1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-15 22:19:07 +00:00
Aquaria/BBGE/RenderObject.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

1416 lines
29 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 "RenderObject.h"
#include "Core.h"
#include "MathFunctions.h"
#include <assert.h>
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::vector<RenderObject*>chain;
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
}
void RenderObject::matrixChain()
{
if (parent)
parent->matrixChain();
#ifdef BBGE_BUILD_OPENGL
glTranslatef(position.x+offset.x, position.y+offset.y, 0);
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, 0);
glScalef(scale.x, scale.y, 0);
if (isfh())
{
//glDisable(GL_CULL_FACE);
glRotatef(180, 0, 1, 0);
}
glTranslatef(internalOffset.x, internalOffset.y, 0);
#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::getWorldCollidePosition(const Vector &vec)
{
#ifdef BBGE_BUILD_OPENGL
glPushMatrix();
glLoadIdentity();
matrixChain();
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
}
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;
}
if (texture)
{
texture->removeRef();
texture = 0;
}
}
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 (layer != -1)
core->renderObjectLayers[this->layer].moveToFront(this);
}
void RenderObject::moveToBack()
{
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::removeAllChildren()
{
if (!children.empty())
{
removeChild(children.front());
removeAllChildren();
}
}
void RenderObject::recursivelyRemoveEveryChild()
{
if (!children.empty())
{
RenderObject *child = (children.front());
child->recursivelyRemoveEveryChild();
removeChild(child);
recursivelyRemoveEveryChild();
}
}
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)
{
children.remove(r);
r->parent = 0;
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::propogateAlpha()
{
/*
if (!shareAlphaWithChildren) return;
for (int i = 0; i < children.size(); i++)
{
children[i]->alpha = this->alpha * children[i]->parentAlphaModifier.getValue();
children[i]->propogateAlpha();
}
*/
/*
if (shareAlphaWithChildren && !children.empty())
{
for (int i = 0; i < children.size(); i++)
{
//children[i]->alpha = this->alpha * children[i]->parentAlphaModifier.getValue();
}
}
*/
}
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();
}
}
void RenderObject::setTexture(const std::string &n)
{
std::string name = n;
stringToLowerUserData(name);
if (name.empty())
return;
if(texture && texture->name == core->getInternalTextureName(name))
return; // no texture change
Texture *oldtex = texture;
Texture *t = core->addTexture(name);
setTexturePointer(t, NO_ADD_REF);
if (oldtex)
oldtex->removeRef();
}
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.push_front(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;
}
void RenderObject::propogateParentManagedStatic()
{
for (Children::iterator i = children.begin(); i != children.end(); i++)
{
(*i)->pm = PM_STATIC;
(*i)->propogateParentManagedStatic();
}
}
bool RenderObject::isCoordinateInRadius(const Vector &pos, float r)
{
Vector d = pos-getRealPosition();
return (d.getSquaredLength2D() < r*r);
}