, h);
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reloadResources();
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reloadDevice();
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@ -1032,7 +1018,6 @@ Core::Core(const std::string &filesystem, int numRenderLayers, const std::string
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nestedMains = 0;
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afterEffectManager = 0;
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loopDone = false;
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mode = 0;
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core = this;
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#ifdef BBGE_BUILD_WINDOWS
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@ -1051,12 +1036,6 @@ Core::Core(const std::string &filesystem, int numRenderLayers, const std::string
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globalResolutionScale = globalScale = Vector(1,1,1);
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lights.resize(8);
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for (int i = 0; i < lights.size(); i++)
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{
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lights[i].num = i;
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}
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initRenderObjectLayers(numRenderLayers);
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initPlatform(filesystem);
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@ -1805,14 +1784,6 @@ void Core::onUpdate(float dt)
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afterEffectManager->update(dt);
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}
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for (int i = 0; i < lights.size(); i++)
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{
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if (lights[i].enabled)
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{
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lights[i].update(dt);
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}
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}
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if (!sortFlag)
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{
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if (sortTimer>0)
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@ -1906,13 +1877,11 @@ bool Core::initGraphicsLibrary(int width, int height, bool fullscreen, int vsync
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{
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static bool didOnce = false;
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//#ifdef BBGE_BUILD_WIDESCREEN
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aspectX = width;
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aspectY = height;
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aspect = (aspectX/aspectY);
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//#endif
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this->width = width;
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@ -2135,7 +2104,6 @@ void Core::shutdownGraphicsLibrary(bool killVideo)
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#endif
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_hasFocus = false;
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mode = MODE_NONE;
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lib_graphics = false;
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@ -2341,70 +2309,6 @@ bbgePerspective(float fovy, float aspect, float zNear, float zFar)
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glMultMatrixf(&m[0][0]);
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}
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// don't want to support resizing
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void Core::resize3D()
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{
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glViewport(0,0,width,height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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bbgePerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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/*
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//width/height = aspect;
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if (aspect)
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{
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width = int(float(height)*aspect);
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}
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this->width = width;
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this->height = height;
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if (height==0) // Prevent A Divide By Zero By
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{
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height=1; // Making Height Equal One
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}
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#ifdef BBGE_BUILD_OPENGL
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glViewport(0,0,width,height); // Reset The Current Viewport
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|
||||
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
|
||||
glLoadIdentity(); // Reset The Projection Matrix
|
||||
|
||||
#ifdef BBGE_BUILD_GLFW
|
||||
if (mode == MODE_3D)
|
||||
// Calculate The Aspect Ratio Of The Window
|
||||
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
|
||||
#endif
|
||||
|
||||
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
||||
glLoadIdentity(); // Reset The Modelview Matrix
|
||||
|
||||
if (this->mode == Core::MODE_2D)
|
||||
enable2D();
|
||||
onResetScene();
|
||||
|
||||
//if (!fullscreen)
|
||||
//{
|
||||
|
||||
//DWORD dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
|
||||
//DWORD dwStyle=WS_OVERLAPPEDWINDOW;
|
||||
//RECT r = {0,0,width,height};
|
||||
//AdjustWindowRectEx(&r,dwStyle,false,dwExStyle);
|
||||
//}
|
||||
|
||||
#endif
|
||||
*/
|
||||
}
|
||||
|
||||
void Core::setPixelScale(int pixelScaleX, int pixelScaleY)
|
||||
{
|
||||
/*
|
||||
|
@ -2462,13 +2366,6 @@ void Core::enable2DWide(int rx, int ry)
|
|||
//vh = MAX(vh, baseVirtualHeight);
|
||||
core->enable2D(baseVirtualWidth, vh, 1);
|
||||
}
|
||||
|
||||
//else
|
||||
//{
|
||||
// int vh = int(float(baseVirtualWidth) * (float(ry)/float(rx)));
|
||||
// vh = MAX(vh, baseVirtualHeight);
|
||||
// core->enable2D(baseVirtualWidth, vh, 1);
|
||||
//}
|
||||
}
|
||||
|
||||
static void bbgeOrtho2D(float left, float right, float bottom, float top)
|
||||
|
@ -2498,8 +2395,6 @@ void Core::enable2D(int pixelScaleX, int pixelScaleY, bool forcePixelScale)
|
|||
return;
|
||||
}
|
||||
*/
|
||||
|
||||
mode = MODE_2D;
|
||||
|
||||
#ifdef BBGE_BUILD_OPENGL
|
||||
|
||||
|
@ -2510,15 +2405,6 @@ void Core::enable2D(int pixelScaleX, int pixelScaleY, bool forcePixelScale)
|
|||
//glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
//#ifdef BBGE_BUILD_WIDESCREEN
|
||||
//int offx=0,offy=0;
|
||||
// hackish
|
||||
|
||||
//float vw = float((viewPort[2] * baseVirtualHeight)) / float(viewPort[3]);
|
||||
//float vw = float(aspectX * viewPort[3]) / float(aspectY);
|
||||
//- baseVirtualWidth;
|
||||
//offx = float(vw)*0.1f;
|
||||
|
||||
float vw=0,vh=0;
|
||||
|
||||
viewOffX = viewOffY = 0;
|
||||
|
@ -2704,47 +2590,6 @@ void Core::enable2D(int pixelScaleX, int pixelScaleY, bool forcePixelScale)
|
|||
|
||||
}
|
||||
|
||||
void Core::enable3D()
|
||||
{
|
||||
if (mode == MODE_3D) return;
|
||||
else if (mode == MODE_2D)
|
||||
{
|
||||
/*
|
||||
#ifdef BBGE_BUILD_OPENGL
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
#endif
|
||||
*/
|
||||
}
|
||||
mode = MODE_3D;
|
||||
|
||||
glClearDepth(1.0); // Depth Buffer Setup
|
||||
|
||||
glLoadIdentity();
|
||||
resize3D();
|
||||
|
||||
|
||||
|
||||
/*
|
||||
int viewPort[4];
|
||||
glGetIntegerv(GL_VIEWPORT, viewPort);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
//glOrtho(0.0f,viewPort[2],viewPort[3],0.0f,-1000.0f,1000.0f);
|
||||
glOrtho(0.0f,viewPort[2],viewPort[3],0.0f,-1.0f,1.0f);
|
||||
//glOrtho(0, viewPort[2], 0, viewPort[3], -100, 100);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
*/
|
||||
}
|
||||
|
||||
void Core::quitNestedMain()
|
||||
{
|
||||
if (getNestedMains() > 1)
|
||||
|
@ -3963,16 +3808,6 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
|
|||
}
|
||||
|
||||
setupRenderPositionAndScale();
|
||||
bool e = false;
|
||||
for (int i = 0; i < lights.size(); i++)
|
||||
{
|
||||
lights[i].apply();
|
||||
if (lights[i].enabled) e = true;
|
||||
}
|
||||
if (e)
|
||||
glEnable(GL_LIGHTING);
|
||||
else
|
||||
glDisable(GL_LIGHTING);
|
||||
#endif
|
||||
|
||||
#ifdef BBGE_BUILD_DIRECTX
|
||||
|
@ -4050,20 +3885,6 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
|
|||
RenderObject::rlayer = r;
|
||||
if (r->visible)
|
||||
{
|
||||
if (r->mode != mode)
|
||||
{
|
||||
switch(r->mode)
|
||||
{
|
||||
case MODE_2D:
|
||||
enable2DWide(width, height);
|
||||
glLoadIdentity();
|
||||
setupRenderPositionAndScale();
|
||||
break;
|
||||
case MODE_3D:
|
||||
enable3D();
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (r->startPass == r->endPass)
|
||||
{
|
||||
r->renderPass(RenderObject::RENDER_ALL);
|
||||
|
|
|
@ -983,7 +983,6 @@ public:
|
|||
//bool createGlWindow(char* title, int width, int height, int bits, bool fullscreenflag);
|
||||
bool createWindow(int width, int height, int bits, bool fullscreen, std::string windowTitle="");
|
||||
//void setWindowTitle(const std::string &title); // func not yet written
|
||||
void resize3D();
|
||||
void clearBuffers();
|
||||
void render(int startLayer=-1, int endLayer=-1, bool useFrameBufferIfAvail=true);
|
||||
void showBuffer();
|
||||
|
@ -1023,7 +1022,6 @@ public:
|
|||
void toggleScreenMode(int t=0);
|
||||
|
||||
void enable2D(int pixelScaleX=0, int pixelScaleY=0, bool forcePixelScale=false);
|
||||
void enable3D();
|
||||
void addRenderObject(RenderObject *o, int layer=0);
|
||||
void switchRenderObjectLayer(RenderObject *o, int toLayer);
|
||||
void addResource(Resource *r);
|
||||
|
@ -1123,8 +1121,6 @@ public:
|
|||
|
||||
int width, height;
|
||||
|
||||
int mode;
|
||||
|
||||
enum Modes { MODE_NONE=-1, MODE_3D=0, MODE_2D };
|
||||
|
||||
InterpolatedVector globalScale;
|
||||
|
@ -1140,9 +1136,6 @@ public:
|
|||
int fps;
|
||||
bool loopDone;
|
||||
|
||||
|
||||
std::vector<Light> lights;
|
||||
|
||||
Mouse mouse;
|
||||
|
||||
AfterEffectManager *afterEffectManager;
|
||||
|
|
268
BBGE/Quad.cpp
268
BBGE/Quad.cpp
|
@ -23,30 +23,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
|
||||
#include <assert.h>
|
||||
|
||||
std::vector<QuadLight> QuadLight::quadLights;
|
||||
|
||||
bool Quad::flipTY = true;
|
||||
|
||||
int Quad::_w2 = 0;
|
||||
int Quad::_h2 = 0;
|
||||
|
||||
QuadLight::QuadLight(Vector position, Vector color, int dist)
|
||||
{
|
||||
this->dist = dist;
|
||||
this->color = color;
|
||||
this->position = position;
|
||||
}
|
||||
|
||||
void QuadLight::clearQuadLights()
|
||||
{
|
||||
quadLights.clear();
|
||||
}
|
||||
|
||||
void QuadLight::addQuadLight(const QuadLight &quadLight)
|
||||
{
|
||||
quadLights.push_back(quadLight);
|
||||
}
|
||||
|
||||
Vector Quad::renderBorderColor = Vector(1,1,1);
|
||||
|
||||
Quad::Quad(const std::string &tex, const Vector &pos)
|
||||
|
@ -267,13 +243,9 @@ void Quad::initQuad()
|
|||
//debugLog("Quad::initQuad()");
|
||||
|
||||
repeatingTextureToFill = false;
|
||||
_w2 = _h2 = 0;
|
||||
|
||||
drawGrid = 0;
|
||||
|
||||
lightingColor = Vector(1,1,1);
|
||||
quadLighting = false;
|
||||
|
||||
renderBorder = false;
|
||||
renderCenter = true;
|
||||
width = 2; height = 2;
|
||||
|
@ -439,108 +411,80 @@ void Quad::renderGrid()
|
|||
const float blue = this->color.z;
|
||||
const float alpha = this->alpha.x * this->alphaMod;
|
||||
|
||||
if (core->mode == Core::MODE_2D)
|
||||
/*
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
*/
|
||||
glBegin(GL_QUADS);
|
||||
float u0 = baseX;
|
||||
float u1 = u0 + incX;
|
||||
for (int i = 0; i < (xDivs-1); i++, u0 = u1, u1 += incX)
|
||||
{
|
||||
/*
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
*/
|
||||
glBegin(GL_QUADS);
|
||||
float u0 = baseX;
|
||||
float u1 = u0 + incX;
|
||||
for (int i = 0; i < (xDivs-1); i++, u0 = u1, u1 += incX)
|
||||
float v0 = 1 - percentY + baseY;
|
||||
float v1 = v0 + incY;
|
||||
for (int j = 0; j < (yDivs-1); j++, v0 = v1, v1 += incY)
|
||||
{
|
||||
float v0 = 1 - percentY + baseY;
|
||||
float v1 = v0 + incY;
|
||||
for (int j = 0; j < (yDivs-1); j++, v0 = v1, v1 += incY)
|
||||
if (drawGrid[i][j].z != 0 || drawGrid[i][j+1].z != 0 || drawGrid[i+1][j].z != 0 || drawGrid[i+1][j+1].z != 0)
|
||||
{
|
||||
if (drawGrid[i][j].z != 0 || drawGrid[i][j+1].z != 0 || drawGrid[i+1][j].z != 0 || drawGrid[i+1][j+1].z != 0)
|
||||
{
|
||||
|
||||
glColor4f(red, green, blue, alpha*drawGrid[i][j].z);
|
||||
glTexCoord2f(u0, v0);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u0-baseX, v0-baseY);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
|
||||
glColor4f(red, green, blue, alpha*drawGrid[i][j].z);
|
||||
glTexCoord2f(u0, v0);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u0-baseX, v0-baseY);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
|
||||
glVertex2f(w*drawGrid[i][j].x, h*drawGrid[i][j].y);
|
||||
//
|
||||
glColor4f(red, green, blue, alpha*drawGrid[i][j+1].z);
|
||||
glTexCoord2f(u0, v1);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u0-baseX, v1-baseY);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
|
||||
glVertex2f(w*drawGrid[i][j+1].x, h*drawGrid[i][j+1].y);
|
||||
//
|
||||
glColor4f(red, green, blue, alpha*drawGrid[i+1][j+1].z);
|
||||
glTexCoord2f(u1, v1);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u1-baseX, v1-baseY);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
|
||||
glVertex2f(w*drawGrid[i+1][j+1].x, h*drawGrid[i+1][j+1].y);
|
||||
//
|
||||
glColor4f(red, green, blue, alpha*drawGrid[i+1][j].z);
|
||||
glTexCoord2f(u1, v0);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u1-baseX, v0-baseY);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
|
||||
glVertex2f(w*drawGrid[i+1][j].x, h*drawGrid[i+1][j].y);
|
||||
}
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
// debug points
|
||||
if (RenderObject::renderCollisionShape)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glPointSize(2);
|
||||
glColor3f(1,0,0);
|
||||
glBegin(GL_POINTS);
|
||||
for (int i = 0; i < (xDivs-1); i++)
|
||||
{
|
||||
for (int j = 0; j < (yDivs-1); j++)
|
||||
{
|
||||
glVertex2f(w*drawGrid[i][j].x, h*drawGrid[i][j].y);
|
||||
//
|
||||
glColor4f(red, green, blue, alpha*drawGrid[i][j+1].z);
|
||||
glTexCoord2f(u0, v1);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u0-baseX, v1-baseY);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
|
||||
glVertex2f(w*drawGrid[i][j+1].x, h*drawGrid[i][j+1].y);
|
||||
//
|
||||
glColor4f(red, green, blue, alpha*drawGrid[i+1][j+1].z);
|
||||
glTexCoord2f(u1, v1);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u1-baseX, v1-baseY);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
|
||||
glVertex2f(w*drawGrid[i+1][j+1].x, h*drawGrid[i+1][j+1].y);
|
||||
//
|
||||
glColor4f(red, green, blue, alpha*drawGrid[i+1][j].z);
|
||||
glTexCoord2f(u1, v0);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u1-baseX, v0-baseY);
|
||||
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
|
||||
glVertex2f(w*drawGrid[i+1][j].x, h*drawGrid[i+1][j].y);
|
||||
}
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
// debug points
|
||||
if (RenderObject::renderCollisionShape)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glPointSize(2);
|
||||
glColor3f(1,0,0);
|
||||
glBegin(GL_POINTS);
|
||||
for (int i = 0; i < (xDivs-1); i++)
|
||||
{
|
||||
for (int j = 0; j < (yDivs-1); j++)
|
||||
{
|
||||
glVertex2f(w*drawGrid[i][j].x, h*drawGrid[i][j].y);
|
||||
glVertex2f(w*drawGrid[i][j+1].x, h*drawGrid[i][j+1].y);
|
||||
glVertex2f(w*drawGrid[i+1][j+1].x, h*drawGrid[i+1][j+1].y);
|
||||
glVertex2f(w*drawGrid[i+1][j].x, h*drawGrid[i+1][j].y);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
if (texture)
|
||||
glBindTexture(GL_TEXTURE_2D, texture->textures[0]);
|
||||
}
|
||||
if (texture)
|
||||
glBindTexture(GL_TEXTURE_2D, texture->textures[0]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
Vector oldQuadColor;
|
||||
|
||||
void Quad::render()
|
||||
{
|
||||
if (lightingColor.x != 1.0f || lightingColor.y != 1.0f || lightingColor.z != 1.0f)
|
||||
{
|
||||
oldQuadColor = color;
|
||||
color *= lightingColor;
|
||||
RenderObject::render();
|
||||
color = oldQuadColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderObject::render();
|
||||
}
|
||||
}
|
||||
|
||||
void Quad::repeatTextureToFill(bool on)
|
||||
{
|
||||
if (on)
|
||||
{
|
||||
repeatingTextureToFill = true;
|
||||
repeatTexture = true;
|
||||
refreshRepeatTextureToFill();
|
||||
}
|
||||
else
|
||||
{
|
||||
repeatingTextureToFill = false;
|
||||
repeatTexture = false;
|
||||
refreshRepeatTextureToFill();
|
||||
}
|
||||
repeatingTextureToFill = on;
|
||||
repeatTexture = on;
|
||||
refreshRepeatTextureToFill();
|
||||
|
||||
}
|
||||
|
||||
void Quad::onRender()
|
||||
|
@ -549,8 +493,8 @@ void Quad::onRender()
|
|||
|
||||
#ifdef BBGE_BUILD_OPENGL
|
||||
|
||||
_w2 = width/2;
|
||||
_h2 = height/2;
|
||||
float _w2 = width/2.0f;
|
||||
float _h2 = height/2.0f;
|
||||
|
||||
if (!strip.empty())
|
||||
{
|
||||
|
@ -563,23 +507,8 @@ void Quad::onRender()
|
|||
|
||||
if (!stripVert)
|
||||
{
|
||||
Vector pl, pr;
|
||||
for (int i = 0; i < strip.size(); i++)
|
||||
{
|
||||
//glNormal3f( 0.0f, 0.0f, 1.0f);
|
||||
|
||||
if (i == strip.size()-1)
|
||||
{
|
||||
}
|
||||
else //if (i == 0)
|
||||
{
|
||||
Vector diffVec = strip[i+1] - strip[i];
|
||||
|
||||
diffVec.setLength2D(_h2);
|
||||
pl = diffVec.getPerpendicularLeft();
|
||||
pr = diffVec.getPerpendicularRight();
|
||||
}
|
||||
|
||||
glTexCoord2f(texBits*i, 0);
|
||||
glVertex2f(strip[i].x*width-_w2, strip[i].y*_h2*10 - _h2);
|
||||
glTexCoord2f(texBits*i, 1);
|
||||
|
@ -602,51 +531,27 @@ void Quad::onRender()
|
|||
}
|
||||
else
|
||||
{
|
||||
if (core->mode == Core::MODE_2D)
|
||||
if (!drawGrid)
|
||||
{
|
||||
if (!drawGrid)
|
||||
glBegin(GL_QUADS);
|
||||
{
|
||||
if (Quad::flipTY)
|
||||
{
|
||||
glBegin(GL_QUADS);
|
||||
{
|
||||
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
|
||||
glVertex2f(-_w2, +_h2);
|
||||
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
|
||||
glVertex2f(-_w2, +_h2);
|
||||
|
||||
glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
|
||||
glVertex2f(+_w2, +_h2);
|
||||
glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
|
||||
glVertex2f(+_w2, +_h2);
|
||||
|
||||
glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
|
||||
glVertex2f(+_w2, -_h2);
|
||||
glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
|
||||
glVertex2f(+_w2, -_h2);
|
||||
|
||||
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
|
||||
glVertex2f(-_w2, -_h2);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
else
|
||||
{
|
||||
glBegin(GL_QUADS);
|
||||
{
|
||||
glTexCoord2f(upperLeftTextureCoordinates.x, upperLeftTextureCoordinates.y);
|
||||
glVertex2f(-_w2, +_h2);
|
||||
|
||||
glTexCoord2f(lowerRightTextureCoordinates.x, upperLeftTextureCoordinates.y);
|
||||
glVertex2f(+_w2, +_h2);
|
||||
|
||||
glTexCoord2f(lowerRightTextureCoordinates.x, lowerRightTextureCoordinates.y);
|
||||
glVertex2f(+_w2, -_h2);
|
||||
|
||||
glTexCoord2f(upperLeftTextureCoordinates.x, lowerRightTextureCoordinates.y);
|
||||
glVertex2f(-_w2, -_h2);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
renderGrid();
|
||||
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
|
||||
glVertex2f(-_w2, -_h2);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
else
|
||||
{
|
||||
renderGrid();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -820,24 +725,6 @@ void Quad::flipVertical()
|
|||
RenderObject::flipVertical();
|
||||
}
|
||||
|
||||
void Quad::calculateQuadLighting()
|
||||
{
|
||||
Vector total;
|
||||
int c=0;
|
||||
for (int i = 0; i < QuadLight::quadLights.size(); i++)
|
||||
{
|
||||
QuadLight *q = &QuadLight::quadLights[i];
|
||||
Vector dist = q->position - position;
|
||||
if (dist.isLength2DIn(q->dist))
|
||||
{
|
||||
total += q->color;
|
||||
c++;
|
||||
}
|
||||
}
|
||||
if (c > 0)
|
||||
lightingColor = total/c;
|
||||
}
|
||||
|
||||
void Quad::refreshRepeatTextureToFill()
|
||||
{
|
||||
if (repeatingTextureToFill)
|
||||
|
@ -883,11 +770,6 @@ void Quad::onUpdate(float dt)
|
|||
{
|
||||
updateGrid(dt);
|
||||
}
|
||||
|
||||
if (quadLighting)
|
||||
{
|
||||
calculateQuadLighting();
|
||||
}
|
||||
}
|
||||
|
||||
void Quad::setWidthHeight(float w, float h)
|
||||
|
@ -915,8 +797,6 @@ void Quad::onSetTexture()
|
|||
{
|
||||
width = this->texture->width;
|
||||
height = this->texture->height;
|
||||
_w2 = this->texture->width/2.0f;
|
||||
_h2 = this->texture->height/2.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
19
BBGE/Quad.h
19
BBGE/Quad.h
|
@ -23,19 +23,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
|
||||
#include "RenderObject.h"
|
||||
|
||||
class QuadLight
|
||||
{
|
||||
public:
|
||||
QuadLight(Vector position, Vector color, int dist);
|
||||
Vector position, color;
|
||||
int dist;
|
||||
|
||||
static std::vector<QuadLight> quadLights;
|
||||
|
||||
static void addQuadLight(const QuadLight &quadLight);
|
||||
static void clearQuadLights();
|
||||
};
|
||||
|
||||
class OutlineRect : public RenderObject
|
||||
{
|
||||
public:
|
||||
|
@ -78,7 +65,6 @@ public:
|
|||
void setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo);
|
||||
void setDrawGridAlpha(int x, int y, float alpha);
|
||||
void calculateQuadLighting();
|
||||
void render();
|
||||
void repeatTextureToFill(bool on);
|
||||
void refreshRepeatTextureToFill();
|
||||
bool isRepeatingTextureToFill() const { return repeatingTextureToFill; }
|
||||
|
@ -88,8 +74,6 @@ public:
|
|||
float getStripSegmentSize();
|
||||
void resetStrip();
|
||||
Vector ** getDrawGrid() { return drawGrid; }
|
||||
|
||||
static bool flipTY;
|
||||
|
||||
void reloadDevice();
|
||||
|
||||
|
@ -110,7 +94,6 @@ public:
|
|||
|
||||
char autoWidth, autoHeight; // char to save space
|
||||
|
||||
bool quadLighting;
|
||||
bool renderQuad, renderBorder, renderCenter;
|
||||
bool stripVert;
|
||||
std::vector<Vector>strip;
|
||||
|
@ -121,7 +104,6 @@ public:
|
|||
|
||||
protected:
|
||||
bool repeatingTextureToFill;
|
||||
Vector lightingColor;
|
||||
float gridTimer;
|
||||
int xDivs, yDivs;
|
||||
Vector ** drawGrid;
|
||||
|
@ -138,7 +120,6 @@ protected:
|
|||
float drawGridTimeMultiplier;
|
||||
bool drawGridOut;
|
||||
|
||||
static int _w2, _h2;
|
||||
static Vector renderBorderColor;
|
||||
|
||||
void onSetTexture();
|
||||
|
|
|
@ -168,7 +168,6 @@ RenderObject::RenderObject()
|
|||
alphaMod = 1;
|
||||
collisionMaskRadius = 0;
|
||||
collideRadius = 0;
|
||||
useCollisionMask = false;
|
||||
motionBlurTransition = false;
|
||||
motionBlurFrameOffsetCounter = 0;
|
||||
motionBlurFrameOffset = 0;
|
||||
|
@ -634,12 +633,6 @@ void RenderObject::renderCall()
|
|||
glRotatef(180, 0, 1, 0);
|
||||
}
|
||||
|
||||
if (core->mode == Core::MODE_3D)
|
||||
{
|
||||
glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
|
||||
glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
|
||||
}
|
||||
|
||||
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
|
||||
#endif
|
||||
#ifdef BBGE_BUILD_DIRECTX
|
||||
|
@ -665,11 +658,6 @@ void RenderObject::renderCall()
|
|||
glDisable(GL_CULL_FACE);
|
||||
glRotatef(180, 0, 1, 0);
|
||||
}
|
||||
if (core->mode == Core::MODE_3D)
|
||||
{
|
||||
glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
|
||||
glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
|
||||
}
|
||||
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
|
||||
#endif
|
||||
#ifdef BBGE_BUILD_DIRECTX
|
||||
|
@ -723,12 +711,6 @@ void RenderObject::renderCall()
|
|||
#endif
|
||||
#ifdef BBGE_BUILD_OPENGL
|
||||
|
||||
if (core->mode == Core::MODE_3D)
|
||||
{
|
||||
glRotatef(rotation.x+rotationOffset.x, 1, 0, 0);
|
||||
glRotatef(rotation.y+rotationOffset.y, 0, 1, 0);
|
||||
}
|
||||
|
||||
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
|
||||
if (isfh())
|
||||
{
|
||||
|
@ -753,10 +735,7 @@ void RenderObject::renderCall()
|
|||
|
||||
#ifdef BBGE_BUILD_OPENGL
|
||||
glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, beforeScaleOffset.z);
|
||||
if (core->mode == Core::MODE_3D)
|
||||
glScalef(scale.x, scale.y, scale.z);
|
||||
else
|
||||
glScalef(scale.x, scale.y, 1);
|
||||
glScalef(scale.x, scale.y, 1);
|
||||
glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z);
|
||||
#endif
|
||||
#ifdef BBGE_BUILD_DIRECTX
|
||||
|
|
|
@ -189,9 +189,6 @@ public:
|
|||
|
||||
const RenderObject &operator=(const RenderObject &r);
|
||||
|
||||
void enableProjectCollision();
|
||||
void disableProjectCollision();
|
||||
|
||||
void toggleCull(bool value);
|
||||
|
||||
void safeKill();
|
||||
|
@ -293,8 +290,6 @@ public:
|
|||
|
||||
int collideRadius;
|
||||
Vector collidePosition;
|
||||
bool useCollisionMask;
|
||||
//Vector collisionMaskHalfVector;
|
||||
std::vector<Vector> collisionMask;
|
||||
std::vector<Vector> transformedCollisionMask;
|
||||
|
||||
|
|
|
@ -30,6 +30,21 @@ std::string SkeletalSprite::skinPath = "skins/";
|
|||
|
||||
std::string SkeletalSprite::secondaryAnimationPath = "";
|
||||
|
||||
static std::map<std::string, TiXmlDocument> skelCache;
|
||||
|
||||
static TiXmlDocument& _retrieveSkeletalXML(const std::string& name)
|
||||
{
|
||||
TiXmlDocument& doc = skelCache[name];
|
||||
if (!doc.RootElement())
|
||||
doc.LoadFile(name);
|
||||
return doc;
|
||||
}
|
||||
|
||||
void SkeletalSprite::clearCache()
|
||||
{
|
||||
skelCache.clear();
|
||||
}
|
||||
|
||||
|
||||
void SkeletalKeyframe::copyAllButTime(SkeletalKeyframe *copy)
|
||||
{
|
||||
|
@ -842,7 +857,8 @@ void SkeletalSprite::saveSkeletal(const std::string &fn)
|
|||
file = animationPath + filename + ".xml";
|
||||
|
||||
int i = 0;
|
||||
TiXmlDocument xml;
|
||||
TiXmlDocument& xml = _retrieveSkeletalXML(file);
|
||||
xml.Clear();
|
||||
|
||||
TiXmlElement animationLayers("AnimationLayers");
|
||||
for (i = 0; i < animLayers.size(); i++)
|
||||
|
@ -1141,8 +1157,6 @@ Animation *SkeletalSprite::getAnimation(std::string anim)
|
|||
|
||||
void SkeletalSprite::loadSkin(const std::string &fn)
|
||||
{
|
||||
TiXmlDocument d;
|
||||
|
||||
std::string file;
|
||||
|
||||
if (!secondaryAnimationPath.empty())
|
||||
|
@ -1162,7 +1176,7 @@ void SkeletalSprite::loadSkin(const std::string &fn)
|
|||
errorLog("Could not load skin[" + file + "]");
|
||||
return;
|
||||
}
|
||||
d.LoadFile(file);
|
||||
TiXmlDocument& d = _retrieveSkeletalXML(file);
|
||||
|
||||
TiXmlElement *bonesXml = d.FirstChildElement("Bones");
|
||||
if (bonesXml)
|
||||
|
@ -1294,7 +1308,7 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
|
|||
|
||||
loaded = true;
|
||||
|
||||
TiXmlDocument xml;
|
||||
TiXmlDocument& xml = _retrieveSkeletalXML(file);
|
||||
xml.LoadFile(file.c_str());
|
||||
|
||||
TiXmlElement *bones = xml.FirstChildElement("Bones");
|
||||
|
|
|
@ -259,6 +259,7 @@ public:
|
|||
std::string filenameLoaded;
|
||||
|
||||
static std::string animationPath, skinPath, secondaryAnimationPath;
|
||||
static void clearCache();
|
||||
|
||||
protected:
|
||||
bool frozen;
|
||||
|
|
|
@ -58,7 +58,6 @@ TexErr Texture::textureError = TEXERR_OK;
|
|||
|
||||
Texture::Texture() : Resource()
|
||||
{
|
||||
components = 0;
|
||||
#ifdef BBGE_BUILD_OPENGL
|
||||
textures[0] = 0;
|
||||
#endif
|
||||
|
@ -68,6 +67,7 @@ Texture::Texture() : Resource()
|
|||
width = height = 0;
|
||||
|
||||
repeat = false;
|
||||
repeating = false;
|
||||
pngSetStandardOrientation(0);
|
||||
imageData = 0;
|
||||
|
||||
|
@ -291,20 +291,14 @@ void Texture::reload()
|
|||
Resource::reload();
|
||||
|
||||
debugLog("RELOADING TEXTURE: " + name + " with loadName " + loadName + "...");
|
||||
if (true)
|
||||
{
|
||||
unload();
|
||||
load(loadName);
|
||||
|
||||
if (ow != -1 && oh != -1)
|
||||
{
|
||||
width = ow;
|
||||
height = oh;
|
||||
}
|
||||
}
|
||||
else
|
||||
unload();
|
||||
load(loadName);
|
||||
|
||||
if (ow != -1 && oh != -1)
|
||||
{
|
||||
debugLog("name was too short, didn't load");
|
||||
width = ow;
|
||||
height = oh;
|
||||
}
|
||||
debugLog("DONE");
|
||||
}
|
||||
|
@ -419,13 +413,21 @@ void Texture::apply(bool repeatOverride)
|
|||
glBindTexture(GL_TEXTURE_2D, textures[0]);
|
||||
if (repeat || repeatOverride)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
if (!repeating)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
repeating = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if (repeating)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
repeating = false;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#ifdef BBGE_BUILD_DIRECTX
|
||||
|
@ -473,18 +475,6 @@ void Texture::loadPNG(const std::string &file)
|
|||
textures[0] = pngBind(file.c_str(), PNG_BUILDMIPMAPS, pngType, &info, GL_CLAMP_TO_EDGE, GL_LINEAR_MIPMAP_LINEAR, filter);
|
||||
}
|
||||
|
||||
|
||||
if (info.Alpha)
|
||||
components = 4;
|
||||
else
|
||||
components = 3;
|
||||
/*
|
||||
pngRawInfo rawinfo;
|
||||
bool success = pngLoadRaw(file.c_str(), &rawinfo);
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, rawinfo.Width, rawinfo.Height,
|
||||
GL_RGB, GL_UNSIGNED_BYTE, rawinfo.Data);
|
||||
*/
|
||||
if (textures[0] != 0)
|
||||
{
|
||||
width = info.Width;
|
||||
|
|
|
@ -62,9 +62,8 @@ public:
|
|||
static ImageTGA *TGAloadMem(void *mem, int size);
|
||||
|
||||
static bool useMipMaps;
|
||||
bool repeat;
|
||||
bool repeat, repeating;
|
||||
|
||||
int components;
|
||||
#ifdef BBGE_BUILD_OPENGL
|
||||
static GLint filter;
|
||||
static GLint format;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue