mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-15 22:19:07 +00:00
12ea97f051
GL_CULL_FACE is effectively always disabled, except for quad strip rendering, and keeping GL_CULL_FACE disabled there does not seem to cause any visual artifacts. Instead, it enhances skeletal animation possibilities (e.g. flipping bone strips over without it disappearing)
815 lines
18 KiB
C++
815 lines
18 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Quad.h"
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#include "Core.h"
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#include <assert.h>
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Vector Quad::renderBorderColor = Vector(1,1,1);
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Quad::Quad(const std::string &tex, const Vector &pos)
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: RenderObject()
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{
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initQuad();
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position = pos;
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setTexture(tex);
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}
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/*
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void Quad::initDefaultVBO()
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{
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}
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void Quad::shutdownDefaultVBO()
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{
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}
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*/
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void Quad::setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo)
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{
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deleteGrid();
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if (x == 0 || y == 0)
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{
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gridTimer = 0;
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xDivs = 0;
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yDivs = 0;
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doUpdateGrid = false;
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}
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else
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{
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this->drawGridOffsetX = dgox;
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this->drawGridOffsetY = dgoy;
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this->drawGridModX = dgmx;
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this->drawGridModY = dgmy;
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this->drawGridTimeMultiplier = dgtm;
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drawGridOut = dgo;
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xDivs = x;
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yDivs = y;
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createGrid(x, y);
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gridTimer = 0;
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doUpdateGrid = true;
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}
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}
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void Quad::createStrip(bool vert, int num)
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{
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strip.resize(num);
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stripVert = vert;
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resetStrip();
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}
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void Quad::setStrip(const std::vector<Vector> &st)
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{
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resetStrip();
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for (int i = 0; i < st.size(); i++)
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{
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if (i < strip.size())
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{
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strip[i].x += st[i].x;
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strip[i].y += st[i].y;
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}
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}
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}
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void Quad::createGrid(int xd, int yd)
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{
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deleteGrid();
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xDivs = xd;
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yDivs = yd;
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drawGrid = new Vector * [xDivs];
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for (int i = 0; i < xDivs; i++)
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{
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drawGrid[i] = new Vector [yDivs];
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for (int j = 0; j < yDivs; j++)
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{
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drawGrid[i][j].z = 1;
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}
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}
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resetGrid();
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}
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void Quad::setDrawGridAlpha(int x, int y, float alpha)
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{
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if (x < xDivs && x >= 0 && y < yDivs && y >= 0)
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{
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drawGrid[x][y].z = alpha;
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}
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}
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void Quad::setGridPoints(bool vert, const std::vector<Vector> &points)
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{
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if (!drawGrid) return;
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resetGrid();
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for (int i = 0; i < points.size(); i++)
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{
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if (!vert) // horz
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{
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for (int y = 0; y < yDivs; y++)
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{
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for (int x = 0; x < xDivs; x++)
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{
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if (x < points.size())
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{
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drawGrid[x][y] += points[x];
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}
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}
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}
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}
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else
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{
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for (int x = 0; x < xDivs; x++)
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{
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for (int y = 0; y < yDivs; y++)
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{
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if (y < points.size())
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{
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drawGrid[x][y] += points[y];
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}
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}
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}
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}
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}
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}
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float Quad::getStripSegmentSize()
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{
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return (1.0f/(float(strip.size())));
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}
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void Quad::resetStrip()
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{
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if (!stripVert)
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{
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for (int i = 0; i < strip.size(); i++)
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{
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//float v = (i/(float)(strip.size()-1))-0.5f;
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float v = (i/(float(strip.size())));
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strip[i].x = v;
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strip[i].y = 0;
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}
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}
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else
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{
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errorLog("VERTICAL STRIP NOT SUPPORTED ^_-");
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}
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}
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void Quad::resetGrid()
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{
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for (int i = 0; i < xDivs; i++)
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{
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for (int j = 0; j < yDivs; j++)
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{
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drawGrid[i][j].x = i/(float)(xDivs-1)-0.5f;
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drawGrid[i][j].y = j/(float)(yDivs-1)-0.5f;
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}
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}
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}
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void Quad::spawnChildClone(float t)
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{
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if (!this->texture) return;
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Quad *q = new Quad;
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q->setTexture(this->texture->name);
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q->setLife(t+0.1f);
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q->setDecayRate(1);
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q->width = this->width;
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q->height = this->height;
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q->alpha = 1;
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q->alpha.interpolateTo(0, t);
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if (isfh())
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q->flipHorizontal();
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q->position = this->position;
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q->followCamera = this->followCamera;
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q->scale = this->scale;
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q->offset = this->offset;
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q->blendType = this->blendType;
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//q->parentManagedPointer = true;
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//q->renderBeforeParent = false;
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core->getTopStateData()->addRenderObject(q, this->layer);
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//addChild(q);
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}
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/*
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smoothly transition to texture
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by creating a copy of the current quad on top and fading it out
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*/
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void Quad::setTextureSmooth(const std::string &texture, float t)
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{
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if (this->texture && !this->texture->name.empty())
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{
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spawnChildClone(t);
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//core->getTopStateData()->addRenderObject(q, this->layer);
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}
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this->setTexture(texture);
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}
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void Quad::initQuad()
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{
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repeatToFillScale = Vector(1,1);
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gridType = GRID_WAVY;
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gridTimer = 0;
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xDivs = 0;
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yDivs = 0;
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doUpdateGrid = false;
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autoWidth = autoHeight = 0;
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//debugLog("Quad::initQuad()");
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repeatingTextureToFill = false;
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drawGrid = 0;
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renderBorder = false;
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renderCenter = true;
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width = 2; height = 2;
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//llalpha = Vector(1);
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//lralpha = Vector(1);
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//ulalpha = Vector(1);
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//uralpha = Vector(1);
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//oriented = false;
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upperLeftTextureCoordinates = Vector(0,0);
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lowerRightTextureCoordinates = Vector(1,1);
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renderQuad = true;
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//debugLog("End Quad::initQuad()");
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}
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Quad::Quad() : RenderObject()
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{
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addType(SCO_QUAD);
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borderAlpha = 0.5;
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//debugLog("Quad::Quad()");
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initQuad();
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//debugLog("End Quad::Quad()");
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//textureSize = Vector(1,1);
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}
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void Quad::deleteGrid()
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{
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if (drawGrid)
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{
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for (int i = 0; i < xDivs; i++)
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{
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delete[] drawGrid[i];
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}
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delete[] drawGrid;
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drawGrid = 0;
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}
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}
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void Quad::destroy()
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{
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deleteGrid();
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RenderObject::destroy();
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}
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bool Quad::isCoordinateInside(Vector coord, int minSize)
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{
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Vector realscale = getRealScale();
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int hw = fabsf((width)*realscale.x)*0.5f;
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int hh = fabsf((height)*realscale.y)*0.5f;
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if (hw < minSize)
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hw = minSize;
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if (hh < minSize)
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hh = minSize;
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Vector pos = getRealPosition();
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if (coord.x >= pos.x - hw && coord.x <= pos.x + hw)
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{
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if (coord.y >= pos.y - hh && coord.y <= pos.y + hh)
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{
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return true;
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}
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}
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return false;
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}
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bool Quad::isCoordinateInsideWorld(const Vector &coord, int minSize)
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{
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int hw = fabsf((width)*getRealScale().x)*0.5f;
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int hh = fabsf((height)*getRealScale().y)*0.5f;
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if (hw < minSize)
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hw = minSize;
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if (hh < minSize)
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hh = minSize;
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Vector pos = getWorldPosition();
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if (coord.x >= pos.x + offset.x - hw && coord.x <= pos.x + offset.x + hw)
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{
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if (coord.y >= pos.y + offset.y - hh && coord.y <= pos.y + offset.y + hh)
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{
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return true;
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}
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}
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return false;
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}
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bool Quad::isCoordinateInsideWorldRect(const Vector &coord, int w, int h)
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{
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int hw = w*0.5f;
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int hh = h*0.5f;
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Vector pos = getWorldPosition();
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if (coord.x >= pos.x + offset.x - hw && coord.x <= pos.x + offset.x + hw)
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{
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if (coord.y >= pos.y + offset.y - hh && coord.y <= pos.y + offset.y + hh)
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{
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return true;
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}
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}
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return false;
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}
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void Quad::updateGrid(float dt)
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{
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//if (xDivs == 0 && yDivs == 0) return;
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if (!doUpdateGrid) return;
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if (gridType == GRID_WAVY)
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{
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gridTimer += dt * drawGridTimeMultiplier;
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resetGrid();
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int hx = xDivs/2;
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for (int x = 0; x < xDivs; x++)
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{
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float yoffset = x * drawGridOffsetY;
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float addY = 0;
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if (drawGridModY != 0)
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addY = cosf(gridTimer+yoffset)*drawGridModY;
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for (int y = 0; y < yDivs; y++)
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{
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float xoffset = y * drawGridOffsetX;
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if (drawGridModX != 0)
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{
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float addX = (sinf(gridTimer+xoffset)*drawGridModX);
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if (drawGridOut && x < hx)
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drawGrid[x][y].x += addX;
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else
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drawGrid[x][y].x -= addX;
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}
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drawGrid[x][y].y += addY;
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}
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}
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}
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}
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void Quad::renderGrid()
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{
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if (xDivs < 2 || yDivs < 2)
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return;
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#ifdef BBGE_BUILD_OPENGL
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const float percentX = fabsf(this->lowerRightTextureCoordinates.x - this->upperLeftTextureCoordinates.x);
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const float percentY = fabsf(this->upperLeftTextureCoordinates.y - this->lowerRightTextureCoordinates.y);
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const float baseX =
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(lowerRightTextureCoordinates.x < upperLeftTextureCoordinates.x)
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? lowerRightTextureCoordinates.x : upperLeftTextureCoordinates.x;
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const float baseY =
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(lowerRightTextureCoordinates.y < upperLeftTextureCoordinates.y)
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? lowerRightTextureCoordinates.y : upperLeftTextureCoordinates.y;
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// NOTE: These are used to avoid repeated expensive divide operations,
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// but they may cause rounding error of around 1 part per million,
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// which could in theory cause minor graphical glitches with broken
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// OpenGL implementations. --achurch
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const float incX = percentX / (float)(xDivs-1);
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const float incY = percentY / (float)(yDivs-1);
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const float w = this->getWidth();
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const float h = this->getHeight();
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const float red = this->color.x;
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const float green = this->color.y;
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const float blue = this->color.z;
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const float alpha = this->alpha.x * this->alphaMod;
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/*
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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*/
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glBegin(GL_QUADS);
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float u0 = baseX;
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float u1 = u0 + incX;
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for (int i = 0; i < (xDivs-1); i++, u0 = u1, u1 += incX)
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{
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float v0 = 1 - percentY + baseY;
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float v1 = v0 + incY;
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for (int j = 0; j < (yDivs-1); j++, v0 = v1, v1 += incY)
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{
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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)
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{
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glColor4f(red, green, blue, alpha*drawGrid[i][j].z);
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glTexCoord2f(u0, v0);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u0-baseX, v0-baseY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
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glVertex2f(w*drawGrid[i][j].x, h*drawGrid[i][j].y);
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//
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glColor4f(red, green, blue, alpha*drawGrid[i][j+1].z);
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glTexCoord2f(u0, v1);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u0-baseX, v1-baseY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(w*drawGrid[i][j+1].x, h*drawGrid[i][j+1].y);
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//
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glColor4f(red, green, blue, alpha*drawGrid[i+1][j+1].z);
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glTexCoord2f(u1, v1);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u1-baseX, v1-baseY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(w*drawGrid[i+1][j+1].x, h*drawGrid[i+1][j+1].y);
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//
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glColor4f(red, green, blue, alpha*drawGrid[i+1][j].z);
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glTexCoord2f(u1, v0);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u1-baseX, v0-baseY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
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glVertex2f(w*drawGrid[i+1][j].x, h*drawGrid[i+1][j].y);
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}
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}
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}
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glEnd();
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// debug points
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if (RenderObject::renderCollisionShape)
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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glPointSize(2);
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glColor3f(1,0,0);
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glBegin(GL_POINTS);
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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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glVertex2f(w*drawGrid[i][j].x, h*drawGrid[i][j].y);
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glVertex2f(w*drawGrid[i][j+1].x, h*drawGrid[i][j+1].y);
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glVertex2f(w*drawGrid[i+1][j+1].x, h*drawGrid[i+1][j+1].y);
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glVertex2f(w*drawGrid[i+1][j].x, h*drawGrid[i+1][j].y);
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}
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}
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glEnd();
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if (texture)
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glBindTexture(GL_TEXTURE_2D, texture->textures[0]);
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}
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#endif
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}
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void Quad::repeatTextureToFill(bool on)
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{
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repeatingTextureToFill = on;
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repeatTexture = on;
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refreshRepeatTextureToFill();
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}
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void Quad::onRender()
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{
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if (!renderQuad) return;
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#ifdef BBGE_BUILD_OPENGL
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float _w2 = width/2.0f;
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float _h2 = height/2.0f;
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if (!strip.empty())
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{
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//glDisable(GL_BLEND);gggg
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//glDisable(GL_CULL_FACE);
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const float texBits = 1.0f / (strip.size()-1);
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glBegin(GL_QUAD_STRIP);
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if (!stripVert)
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{
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for (int i = 0; i < strip.size(); i++)
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{
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glTexCoord2f(texBits*i, 0);
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glVertex2f(strip[i].x*width-_w2, strip[i].y*_h2*10 - _h2);
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glTexCoord2f(texBits*i, 1);
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glVertex2f(strip[i].x*width-_w2, strip[i].y*_h2*10 + _h2);
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}
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}
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glEnd();
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//glEnable(GL_CULL_FACE);
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glBindTexture( GL_TEXTURE_2D, 0 );
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glColor4f(1,0,0,1);
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glPointSize(64);
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glBegin(GL_POINTS);
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for (int i = 0; i < strip.size(); i++)
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{
|
|
glVertex2f((strip[i].x*width)-_w2, strip[i].y*height);
|
|
}
|
|
glEnd();
|
|
}
|
|
else
|
|
{
|
|
if (!drawGrid)
|
|
{
|
|
glBegin(GL_QUADS);
|
|
{
|
|
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-lowerRightTextureCoordinates.y);
|
|
glVertex2f(+_w2, -_h2);
|
|
|
|
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
|
|
glVertex2f(-_w2, -_h2);
|
|
}
|
|
glEnd();
|
|
}
|
|
else
|
|
{
|
|
renderGrid();
|
|
}
|
|
}
|
|
|
|
if (renderBorder)
|
|
{
|
|
glLineWidth(2);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glColor4f(renderBorderColor.x, renderBorderColor.y, renderBorderColor.z, borderAlpha*alpha.x*alphaMod);
|
|
|
|
if (renderCenter)
|
|
{
|
|
glPointSize(16);
|
|
glBegin(GL_POINTS);
|
|
glVertex2f(0,0);
|
|
glEnd();
|
|
}
|
|
|
|
glColor4f(renderBorderColor.x, renderBorderColor.y, renderBorderColor.z, 1*alpha.x*alphaMod);
|
|
glBegin(GL_LINES);
|
|
glVertex2f(-_w2, _h2);
|
|
glVertex2f(_w2, _h2);
|
|
glVertex2f(_w2, -_h2);
|
|
glVertex2f(_w2, _h2);
|
|
glVertex2f(-_w2, -_h2);
|
|
glVertex2f(-_w2, _h2);
|
|
glVertex2f(-_w2, -_h2);
|
|
glVertex2f(_w2, -_h2);
|
|
glEnd();
|
|
RenderObject::lastTextureApplied = 0;
|
|
}
|
|
|
|
#endif
|
|
#ifdef BBGE_BUILD_DIRECTX
|
|
//core->setColor(color.x, color.y, color.z, alpha.x);
|
|
//if (!children.empty() || useDXTransform)
|
|
if (true)
|
|
{
|
|
if (this->texture)
|
|
{
|
|
if (upperLeftTextureCoordinates.x != 0 || upperLeftTextureCoordinates.y != 0
|
|
|| lowerRightTextureCoordinates.x != 1 || lowerRightTextureCoordinates.y != 1)
|
|
{
|
|
//core->blitD3DEx(this->texture->d3dTexture, fontDrawSize/2, fontDrawSize/2, u, v-ybit, u+xbit, v+ybit-ybit);
|
|
core->blitD3DEx(this->texture->d3dTexture, width, height, upperLeftTextureCoordinates.x, upperLeftTextureCoordinates.y, lowerRightTextureCoordinates.x, lowerRightTextureCoordinates.y);
|
|
}
|
|
else
|
|
core->blitD3D(this->texture->d3dTexture, width, height);
|
|
}
|
|
else
|
|
{
|
|
core->blitD3D(0, width, height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this->texture)
|
|
core->blitD3DPreTrans(this->texture->d3dTexture, position.x+offset.x, position.y+offset.y, width*scale.x, width.y*scale.y);
|
|
else
|
|
core->blitD3DPreTrans(0, position.x+offset.x, position.y+offset.y, width*scale.x, width.y*scale.y);
|
|
}
|
|
|
|
/*
|
|
if (this->texture)
|
|
{
|
|
core->getD3DSprite()->Begin(D3DXSPRITE_ALPHABLEND);
|
|
D3DXVECTOR2 scaling((1.0f/float(this->texture->width))*width*scale.x,
|
|
(1.0f/float(this->texture->height))*height*scale.y);
|
|
if (isfh())
|
|
scaling.x = -scaling.x;
|
|
D3DXVECTOR2 spriteCentre=D3DXVECTOR2((this->texture->width/2), (this->texture->height/2));
|
|
///scale.x
|
|
//D3DXVECTOR2 trans=D3DXVECTOR2(position.x, position.y);
|
|
|
|
|
|
if (blendType == BLEND_DEFAULT)
|
|
{
|
|
core->getD3DDevice()->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
|
core->getD3DDevice()->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
}
|
|
else
|
|
{
|
|
core->getD3DDevice()->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
|
core->getD3DDevice()->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
|
|
}
|
|
|
|
D3DXVECTOR2 rotationCentre = spriteCentre;
|
|
D3DXVECTOR2 trans=D3DXVECTOR2(position.x,position.y) - spriteCentre;
|
|
if (followCamera != 1)
|
|
{
|
|
trans.x -= core->cameraPos.x;
|
|
trans.y -= core->cameraPos.y;
|
|
}
|
|
D3DXMATRIX mat, scale, final;
|
|
//D3DXVECTOR2 centre = trans + spriteCentre;
|
|
float rotation = (this->rotation.z*PI)/180.0f;
|
|
//D3DXVECTOR2 scaling((1.0f/float(this->texture->width))*width*scale.x,(1.0f/float(this->texture->height))*height*scale.y);
|
|
|
|
//D3DXVECTOR2 scaling(1,1);
|
|
const D3DCOLOR d3dColor=D3DCOLOR_ARGB(int(alpha.x*255), int(color.x*255), int(color.y*255), int(color.z*255));
|
|
//const D3DCOLOR d3dColor=D3DCOLOR_ARGB(int(alpha.x*255), int(color.x*255), int(color.y*255), int(color.z*255));
|
|
FLOAT scalingRotation = 0;
|
|
//D3DXMatrixTransformation2D(&mat,NULL,0.0,&scaling,&spriteCentre,rotation,&trans);
|
|
D3DXMatrixTransformation2D(&mat,
|
|
&spriteCentre,
|
|
scalingRotation,
|
|
&scaling,
|
|
&spriteCentre,
|
|
rotation,
|
|
&trans
|
|
);
|
|
|
|
if (followCamera != 1)
|
|
{
|
|
D3DXMatrixScaling(&scale,core->globalScale.x*core->globalResolutionScale.x,core->globalScale.y*core->globalResolutionScale.y,1);
|
|
D3DXMatrixMultiply(&final, &mat, &scale);
|
|
|
|
core->getD3DSprite()->SetTransform(&final);
|
|
}
|
|
else
|
|
{
|
|
D3DXMatrixScaling(&scale,core->globalResolutionScale.x,core->globalResolutionScale.y,1);
|
|
D3DXMatrixMultiply(&final, &mat, &scale);
|
|
core->getD3DSprite()->SetTransform(&final);
|
|
}
|
|
|
|
|
|
//mat = scale * mat;
|
|
|
|
if (this->texture)
|
|
{
|
|
core->getD3DSprite()->Draw(this->texture->d3dTexture,NULL,NULL,NULL,d3dColor);//0xFFFFFFFF);//d3dColor);
|
|
core->getD3DSprite()->End();
|
|
}
|
|
else
|
|
{
|
|
core->getD3DSprite()->End();
|
|
D3DRECT rect;
|
|
rect.x1 = trans.x - this->width/2;
|
|
rect.x2 = trans.x + this->width/2;
|
|
rect.y1 = trans.y - this->height/2;
|
|
rect.y2 = trans.y + this->height/2;
|
|
core->getD3DDevice()->Clear(1,&rect,D3DCLEAR_TARGET,d3dColor,0,0);
|
|
}
|
|
//core->getD3DSprite()->End();
|
|
}
|
|
*/
|
|
|
|
#endif
|
|
}
|
|
|
|
|
|
void Quad::flipHorizontal()
|
|
{
|
|
RenderObject::flipHorizontal();
|
|
}
|
|
|
|
void Quad::flipVertical()
|
|
{
|
|
if (!_fv)
|
|
{
|
|
lowerRightTextureCoordinates.y = 0;
|
|
upperLeftTextureCoordinates.y = 1;
|
|
}
|
|
else
|
|
{
|
|
lowerRightTextureCoordinates.y = 1;
|
|
upperLeftTextureCoordinates.y = 0;
|
|
}
|
|
RenderObject::flipVertical();
|
|
}
|
|
|
|
void Quad::refreshRepeatTextureToFill()
|
|
{
|
|
if (repeatingTextureToFill)
|
|
{
|
|
upperLeftTextureCoordinates.x = texOff.x;
|
|
upperLeftTextureCoordinates.y = texOff.y;
|
|
lowerRightTextureCoordinates.x = (width*scale.x*repeatToFillScale.x)/texture->width + texOff.x;
|
|
lowerRightTextureCoordinates.y = (height*scale.y*repeatToFillScale.y)/texture->height + texOff.y;
|
|
}
|
|
else
|
|
{
|
|
if (fabsf(lowerRightTextureCoordinates.x) > 1 || fabsf(lowerRightTextureCoordinates.y)>1)
|
|
lowerRightTextureCoordinates = Vector(1,1);
|
|
}
|
|
}
|
|
|
|
void Quad::reloadDevice()
|
|
{
|
|
RenderObject::reloadDevice();
|
|
}
|
|
|
|
void Quad::onUpdate(float dt)
|
|
{
|
|
RenderObject::onUpdate(dt);
|
|
|
|
if (autoWidth == AUTO_VIRTUALWIDTH)
|
|
width = core->getVirtualWidth();
|
|
else if (autoWidth == AUTO_VIRTUALHEIGHT)
|
|
width = core->getVirtualHeight();
|
|
|
|
if (autoHeight == AUTO_VIRTUALWIDTH)
|
|
height = core->getVirtualWidth();
|
|
else if (autoHeight == AUTO_VIRTUALHEIGHT)
|
|
height = core->getVirtualHeight();
|
|
|
|
|
|
refreshRepeatTextureToFill();
|
|
|
|
lowerRightTextureCoordinates.update(dt);
|
|
upperLeftTextureCoordinates.update(dt);
|
|
|
|
if (drawGrid && alpha.x > 0 && alphaMod > 0)
|
|
{
|
|
updateGrid(dt);
|
|
}
|
|
}
|
|
|
|
void Quad::setWidthHeight(float w, float h)
|
|
{
|
|
if (h == -1)
|
|
height = w;
|
|
else
|
|
height = h;
|
|
width = w;
|
|
}
|
|
|
|
void Quad::setWidth(float w)
|
|
{
|
|
width = w;
|
|
}
|
|
|
|
void Quad::setHeight(float h)
|
|
{
|
|
height = h;
|
|
}
|
|
|
|
void Quad::onSetTexture()
|
|
{
|
|
if (texture)
|
|
{
|
|
width = this->texture->width;
|
|
height = this->texture->height;
|
|
}
|
|
}
|
|
|
|
PauseQuad::PauseQuad() : Quad(), pauseLevel(0)
|
|
{
|
|
addType(SCO_PAUSEQUAD);
|
|
}
|
|
|
|
void PauseQuad::onUpdate(float dt)
|
|
{
|
|
if (core->particlesPaused <= pauseLevel)
|
|
{
|
|
Quad::onUpdate(dt);
|
|
}
|
|
}
|
|
|