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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:
fgenesis 2012-02-19 04:57:04 +01:00
commit 9b63b400d5
23 changed files with 209 additions and 764 deletions

View file

@ -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;
}
}