/* Copyright (C) 2007, 2010 - Bit-Blot This file is part of Aquaria. Aquaria is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "RenderObject.h" #include "Core.h" #include "MathFunctions.h" #include #include #ifdef BBGE_USE_GLM #include "glm/glm.hpp" #include "glm/gtx/transform.hpp" #endif bool RenderObject::renderCollisionShape = false; int RenderObject::lastTextureApplied = 0; bool RenderObject::lastTextureRepeat = false; bool RenderObject::renderPaths = false; const bool RENDEROBJECT_SHAREATTRIBUTES = true; const bool RENDEROBJECT_FASTTRANSFORM = false; RenderObjectLayer *RenderObject::rlayer = 0; void RenderObject::toggleAlpha(float t) { if (alpha.x < 0.5f) alpha.interpolateTo(1,t); else alpha.interpolateTo(0,t); } int RenderObject::getTopLayer() { if (parent) { return parent->getTopLayer(); } return layer; } void RenderObject::applyBlendType() { #ifdef BBGE_BUILD_OPENGL if (blendEnabled) { glEnable(GL_BLEND); switch (blendType) { case BLEND_DEFAULT: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case BLEND_ADD: glBlendFunc(GL_SRC_ALPHA,GL_ONE); break; case BLEND_SUB: glBlendFunc(GL_ZERO, GL_SRC_ALPHA); break; case BLEND_MULT: glBlendFunc(GL_ZERO, GL_SRC_COLOR); break; } } else { glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); } #endif #ifdef BBGE_BUILD_DIRECTX if (blendEnabled) { core->getD3DDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); switch (blendType) { case BLEND_DEFAULT: core->getD3DDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); core->getD3DDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case BLEND_ADD: core->getD3DDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); core->getD3DDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); //glBlendFunc(GL_SRC_ALPHA,GL_ONE); break; case BLEND_SUB: core->getD3DDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO); core->getD3DDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_SRCALPHA); //glBlendFunc(GL_ZERO, GL_SRC_ALPHA); break; } core->getD3DDevice()->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); core->getD3DDevice()->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); } else { core->getD3DDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); /* glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); */ } #endif } void RenderObject::setColorMult(const Vector &color, const float alpha) { if (colorIsSaved) { debugLog("setColorMult() WARNING: can't do nested multiplies"); return; } this->colorIsSaved = true; this->savedColor.x = this->color.x; this->savedColor.y = this->color.y; this->savedColor.z = this->color.z; this->savedAlpha = this->alpha.x; this->color *= color; this->alpha.x *= alpha; for (Children::iterator i = children.begin(); i != children.end(); i++) { (*i)->setColorMult(color, alpha); } } void RenderObject::clearColorMult() { if (!colorIsSaved) { debugLog("clearColorMult() WARNING: no saved color to restore"); return; } this->color.x = this->savedColor.x; this->color.y = this->savedColor.y; this->color.z = this->savedColor.z; this->alpha.x = this->savedAlpha; this->colorIsSaved = false; for (Children::iterator i = children.begin(); i != children.end(); i++) { (*i)->clearColorMult(); } } RenderObject::RenderObject() { addType(SCO_RENDEROBJECT); useOldDT = false; updateAfterParent = false; ignoreUpdate = false; overrideRenderPass = OVERRIDE_NONE; renderPass = 0; overrideCullRadiusSqr = 0; repeatTexture = false; alphaMod = 1; collisionMaskRadius = 0; collideRadius = 0; motionBlurTransition = false; motionBlurFrameOffsetCounter = 0; motionBlurFrameOffset = 0; motionBlur = false; idx = -1; #ifdef BBGE_BUILD_DIRECTX useDXTransform = false; #endif _fv = false; _fh = false; updateCull = -1; //rotateFirst = true; layer = LR_NONE; cull = true; pm = PM_NONE; positionSnapTo = 0; //updateMultiplier = 1; blendEnabled = true; texture = 0; width = 0; height = 0; scale = Vector(1,1,1); color = Vector(1,1,1); alpha.x = 1; //mode = 0; life = maxLife = 1; decayRate = 0; _dead = false; _hidden = false; _static = false; fadeAlphaWithLife = false; blendType = BLEND_DEFAULT; //lifeAlphaFadeMultiplier = 1; followCamera = 0; stateData = 0; parent = 0; //useColor = true; renderBeforeParent = false; //followXOnly = false; //renderOrigin = false; colorIsSaved = false; shareAlphaWithChildren = false; shareColorWithChildren = false; motionBlurTransitionTimer = 0; } RenderObject::~RenderObject() { } Vector RenderObject::getWorldPosition() { return getWorldCollidePosition(); } RenderObject* RenderObject::getTopParent() { RenderObject *p = parent; RenderObject *lastp=0; while (p) { lastp = p; p = p->parent; } return lastp; } bool RenderObject::isPieceFlippedHorizontal() { RenderObject *p = getTopParent(); if (p) return p->isfh(); return isfh(); } Vector RenderObject::getInvRotPosition(const Vector &vec) { #ifdef BBGE_BUILD_OPENGL glPushMatrix(); glLoadIdentity(); std::vectorchain; RenderObject *p = this; while(p) { chain.push_back(p); p = p->parent; } for (int i = chain.size()-1; i >= 0; i--) { glRotatef(-(chain[i]->rotation.z+chain[i]->rotationOffset.z), 0, 0, 1); if (chain[i]->isfh()) { //glDisable(GL_CULL_FACE); glRotatef(180, 0, 1, 0); } } 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); #elif BBGE_BUILD_DIRECTX return vec; #endif } #ifdef BBGE_USE_GLM static glm::mat4 matrixChain(const RenderObject *ro) { glm::mat4 tranformMatrix = glm::scale( glm::translate( glm::rotate( glm::translate( ro->getParent() ? matrixChain(ro->getParent()) : glm::mat4(1.0f), glm::vec3(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0) ), ro->rotation.z + ro->rotationOffset.z, glm::vec3(0, 0, 1) ), glm::vec3(ro->beforeScaleOffset.x, ro->beforeScaleOffset.y, 0.0f) ), glm::vec3(ro->scale.x, ro->scale.y, 0.0f) ); if (ro->isfh()) tranformMatrix *= glm::rotate(180.0f, glm::vec3(0.0f, 1.0f, 0.0f)); 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); #ifdef BBGE_BUILD_OPENGL 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()) { //glDisable(GL_CULL_FACE); glRotatef(180, 0, 1, 0); } glTranslatef(ro->internalOffset.x, ro->internalOffset.y, 0); #endif } #endif float RenderObject::getWorldRotation() { Vector up = getWorldCollidePosition(Vector(0,1)); Vector orig = getWorldPosition(); float rot = 0; MathFunctions::calculateAngleBetweenVectorsInDegrees(orig, up, rot); return rot; } Vector RenderObject::getWorldPositionAndRotation() { Vector up = getWorldCollidePosition(Vector(0,1)); Vector orig = getWorldPosition(); MathFunctions::calculateAngleBetweenVectorsInDegrees(orig, up, orig.z); return orig; } Vector RenderObject::getWorldCollidePosition(const Vector &vec) { #ifdef BBGE_USE_GLM glm::mat4 transformMatrix = glm::translate( matrixChain(this), glm::vec3(collidePosition.x + vec.x, collidePosition.y + vec.y, 0.0f) ); return Vector(transformMatrix[3][0], transformMatrix[3][1], 0); #else #ifdef BBGE_BUILD_OPENGL glPushMatrix(); glLoadIdentity(); matrixChain(this); glTranslatef(collidePosition.x+vec.x, collidePosition.y+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); #elif BBGE_BUILD_DIRECTX return vec; #endif #endif } void RenderObject::fhTo(bool fh) { if ((fh && !_fh) || (!fh && _fh)) { flipHorizontal(); } } void RenderObject::flipHorizontal() { bool wasFlippedHorizontal = _fh; _fh = !_fh; if (wasFlippedHorizontal != _fh) { onFH(); } /* if (wasFlippedHorizontal && !_fh) for (int i = 0; i < this->collisionMask.size(); i++) collisionMask[i].x = -collisionMask[i].x; else if (!wasFlippedHorizontal && _fh) for (int i = 0; i < this->collisionMask.size(); i++) collisionMask[i].x = -collisionMask[i].x; */ } void RenderObject::flipVertical() { //bool wasFlippedVertical = _fv; _fv = !_fv; /* if (wasFlippedVertical && !_fv) for (int i = 0; i < this->collisionMask.size(); i++) collisionMask[i].y = -collisionMask[i].y; else if (!wasFlippedVertical && _fv) for (int i = 0; i < this->collisionMask.size(); i++) collisionMask[i].y = -collisionMask[i].y; */ } void RenderObject::destroy() { for (Children::iterator i = children.begin(); i != children.end(); i++) { // must do this first // otherwise child will try to remove THIS (*i)->parent = 0; switch ((*i)->pm) { case PM_STATIC: (*i)->destroy(); break; case PM_POINTER: (*i)->destroy(); delete (*i); break; } } children.clear(); if (parent) { parent->removeChild(this); parent = 0; } texture = NULL; } void RenderObject::copyProperties(RenderObject *target) { this->color = target->color; this->position = target->position; this->alpha = target->alpha; this->velocity = target->velocity; } const RenderObject &RenderObject::operator=(const RenderObject &r) { errorLog("Operator= not defined for RenderObject. Use 'copyProperties'"); return *this; } Vector RenderObject::getRealPosition() { if (parent) { return position + offset + parent->getRealPosition(); } return position + offset; } Vector RenderObject::getRealScale() { if (parent) { return scale * parent->getRealScale(); } return scale; } void RenderObject::setStateDataObject(StateData *state) { stateData = state; } void RenderObject::toggleCull(bool value) { cull = value; } void RenderObject::moveToFront() { if(RenderObject *p = parent) { if(p->children.size() && p->children[p->children.size()-1] != this) { p->removeChild(this); p->addChild(this, (ParentManaged)this->pm, RBP_NONE, CHILD_BACK); // To back of list -> rendered on top } } else if (layer != -1) core->renderObjectLayers[this->layer].moveToFront(this); } void RenderObject::moveToBack() { if(RenderObject *p = parent) { if(p->children.size() && p->children[0] != this) { p->removeChild(this); p->addChild(this, (ParentManaged)this->pm, RBP_NONE, CHILD_FRONT); // To front of list -> rendered first, below everything else } } else if (layer != -1) core->renderObjectLayers[this->layer].moveToBack(this); } void RenderObject::enableMotionBlur(int sz, int off) { motionBlur = true; motionBlurPositions.resize(sz); motionBlurFrameOffsetCounter = 0; motionBlurFrameOffset = off; for (int i = 0; i < motionBlurPositions.size(); i++) { motionBlurPositions[i].position = position; motionBlurPositions[i].rotz = rotation.z; } } void RenderObject::disableMotionBlur() { motionBlurTransition = true; motionBlurTransitionTimer = 1.0; motionBlur = false; } bool RenderObject::isfhr() { RenderObject *p = this; bool fh = false; do if (p->isfh()) fh = !fh; while ((p = p->parent)); return fh; } bool RenderObject::isfvr() { RenderObject *p = this; bool fv = false; do if (p->isfv()) fv = !fv; while ((p = p->parent)); return fv; } bool RenderObject::hasRenderPass(const int pass) { if (pass == renderPass) return true; for (Children::iterator i = children.begin(); i != children.end(); i++) { if (!(*i)->isDead() && (*i)->hasRenderPass(pass)) return true; } return false; } void RenderObject::render() { if (isHidden()) return; /// new (breaks anything?) if (alpha.x == 0 || alphaMod == 0) return; if (core->currentLayerPass != RENDER_ALL && renderPass != RENDER_ALL) { RenderObject *top = getTopParent(); if (top == NULL && 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 (core->currentLayerPass != this->renderPass && core->currentLayerPass != this->overrideRenderPass) return; } else if (top != NULL && top->overrideRenderPass != OVERRIDE_NONE) { if (core->currentLayerPass != top->overrideRenderPass) return; } else { if (!hasRenderPass(core->currentLayerPass)) return; } } if (motionBlur || motionBlurTransition) { Vector oldPos = position; float oldAlpha = alpha.x; float oldRotZ = rotation.z; for (int i = 0; i < motionBlurPositions.size(); i++) { position = motionBlurPositions[i].position; rotation.z = motionBlurPositions[i].rotz; alpha = 1.0f-(float(i)/float(motionBlurPositions.size())); alpha *= 0.5f; if (motionBlurTransition) { alpha *= motionBlurTransitionTimer; } renderCall(); } position = oldPos; alpha.x = oldAlpha; rotation.z = oldRotZ; renderCall(); } else renderCall(); } void RenderObject::renderCall() { //RenderObjectLayer *rlayer = core->getRenderObjectLayer(getTopLayer()); if (positionSnapTo) this->position = *positionSnapTo; position += offset; #ifdef BBGE_BUILD_DIRECTX if (!RENDEROBJECT_FASTTRANSFORM) core->getD3DMatrixStack()->Push(); #endif #ifdef BBGE_BUILD_OPENGL if (!RENDEROBJECT_FASTTRANSFORM) glPushMatrix(); if (!RENDEROBJECT_SHAREATTRIBUTES) { glPushAttrib(GL_ALL_ATTRIB_BITS); } #endif if (!RENDEROBJECT_FASTTRANSFORM) { if (layer != LR_NONE) { RenderObjectLayer *l = &core->renderObjectLayers[layer]; if (l->followCamera != NO_FOLLOW_CAMERA) { followCamera = l->followCamera; } } if (followCamera!=0 && !parent) { if (followCamera == 1) { #ifdef BBGE_BUILD_OPENGL glLoadIdentity(); glScalef(core->globalResolutionScale.x, core->globalResolutionScale.y,0); glTranslatef(position.x, position.y, position.z); if (isfh()) { //glDisable(GL_CULL_FACE); glRotatef(180, 0, 1, 0); } glRotatef(rotation.z+rotationOffset.z, 0, 0, 1); #endif #ifdef BBGE_BUILD_DIRECTX core->getD3DMatrixStack()->LoadIdentity(); core->scaleMatrixStack(core->globalResolutionScale.x, core->globalResolutionScale.y,0); core->translateMatrixStack(position.x, position.y, 0); if (isfh()) { //HACK: disable cull -> core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180)); } core->rotateMatrixStack(rotation.z + rotationOffset.z); #endif } else { Vector pos = getFollowCameraPosition(); #ifdef BBGE_BUILD_OPENGL glTranslatef(pos.x, pos.y, pos.z); if (isfh()) { //glDisable(GL_CULL_FACE); glRotatef(180, 0, 1, 0); } glRotatef(rotation.z+rotationOffset.z, 0, 0, 1); #endif #ifdef BBGE_BUILD_DIRECTX core->translateMatrixStack(pos.x, pos.y, 0); if (isfh()) { //HACK: disable cull -> core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180)); } core->rotateMatrixStack(rotation.z + rotationOffset.z); #endif } } else { #ifdef BBGE_BUILD_OPENGL glTranslatef(position.x, position.y, position.z); #endif #ifdef BBGE_BUILD_DIRECTX core->translateMatrixStack(position.x, position.y, 0); #endif #ifdef BBGE_BUILD_OPENGL if (RenderObject::renderPaths && position.data && position.data->path.getNumPathNodes() > 0) { glLineWidth(4); glEnable(GL_BLEND); int i = 0; glColor4f(1.0f, 1.0f, 1.0f, 0.5f); glBindTexture(GL_TEXTURE_2D, 0); glBegin(GL_LINES); for (i = 0; i < position.data->path.getNumPathNodes()-1; i++) { glVertex2f(position.data->path.getPathNode(i)->value.x-position.x, position.data->path.getPathNode(i)->value.y-position.y); glVertex2f(position.data->path.getPathNode(i+1)->value.x-position.x, position.data->path.getPathNode(i+1)->value.y-position.y); } glEnd(); glPointSize(20); glBegin(GL_POINTS); glColor4f(0.5,0.5,1,1); for (i = 0; i < position.data->path.getNumPathNodes(); i++) { glVertex2f(position.data->path.getPathNode(i)->value.x-position.x, position.data->path.getPathNode(i)->value.y-position.y); } glEnd(); } #endif #ifdef BBGE_BUILD_OPENGL glRotatef(rotation.z+rotationOffset.z, 0, 0, 1); if (isfh()) { //glDisable(GL_CULL_FACE); glRotatef(180, 0, 1, 0); } #endif #ifdef BBGE_BUILD_DIRECTX //core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 0, 1), rotation.z+rotationOffset.z); core->rotateMatrixStack(rotation.z + rotationOffset.z); if (isfh()) { //HACK: disable cull core->getD3DDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); //core->getD3DMatrixStack()->Scale(-1, 1, 1); //core->applyMatrixStackToWorld(); core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180)); //core->applyMatrixStackToWorld(); } #endif } #ifdef BBGE_BUILD_OPENGL glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, beforeScaleOffset.z); glScalef(scale.x, scale.y, 1); glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z); #endif #ifdef BBGE_BUILD_DIRECTX core->translateMatrixStack(beforeScaleOffset.x, beforeScaleOffset.y, 0); core->scaleMatrixStack(scale.x, scale.y, 1); core->translateMatrixStack(internalOffset.x, internalOffset.y, 0); core->applyMatrixStackToWorld(); #endif //glDisable(GL_CULL_FACE); /* Never set anywhere. --achurch if (renderOrigin) { #ifdef BBGE_BUILD_OPENGL glBegin(GL_TRIANGLES); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glVertex3f(0.0f, 5.0f, 0.0f); glVertex3f(50.0f, 0.0f, 0.0f); glVertex3f(0.0f, -5.0f, 0.0f); glColor4f(0.0f, 1.0f, 0.0f, 1.0f); glVertex3f(0.0f, 0.0f, 5.0f); glVertex3f(0.0f, 50.0f, 0.0f); glVertex3f(0.0f, 0.0f, -5.0f); glColor4f(0.0f, 0.0f, 1.0f, 1.0f); glVertex3f(5.0f, 0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 50.0f); glVertex3f(-5.0f, 0.0f, 0.0f); glEnd(); #endif } */ } for (Children::iterator i = children.begin(); i != children.end(); i++) { if (!(*i)->isDead() && (*i)->renderBeforeParent) (*i)->render(); } //if (useColor) { #ifdef BBGE_BUILD_OPENGL if (rlayer) glColor4f(color.x * rlayer->color.x, color.y * rlayer->color.y, color.z * rlayer->color.z, alpha.x*alphaMod); else glColor4f(color.x, color.y, color.z, alpha.x*alphaMod); #elif defined(BBGE_BUILD_DIRECTX) core->setColor(color.x, color.y, color.z, alpha.x*alphaMod); #endif } if (texture) { #ifdef BBGE_BUILD_OPENGL if (texture->textures[0] != lastTextureApplied || repeatTexture != lastTextureRepeat) { texture->apply(repeatTexture); lastTextureRepeat = repeatTexture; lastTextureApplied = texture->textures[0]; } #endif #ifdef BBGE_BUILD_DIRECTX texture->apply(repeatTexture); #endif } else { if (lastTextureApplied != 0 || repeatTexture != lastTextureRepeat) { #ifdef BBGE_BUILD_OPENGL glBindTexture(GL_TEXTURE_2D, 0); #endif #ifdef BBGE_BUILD_DIRECTX core->bindTexture(0, 0); #endif lastTextureApplied = 0; lastTextureRepeat = repeatTexture; } } applyBlendType(); bool doRender = true; int pass = renderPass; if (core->currentLayerPass != RENDER_ALL && renderPass != RENDER_ALL) { RenderObject *top = getTopParent(); if (top) { if (top->overrideRenderPass != OVERRIDE_NONE) pass = top->overrideRenderPass; } doRender = (core->currentLayerPass == pass); } if (renderCollisionShape) renderCollision(); if (doRender) onRender(); //collisionShape.render(); if (!RENDEROBJECT_SHAREATTRIBUTES) { glPopAttrib(); } for (Children::iterator i = children.begin(); i != children.end(); i++) { if (!(*i)->isDead() && !(*i)->renderBeforeParent) (*i)->render(); } if (!RENDEROBJECT_FASTTRANSFORM) { #ifdef BBGE_BUILD_OPENGL glPopMatrix(); #endif #ifdef BBGE_BUILD_DIRECTX core->getD3DMatrixStack()->Pop(); core->applyMatrixStackToWorld(); #endif } position -= offset; } void RenderObject::renderCollision() { if (!collisionRects.empty()) { #ifdef BBGE_BUILD_OPENGL glPushAttrib(GL_ALL_ATTRIB_BITS); glPushMatrix(); glBindTexture(GL_TEXTURE_2D, 0); //glLoadIdentity(); //core->setupRenderPositionAndScale(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1.0f, 0.5f, 1.0f, 0.5f); glPointSize(5); for (int i = 0; i < collisionRects.size(); i++) { RectShape *r = &collisionRects[i]; glBegin(GL_QUADS); glVertex3f(r->x1, r->y1, 0); glVertex3f(r->x1, r->y2, 0); glVertex3f(r->x2, r->y2, 0); glVertex3f(r->x2, r->y1, 0); glEnd(); glBegin(GL_POINTS); glVertex3f(r->x1, r->y1, 0); glVertex3f(r->x1, r->y2, 0); glVertex3f(r->x2, r->y2, 0); glVertex3f(r->x2, r->y1, 0); glEnd(); } glPopMatrix(); glDisable(GL_BLEND); glPopAttrib(); #endif } if (!collisionMask.empty()) { #ifdef BBGE_BUILD_OPENGL glPushAttrib(GL_ALL_ATTRIB_BITS); glPushMatrix(); glBindTexture(GL_TEXTURE_2D, 0); /* glTranslatef(-offset.x, -offset.y,0); glTranslatef(collidePosition.x, collidePosition.y,0); */ glLoadIdentity(); core->setupRenderPositionAndScale(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1,1,0,0.5); for (int i = 0; i < transformedCollisionMask.size(); i++) { Vector collide = this->transformedCollisionMask[i]; //Vector collide = getWorldCollidePosition(collisionMask[i]); //Vector collide = collisionMask[i]; /* if (isPieceFlippedHorizontal()) { collide.x = -collide.x; } */ glTranslatef(collide.x, collide.y, 0); RenderObject *parent = this->getTopParent(); if (parent) drawCircle(collideRadius*parent->scale.x, 45); glTranslatef(-collide.x, -collide.y, 0); } //glTranslatef(-collidePosition.x, -collidePosition.y,0); glDisable(GL_BLEND); glPopMatrix(); glPopAttrib(); //glTranslatef(offset.x, offset.y,0); #endif } else if (collideRadius > 0) { glPushMatrix(); glLoadIdentity(); core->setupRenderPositionAndScale(); glBindTexture(GL_TEXTURE_2D, 0); glTranslatef(position.x+offset.x, position.y+offset.y, 0); //glScalef(scale.x, scale.y, 0); glTranslatef(internalOffset.x, internalOffset.y, 0); glEnable(GL_BLEND); //glTranslatef(collidePosition.x, collidePosition.y,0); //glEnable(GL_ALPHA_TEST); //glAlphaFunc(GL_GREATER, 0); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1,0,0,0.5); drawCircle(collideRadius, 8); glDisable(GL_BLEND); glTranslatef(offset.x, offset.y,0); glPopMatrix(); } } void RenderObject::addDeathNotify(RenderObject *r) { deathNotifications.remove(r); deathNotifications.push_back(r); } void RenderObject::deathNotify(RenderObject *r) { deathNotifications.remove(r); } Vector RenderObject::getCollisionMaskNormal(int index) { Vector sum; int num=0; for (int i = 0; i < this->transformedCollisionMask.size(); i++) { if (i != index) { Vector diff = transformedCollisionMask[index] - transformedCollisionMask[i]; if (diff.isLength2DIn(128)) { sum += diff; num++; } } } if (!sum.isZero()) { sum /= num; sum.normalize2D(); /* std::ostringstream os; os << "found [" << num << "] circles, got normal [" << sum.x << ", " << sum.y << "]"; debugLog(os.str()); */ } return sum; } void RenderObject::lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset) { Vector myPos = this->getWorldPosition(); float angle = 0; if (myPos.x == pos.x && myPos.y == pos.y) { return; } MathFunctions::calculateAngleBetweenVectorsInDegrees(myPos, pos, angle); RenderObject *p = parent; while (p) { angle -= p->rotation.z; p = p->parent; } if (isPieceFlippedHorizontal()) { angle = 180-angle; /* minAngle = -minAngle; maxAngle = -maxAngle; std::swap(minAngle, maxAngle); */ //std::swap(minAngle, maxAngle); /* minAngle = -(180+minAngle); maxAngle = -(180+maxAngle); */ /* if (minAngle > maxAngle) std::swap(minAngle, maxAngle); */ offset = -offset; } angle += offset; if (angle < minAngle) angle = minAngle; if (angle > maxAngle) angle = maxAngle; int amt = 10; if (isPieceFlippedHorizontal()) { if (pos.x < myPos.x-amt) { angle = 0; } } else { if (pos.x > myPos.x+amt) { angle = 0; } } rotation.interpolateTo(Vector(0,0,angle), t); } void RenderObject::update(float dt) { if (ignoreUpdate) { return; } if (useOldDT) { dt = core->get_old_dt(); } if (!isDead()) { //dt *= updateMultiplier; onUpdate(dt); if (isHidden()) return; for (Children::iterator i = children.begin(); i != children.end(); i++) { if ((*i)->updateAfterParent && (((*i)->pm == PM_POINTER) || ((*i)->pm == PM_STATIC))) { (*i)->update(dt); } } } } void RenderObject::removeChild(RenderObject *r) { r->parent = 0; Children::iterator oldend = children.end(); Children::iterator newend = std::remove(children.begin(), oldend, r); if(oldend != newend) { children.resize(std::distance(children.begin(), newend)); return; } for (Children::iterator i = children.begin(); i != children.end(); i++) { (*i)->removeChild(r); } } void RenderObject::enqueueChildDeletion(RenderObject *r) { if (r->parent == this) { childGarbage.push_back(r); } } void RenderObject::safeKill() { alpha = 0; life = 0; onEndOfLife(); //deathEvent.call(); for (RenderObjectList::iterator i = deathNotifications.begin(); i != deathNotifications.end(); i++) { (*i)->deathNotify(this); } //dead = true; if (this->parent) { parent->enqueueChildDeletion(this); /* parent->removeChild(this); core->enqueueRenderObjectDeletion(this); */ } else { if (stateData) stateData->removeRenderObject(this); else core->enqueueRenderObjectDeletion(this); } } Vector RenderObject::getNormal() { float a = MathFunctions::toRadians(getAbsoluteRotation().z); return Vector(sinf(a),cosf(a)); } // HACK: this is probably a slow implementation Vector RenderObject::getForward() { Vector v = getWorldCollidePosition(Vector(0,-1, 0)); Vector r = v - getWorldCollidePosition(); r.normalize2D(); /* std::ostringstream os; os << "forward v(" << v.x << ", " << v.y << ") "; os << "r(" << r.x << ", " << r.y << ") "; debugLog(os.str()); */ return r; } Vector RenderObject::getAbsoluteRotation() { Vector r = rotation; if (parent) { return parent->getAbsoluteRotation() + r; } return r; } void RenderObject::onUpdate(float dt) { if (isDead()) return; //collisionShape.updatePosition(position); updateLife(dt); // FIXME: We might not need to do lifetime checks either; I just // left that above for safety since I'm not certain. --achurch if (isHidden()) return; position += velocity * dt; velocity += gravity * dt; position.update(dt); velocity.update(dt); scale.update(dt); rotation.update(dt); color.update(dt); alpha.update(dt); offset.update(dt); internalOffset.update(dt); beforeScaleOffset.update(dt); rotationOffset.update(dt); for (Children::iterator i = children.begin(); i != children.end(); i++) { if (shareAlphaWithChildren) (*i)->alpha.x = this->alpha.x; if (shareColorWithChildren) (*i)->color = this->color; if (!(*i)->updateAfterParent && (((*i)->pm == PM_POINTER) || ((*i)->pm == PM_STATIC))) { (*i)->update(dt); } } if (!childGarbage.empty()) { for (Children::iterator i = childGarbage.begin(); i != childGarbage.end(); i++) { removeChild(*i); (*i)->destroy(); delete (*i); } childGarbage.clear(); } if (motionBlur) { if (motionBlurFrameOffsetCounter >= motionBlurFrameOffset) { motionBlurFrameOffsetCounter = 0; motionBlurPositions[0].position = position; motionBlurPositions[0].rotz = rotation.z; for (int i = motionBlurPositions.size()-1; i > 0; i--) { motionBlurPositions[i] = motionBlurPositions[i-1]; } } else motionBlurFrameOffsetCounter ++; } if (motionBlurTransition) { motionBlurTransitionTimer -= dt*2; if (motionBlurTransitionTimer <= 0) { motionBlur = motionBlurTransition = false; motionBlurTransitionTimer = 0; } } // updateCullVariables(); } void RenderObject::unloadDevice() { for (Children::iterator i = children.begin(); i != children.end(); i++) { (*i)->unloadDevice(); } } void RenderObject::reloadDevice() { for (Children::iterator i = children.begin(); i != children.end(); i++) { (*i)->reloadDevice(); } } bool RenderObject::setTexture(const std::string &n) { std::string name = n; stringToLowerUserData(name); if (name.empty()) return false; if(texture && name == texture->name) return true; // no texture change TextureLoadResult res = TEX_FAILED; CountedPtr tex = core->addTexture(name, &res); setTexturePointer(tex); return !!tex && res != TEX_FAILED; } float RenderObject::getSortDepth() { return position.y; } void RenderObject::addChild(RenderObject *r, ParentManaged pm, RenderBeforeParent rbp, ChildOrder order) { if (r->parent) { errorLog("Engine does not support multiple parents"); return; } if (order == CHILD_BACK) children.push_back(r); else children.insert(children.begin(), r); r->pm = pm; if (rbp == RBP_OFF) r->renderBeforeParent = 0; else if (rbp == RBP_ON) r->renderBeforeParent = 1; r->parent = this; } StateData *RenderObject::getStateData() { if (parent) { return parent->getStateData(); } else return stateData; } void RenderObject::setPositionSnapTo(InterpolatedVector *positionSnapTo) { this->positionSnapTo = positionSnapTo; } void RenderObject::setOverrideCullRadius(float ovr) { overrideCullRadiusSqr = ovr * ovr; } bool RenderObject::isCoordinateInRadius(const Vector &pos, float r) { Vector d = pos-getRealPosition(); return (d.getSquaredLength2D() < r*r); }