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Aquaria/BBGE/Quad.cpp
fgenesis 70b8e69402 remove last traces of GL_BLEND/glBlendFunc() manipulation
everything goes through RenderState now
some calls are left in FTGL but properly invalidated afterwards
2024-01-11 23:05:47 +01:00

429 lines
7.9 KiB
C++

/*
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 "Quad.h"
#include "Core.h"
#include "RenderBase.h"
#include "RenderGrid.h"
#include <assert.h>
Quad::Quad(const std::string &tex, const Vector &pos)
: RenderObject()
{
initQuad();
renderBorderColor = Vector(1,1,1);
position = pos;
setTexture(tex);
}
Quad::Quad() : RenderObject()
{
initQuad();
}
Quad::~Quad()
{
deleteGrid();
}
void Quad::initQuad()
{
addType(SCO_QUAD);
borderAlpha = 0.5;
repeatToFillScale = Vector(1,1);
renderBorder = false;
renderCenter = true;
texcoordOverride = false;
width = 2; height = 2;
texcoords.setStandard();
renderQuad = true;
grid = NULL;
}
void Quad::deleteGrid()
{
delete grid;
grid = NULL;
}
void Quad::destroy()
{
deleteGrid();
RenderObject::destroy();
}
DynamicRenderGrid *Quad::setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo)
{
DynamicRenderGrid *g = createGrid(x, y);
if(g)
g->setSegs(dgox, dgoy, dgmx, dgmy, dgtm, dgo);
return g;
}
DynamicRenderGrid *Quad::createGrid(int xd, int yd)
{
delete grid;
grid = NULL;
if(xd && yd)
{
grid = new DynamicRenderGrid();
grid->init(xd, yd, texcoords);
}
return grid;
}
void Quad::setDrawGridAlpha(size_t x, size_t y, float alpha)
{
if(grid)
grid->setAlpha(x, y, alpha);
}
void Quad::setStripPoints(bool vert, const Vector *points, size_t n)
{
if(grid)
grid->setStripPoints(vert, points, n);
}
void Quad::resetGrid()
{
if(grid)
grid->reset();
}
void Quad::_renderBorder(const RenderState& rs, Vector color, float borderalpha) const
{
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(color.x, color.y, color.z, borderalpha*alpha.x*alphaMod);
core->getDefaultQuadBorderBuf()->apply();
if (rs.forceRenderCenter || renderCenter)
{
glPointSize(16);
glDrawArrays(GL_POINTS, 4, 1);
}
glLineWidth(2);
glDrawArrays(GL_LINE_LOOP, 0, 4);
RenderObject::lastTextureApplied = 0;
}
bool Quad::isCoordinateInside(Vector coord, int minSize) const
{
Vector realscale = getRealScale();
int hw = fabsf((width)*realscale.x)*0.5f;
int hh = fabsf((height)*realscale.y)*0.5f;
if (hw < minSize)
hw = minSize;
if (hh < minSize)
hh = minSize;
Vector pos = getRealPosition();
if (coord.x >= pos.x - hw && coord.x <= pos.x + hw)
{
if (coord.y >= pos.y - hh && coord.y <= pos.y + hh)
{
return true;
}
}
return false;
}
bool Quad::isCoordinateInsideWorld(const Vector &coord, int minSize) const
{
int hw = fabsf((width)*getRealScale().x)*0.5f;
int hh = fabsf((height)*getRealScale().y)*0.5f;
if (hw < minSize)
hw = minSize;
if (hh < minSize)
hh = minSize;
Vector pos = getWorldPosition();
if (coord.x >= pos.x + offset.x - hw && coord.x <= pos.x + offset.x + hw)
{
if (coord.y >= pos.y + offset.y - hh && coord.y <= pos.y + offset.y + hh)
{
return true;
}
}
return false;
}
bool Quad::isCoordinateInsideWorldRect(const Vector &coord, int w, int h) const
{
int hw = w*0.5f;
int hh = h*0.5f;
Vector pos = getWorldPosition();
if (coord.x >= pos.x + offset.x - hw && coord.x <= pos.x + offset.x + hw)
{
if (coord.y >= pos.y + offset.y - hh && coord.y <= pos.y + offset.y + hh)
{
return true;
}
}
return false;
}
void Quad::renderGrid(const RenderState& rs) const
{
RenderState rx(rs);
rx.color = rs.color * this->color;
rx.alpha = rs.alpha * this->alpha.x * this->alphaMod;
grid->render(rx);
// debug points
if (RenderObject::renderCollisionShape)
{
glBindTexture(GL_TEXTURE_2D, 0);
grid->renderDebugPoints(rs);
RenderObject::lastTextureApplied = 0;
}
}
void Quad::repeatTextureToFill(bool on)
{
repeatTexture = on;
updateTexCoords();
}
void Quad::setRepeatScale(const Vector& repscale)
{
repeatToFillScale = repscale;
updateTexCoords();
}
void Quad::setRepeatOffset(const Vector& repoffs)
{
texOff = repoffs;
updateTexCoords();
}
void Quad::onRender(const RenderState& rs) const
{
if (!renderQuad) return;
// previously, vertical flip was implemented by texcoord inversion.
// ie. child objects were never affected. not sure if this is desirable behavior but it'll stay like
// this for now. should probably make it affect children as well.
glPushMatrix();
if(_fv)
glRotatef(180, 1, 0, 0);
glScalef(width, height, 1);
if (!grid)
{
core->getDefaultQuadGrid()->render(rs);
}
else
{
renderGrid(rs);
}
if(renderBorder)
_renderBorder(rs, renderBorderColor, borderAlpha);
else if(rs.forceRenderBorder)
_renderBorder(rs, rs.renderBorderColor, rs.renderBorderAlpha);
glPopMatrix();
}
void Quad::updateTexCoords()
{
if(texcoordOverride)
goto setgrid;
if (repeatTexture && texture)
{
texcoords.u1 = texOff.x;
texcoords.v1 = texOff.y;
texcoords.u2 = (width*scale.x*repeatToFillScale.x)/texture->width + texOff.x;
texcoords.v2 = (height*scale.y*repeatToFillScale.y)/texture->height + texOff.y;
setgrid:
if(!grid)
{
createGrid(2, 2)->gridType = GRID_UNDEFINED;
}
grid->setTexCoords(texcoords);
}
else
{
texcoords.setStandard();
// don't delete when a wavy effect is going on, for example
if(grid && grid->gridType == GRID_UNDEFINED)
deleteGrid();
}
}
void Quad::setOverrideTexCoords(const TexCoordBox & tc)
{
texcoordOverride = true;
texcoords = tc;
updateTexCoords();
}
void Quad::clearOverrideTexCoords()
{
texcoordOverride = false;
updateTexCoords();
}
void Quad::reloadDevice()
{
RenderObject::reloadDevice();
}
void Quad::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
if (grid && alpha.x > 0 && alphaMod > 0)
{
grid->update(dt);
}
}
void Quad::setWidthHeight(float w, float h)
{
if (h == -1)
height = w;
else
height = h;
width = w;
updateTexCoords();
}
void Quad::setWidth(float w)
{
width = w;
updateTexCoords();
}
void Quad::setHeight(float h)
{
height = h;
updateTexCoords();
}
void Quad::onSetTexture()
{
if (texture)
{
width = this->texture->width;
height = this->texture->height;
}
else
{
width = 64;
height = 64;
}
updateTexCoords();
}
PauseQuad::PauseQuad() : Quad(), pauseLevel(0), positionSnapTo(0), autoWidth(0), autoHeight(0)
{
addType(SCO_PAUSEQUAD);
}
PauseQuad::~PauseQuad()
{
}
void PauseQuad::onUpdate(float dt)
{
if(autoWidth || autoHeight)
{
float w = width, h = height;
if (autoWidth == AUTO_VIRTUALWIDTH)
w = core->getVirtualWidth();
else if (autoWidth == AUTO_VIRTUALHEIGHT)
w = core->getVirtualHeight();
if (autoHeight == AUTO_VIRTUALWIDTH)
h = core->getVirtualWidth();
else if (autoHeight == AUTO_VIRTUALHEIGHT)
h = core->getVirtualHeight();
if(w != width || h != height)
{
width = w;
height = h;
updateTexCoords();
}
}
if (positionSnapTo)
this->position = *positionSnapTo;
if (core->particlesPaused <= pauseLevel)
{
Quad::onUpdate(dt);
}
}
void PauseQuad::setPositionSnapTo(InterpolatedVector *positionSnapTo)
{
this->positionSnapTo = positionSnapTo;
}
CollideQuad::CollideQuad()
: collideRadius(0)
{
addType(SCO_COLLIDE_QUAD);
}
CollideQuad::~CollideQuad()
{
}
void CollideQuad::renderCollision(const RenderState& rs) const
{
if (collideRadius > 0)
{
glPushMatrix();
glLoadIdentity();
core->setupRenderPositionAndScale();
glBindTexture(GL_TEXTURE_2D, 0);
glTranslatef(position.x+offset.x, position.y+offset.y, 0);
glTranslatef(internalOffset.x, internalOffset.y, 0);
rs.gpu.setBlend(BLEND_DEFAULT);
glColor4f(1,0,0,0.5);
drawCircle(collideRadius, 8);
glPopMatrix();
}
}