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remove overrideRenderPass completely

Also removes Lua functions:
- obj_setOverrideRenderPass()
* entity_setRenderPass() is now the same as obj_setRenderPass(),
  without the special case alternate name in Lua
This commit is contained in:
fgenesis 2022-05-25 00:40:47 +02:00
parent 1a90625979
commit f466e1e7c8
5 changed files with 22 additions and 70 deletions

View file

@ -3629,14 +3629,12 @@ Avatar::Avatar() : Entity(), ActionMapper()
setCanLeaveWater(true);
debugLog("setOverrideRenderPass");
debugLog("setRenderPass");
setOverrideRenderPass(1);
setRenderPass(1);
debugLog("Done those");
/*
setRenderPass(2);
*/
rippleDelay = 0;
ripples = false;
fallGravityTimer = 0;
@ -3700,7 +3698,6 @@ Avatar::Avatar() : Entity(), ActionMapper()
debugLog("Avatar 3");
hair = new Hair();
hair->setTexture("Naija/Cape");
hair->setOverrideRenderPass(1);
hair->setRenderPass(1);
dsq->game->addRenderObject(hair, LR_ENTITIES);

View file

@ -251,6 +251,8 @@ Entity::Entity()
stopSoundsOnDeath = false;
minimapIcon = 0;
renderPass = RENDER_ALL;
}
@ -2479,6 +2481,15 @@ void Entity::doEntityAvoidance(float dt, int range, float mod, Entity *ignore)
void Entity::render(const RenderState& rsold) const
{
// This is special-cased for entities:
// An entity that has a renderpass set is supposed to apply this to all
// children regardless of their setting.
// (In earlier versions this functionality was implemented via an overrideRenderPass
// but that doesn't exist anymore)
// -> Wait for the correct pass until we even bother to try rendering this entity
if(renderPass != RENDER_ALL && rsold.pass != renderPass)
return;
InterpolatedVector bscale = scale;
scale *= flipScale;
@ -2500,6 +2511,12 @@ void Entity::render(const RenderState& rsold) const
rs.color *= multColor;
rs.alpha *= alpha.x;
// if we have an override render pass set:
// from this point, render all children in this pass
// regardless of what they specify
if(renderPass != RENDER_ALL && rs.pass == renderPass)
rs.pass = RENDER_ALL;
Quad::render(rs);
renderBorder = false;

View file

@ -1622,15 +1622,6 @@ luaFunc(obj_setRenderPass)
luaReturnNil();
}
luaFunc(obj_setOverrideRenderPass)
{
RenderObject *r = robj(L);
int pass = lua_tointeger(L, 2);
if (r)
r->setOverrideRenderPass(pass);
luaReturnNil();
}
luaFunc(obj_fh)
{
RenderObject *r = robj(L);
@ -2049,7 +2040,6 @@ luaFunc(quad_getBorderAlpha)
RO_FUNC(getter, prefix, setUpdateCull ) \
RO_FUNC(getter, prefix, getUpdateCull ) \
RO_FUNC(getter, prefix, setRenderPass ) \
RO_FUNC(getter, prefix, setOverrideRenderPass ) \
RO_FUNC(getter, prefix, setPositionX ) \
RO_FUNC(getter, prefix, setPositionY ) \
RO_FUNC(getter, prefix, enableMotionBlur ) \
@ -5009,17 +4999,6 @@ luaFunc(entity_setEntityLayer)
luaReturnNil();
}
// Note that this overrides the generic obj_setRenderPass function for entities.
// (It's registered as "entity_setRenderPass" to Lua)
luaFunc(entity_setRenderPass_override)
{
Entity *e = entity(L);
int pass = lua_tointeger(L, 2);
if (e)
e->setOverrideRenderPass(pass);
luaReturnNil();
}
// intended to be used for setting max health and refilling it all
luaFunc(entity_setHealth)
{
@ -10973,7 +10952,6 @@ static const struct {
{"bone_getPosition", l_bone_getWorldPosition},
{ "entity_delete", l_entity_delete_override },
{ "entity_setRenderPass", l_entity_setRenderPass_override },
{ "beam_setPosition", l_beam_setPosition_override },
// -- deprecated/compatibility related functions below here --

View file

@ -59,7 +59,6 @@ RenderObject::RenderObject()
useOldDT = false;
ignoreUpdate = false;
overrideRenderPass = OVERRIDE_NONE;
renderPass = 0;
overrideCullRadiusSqr = 0;
repeatTexture = false;
@ -436,23 +435,7 @@ bool RenderObject::isVisibleInPass(int pass) const
assert(!parent); // This check should be done for root objects only
assert(pass != RENDER_ALL); // why call this when we already know we don't do passes
if (this->overrideRenderPass != OVERRIDE_NONE)
{
// FIXME: overrideRenderPass is not applied to the
// node itself in the original check (below); is
// that intentional? Doing the same thing here
// for the time being. --achurch
if (pass != this->renderPass
&& pass != this->overrideRenderPass)
return false;
}
else
{
if (!hasRenderPass(pass))
return false;
}
return true;
return hasRenderPass(pass);
}
void RenderObject::render(const RenderState& rs) const
@ -579,7 +562,6 @@ void RenderObject::renderCall(const RenderState& rs) const
if (texture)
{
if (texture->textures[0] != lastTextureApplied || repeatTexture != lastTextureRepeat)
{
texture->apply(repeatTexture);
@ -597,22 +579,7 @@ void RenderObject::renderCall(const RenderState& rs) const
}
}
bool doRender = true;
if (rs.pass != RENDER_ALL)
{
int pass = renderPass;
RenderObject *top = getTopParent();
if (top)
{
if (top->overrideRenderPass != OVERRIDE_NONE)
pass = top->overrideRenderPass;
}
doRender = (rs.pass == pass);
}
if (doRender)
if (rs.pass == RENDER_ALL || rs.pass == renderPass)
{
// RenderState color applies to everything in the scene graph,
// so that needs to be multiplied in unconditionally

View file

@ -205,8 +205,6 @@ public:
void setOverrideCullRadius(float ovr);
void setRenderPass(int pass) { renderPass = pass; }
int getRenderPass() const { return renderPass; }
void setOverrideRenderPass(int pass) { overrideRenderPass = pass; }
int getOverrideRenderPass() const { return overrideRenderPass; }
enum { RENDER_ALL=314, OVERRIDE_NONE=315 };
// Defined in RenderObject_inline.h
@ -269,11 +267,6 @@ public:
float decayRate;
float maxLife;
// When a root RenderObject has overrideRenderPass set,
// the override applies the same pass to ALL RenderObjects in the hierarchy.
// For non-root objects, it has no effect.
int overrideRenderPass;
// In layers that have multi-pass rendering enabled, the object will only be rendered
// in this pass (single-pass layers always render, regardless of this setting).
int renderPass;