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Aquaria/Aquaria/CurrentRender.cpp
fgenesis 12ea97f051 Disable all glEnable/glDisable() calls for GL_CULL_FACE, except one glDisable() during renderer init.
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)
2013-05-02 04:31:07 +02:00

322 lines
7 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 "GridRender.h"
#include "../BBGE/AfterEffect.h"
CurrentRender::CurrentRender() : RenderObject()
{
cull = false;
//alpha = 0.2f;
setTexture("Particles/Current");
texture->repeat = true;
rippleDelay = 2;
}
void CurrentRender::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
/*
rippleDelay -= dt;
if (rippleDelay < 0)
{
for (int i = 0; i < dsq->game->paths.size()-1; i++)
{
Path *p = dsq->game->paths[i];
for (int n = 0; n < p->nodes.size()-1; i++)
{
PathNode *n1 = &p->nodes[n];
PathNode *n2 = &p->nodes[n+1];
Vector diff = n2->position - n1->position;
Vector pos = n1->position + diff*p->animOffset;
// spawn effect at pos
if (core->afterEffectManager)
core->afterEffectManager->addEffect(new ShockEffect(Vector(core->width/2, core->height/2),pos,0.04,0.06,15,0.2f));
}
}
rippleDelay = 1.0;
}
*/
}
void CurrentRender::onRender()
{
#ifdef BBGE_BUILD_OPENGL
// note: Leave cull_face disabled!?
//glDisable(GL_CULL_FACE);
//int qs = 0;
for (Path *p = dsq->game->getFirstPathOfType(PATH_CURRENT); p; p = p->nextOfType)
{
if (p->active)
{
/*
std::ostringstream os;
os << "animOffset: " << p->animOffset;
debugLog(os.str());
*/
int w2 = p->rect.getWidth()/2;
/*
if (false)
{
float offset = 0;
glBegin(GL_QUAD_STRIP);
int sz = p->nodes.size();
float len = 0;
float totalLength = 0;
for (int n = 0; n < sz-1; n++)
{
totalLength += (p->nodes[n+1].position - p->nodes[n].position).getLength2D();
}
float texScale = totalLength/256.0f;
Vector p1, p2, diff, pl, pr;
for (int n = 0; n < sz; n++)
{
PathNode *n1 = &p->nodes[n];
p1 = n1->position;
if (n == sz-1)
{
PathNode *n2 = &p->nodes[n-1];
p2 = n2->position;
diff = p1-p2;
}
else
{
PathNode *n2 = &p->nodes[n+1];
p2 = n2->position;
diff = p2-p1;
}
len = diff.getLength2D();
float add = len/totalLength;
//texScale = len/totalLength;
pl = diff.getPerpendicularLeft();
pr = diff.getPerpendicularRight();
pl.setLength2D(w2);
pr.setLength2D(w2);
Vector r1 = p1+pl;
Vector r4 = p1+pr;
if (n == 0 || n == sz-1)
{
glColor4f(1, 1, 1, 0);
}
else
{
glColor4f(1, 1, 1, 1);
}
//(0+p->animOffset)*texScale +
glTexCoord2f((offset)*texScale+p->animOffset, 0);
glVertex2f(r1.x, r1.y);
glTexCoord2f((offset)*texScale+p->animOffset, 1);
//(0+p->animOffset)*texScale +
glVertex2f(r4.x, r4.y);
offset += add;
}
glEnd();
}
else
*/
if (true)
{
int sz = p->nodes.size()-1;
for (int n = 0; n < sz; n++)
{
PathNode *n1 = &p->nodes[n];
PathNode *n2 = &p->nodes[n+1];
Vector p1 = n1->position;
Vector p2 = n2->position;
Vector diff = p2-p1;
Vector d = diff;
d.setLength2D(p->rect.getWidth());
p1 -= d*0.75f;
p2 += d*0.75f;
diff = p2 - p1;
//bool edge = false;
/*
if (n == 0)
{
p1 -= diff*0.25f;
edge = true;
}
if (n == sz-1)
{
p2 += diff*0.25f;
edge = true;
}
diff = p2-p1;
*/
if (!diff.isZero())
{
Vector pl = diff.getPerpendicularLeft();
Vector pr = diff.getPerpendicularRight();
pl.setLength2D(w2);
pr.setLength2D(w2);
Vector p15 = p1 + diff * 0.25f;
Vector p25 = p2 - diff * 0.25f;
Vector r1 = p1+pl;
Vector r2 = p1+pr;
Vector r3 = p15+pl;
Vector r4 = p15+pr;
Vector r5 = p25+pl;
Vector r6 = p25+pr;
Vector r7 = p2+pl;
Vector r8 = p2+pr;
float len = diff.getLength2D();
float texScale = len/256.0f;
//float texScale2 = texScale;
/*
if (edge)
texScale *= 2;
*/
/*
if (edge)
texScale2 *= 4;
*/
if (isTouchingLine(p1, p2, dsq->screenCenter, dsq->cullRadius+p->rect.getWidth()/2.0f))
{
//qs++;
glBegin(GL_QUAD_STRIP);
glColor4f(1,1,1,0);
glTexCoord2f((0)*texScale+p->animOffset, 0);
glVertex2f(r1.x, r1.y);
glTexCoord2f((0)*texScale+p->animOffset, 1);
glVertex2f(r2.x, r2.y);
glColor4f(1,1,1,p->amount);
glTexCoord2f((0+0.25f)*texScale+p->animOffset, 0);
glVertex2f(r3.x, r3.y);
glTexCoord2f((0+0.25f)*texScale+p->animOffset, 1);
glVertex2f(r4.x, r4.y);
glColor4f(1,1,1,p->amount);
glTexCoord2f((1-0.25f)*texScale+p->animOffset, 0);
glVertex2f(r5.x, r5.y);
glTexCoord2f((1-0.25f)*texScale+p->animOffset, 1);
glVertex2f(r6.x, r6.y);
glColor4f(1,1,1,0);
glTexCoord2f((1)*texScale+p->animOffset, 0);
glVertex2f(r7.x, r7.y);
glTexCoord2f((1)*texScale+p->animOffset, 1);
glVertex2f(r8.x, r8.y);
glEnd();
}
}
}
}
else
{
int sz = p->nodes.size()-1;
for (int n = 0; n < sz; n++)
{
PathNode *n1 = &p->nodes[n];
PathNode *n2 = &p->nodes[n+1];
Vector p1 = n1->position;
Vector p2 = n2->position;
Vector diff = p2-p1;
Vector pl = diff.getPerpendicularLeft();
Vector pr = diff.getPerpendicularRight();
pl.setLength2D(w2);
pr.setLength2D(w2);
Vector r1 = p1+pl;
Vector r2 = p2+pl;
Vector r3 = p2+pr;
Vector r4 = p1+pr;
float len = diff.getLength2D();
float texScale = len/256.0f;
if (isTouchingLine(p1, p2, dsq->screenCenter, dsq->cullRadius))
{
//qs++;
glBegin(GL_QUADS);
if (n==0)
glColor4f(1,1,1,0);
else
glColor4f(1,1,1,alpha.x);
glTexCoord2f((0+p->animOffset)*texScale, 0);
glVertex2f(r1.x, r1.y);
if (n==sz-1)
glColor4f(1,1,1,0);
else
glColor4f(1,1,1,alpha.x);
glTexCoord2f((1+p->animOffset)*texScale, 0);
glVertex2f(r2.x, r2.y);
glTexCoord2f((1+p->animOffset)*texScale, 1);
glVertex2f(r3.x, r3.y);
if (n==0)
glColor4f(1,1,1,0);
else
glColor4f(1,1,1,alpha.x);
glTexCoord2f((0+p->animOffset)*texScale, 1);
glVertex2f(r4.x, r4.y);
glEnd();
}
}
}
}
//glEnd();
}
//glEnable(GL_CULL_FACE);
/*
std::ostringstream os;
os << "current quads: " << qs;
debugLog(os.str());
*/
#endif
}