mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
70b8e69402
everything goes through RenderState now some calls are left in FTGL but properly invalidated afterwards
429 lines
7.9 KiB
C++
429 lines
7.9 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 "RenderBase.h"
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#include "RenderGrid.h"
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#include <assert.h>
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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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renderBorderColor = Vector(1,1,1);
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position = pos;
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setTexture(tex);
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}
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Quad::Quad() : RenderObject()
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{
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initQuad();
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}
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Quad::~Quad()
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{
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deleteGrid();
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}
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void Quad::initQuad()
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{
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addType(SCO_QUAD);
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borderAlpha = 0.5;
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repeatToFillScale = Vector(1,1);
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renderBorder = false;
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renderCenter = true;
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texcoordOverride = false;
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width = 2; height = 2;
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texcoords.setStandard();
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renderQuad = true;
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grid = NULL;
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}
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void Quad::deleteGrid()
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{
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delete grid;
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grid = NULL;
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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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DynamicRenderGrid *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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DynamicRenderGrid *g = createGrid(x, y);
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if(g)
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g->setSegs(dgox, dgoy, dgmx, dgmy, dgtm, dgo);
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return g;
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}
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DynamicRenderGrid *Quad::createGrid(int xd, int yd)
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{
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delete grid;
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grid = NULL;
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if(xd && yd)
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{
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grid = new DynamicRenderGrid();
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grid->init(xd, yd, texcoords);
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}
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return grid;
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}
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void Quad::setDrawGridAlpha(size_t x, size_t y, float alpha)
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{
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if(grid)
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grid->setAlpha(x, y, alpha);
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}
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void Quad::setStripPoints(bool vert, const Vector *points, size_t n)
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{
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if(grid)
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grid->setStripPoints(vert, points, n);
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}
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void Quad::resetGrid()
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{
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if(grid)
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grid->reset();
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}
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void Quad::_renderBorder(const RenderState& rs, Vector color, float borderalpha) const
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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glColor4f(color.x, color.y, color.z, borderalpha*alpha.x*alphaMod);
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core->getDefaultQuadBorderBuf()->apply();
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if (rs.forceRenderCenter || renderCenter)
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{
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glPointSize(16);
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glDrawArrays(GL_POINTS, 4, 1);
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}
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glLineWidth(2);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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RenderObject::lastTextureApplied = 0;
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}
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bool Quad::isCoordinateInside(Vector coord, int minSize) const
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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) const
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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) const
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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::renderGrid(const RenderState& rs) const
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{
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RenderState rx(rs);
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rx.color = rs.color * this->color;
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rx.alpha = rs.alpha * this->alpha.x * this->alphaMod;
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grid->render(rx);
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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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grid->renderDebugPoints(rs);
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RenderObject::lastTextureApplied = 0;
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}
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}
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void Quad::repeatTextureToFill(bool on)
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{
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repeatTexture = on;
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updateTexCoords();
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}
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void Quad::setRepeatScale(const Vector& repscale)
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{
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repeatToFillScale = repscale;
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updateTexCoords();
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}
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void Quad::setRepeatOffset(const Vector& repoffs)
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{
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texOff = repoffs;
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updateTexCoords();
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}
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void Quad::onRender(const RenderState& rs) const
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{
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if (!renderQuad) return;
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// previously, vertical flip was implemented by texcoord inversion.
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// ie. child objects were never affected. not sure if this is desirable behavior but it'll stay like
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// this for now. should probably make it affect children as well.
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glPushMatrix();
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if(_fv)
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glRotatef(180, 1, 0, 0);
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glScalef(width, height, 1);
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if (!grid)
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{
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core->getDefaultQuadGrid()->render(rs);
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}
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else
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{
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renderGrid(rs);
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}
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if(renderBorder)
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_renderBorder(rs, renderBorderColor, borderAlpha);
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else if(rs.forceRenderBorder)
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_renderBorder(rs, rs.renderBorderColor, rs.renderBorderAlpha);
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glPopMatrix();
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}
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void Quad::updateTexCoords()
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{
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if(texcoordOverride)
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goto setgrid;
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if (repeatTexture && texture)
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{
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texcoords.u1 = texOff.x;
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texcoords.v1 = texOff.y;
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texcoords.u2 = (width*scale.x*repeatToFillScale.x)/texture->width + texOff.x;
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texcoords.v2 = (height*scale.y*repeatToFillScale.y)/texture->height + texOff.y;
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setgrid:
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if(!grid)
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{
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createGrid(2, 2)->gridType = GRID_UNDEFINED;
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}
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grid->setTexCoords(texcoords);
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}
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else
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{
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texcoords.setStandard();
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// don't delete when a wavy effect is going on, for example
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if(grid && grid->gridType == GRID_UNDEFINED)
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deleteGrid();
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}
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}
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void Quad::setOverrideTexCoords(const TexCoordBox & tc)
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{
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texcoordOverride = true;
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texcoords = tc;
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updateTexCoords();
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}
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void Quad::clearOverrideTexCoords()
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{
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texcoordOverride = false;
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updateTexCoords();
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}
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void Quad::reloadDevice()
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{
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RenderObject::reloadDevice();
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}
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void Quad::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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if (grid && alpha.x > 0 && alphaMod > 0)
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{
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grid->update(dt);
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}
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}
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void Quad::setWidthHeight(float w, float h)
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{
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if (h == -1)
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height = w;
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else
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height = h;
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width = w;
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updateTexCoords();
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}
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void Quad::setWidth(float w)
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{
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width = w;
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updateTexCoords();
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}
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void Quad::setHeight(float h)
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{
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height = h;
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updateTexCoords();
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}
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void Quad::onSetTexture()
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{
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if (texture)
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{
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width = this->texture->width;
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height = this->texture->height;
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}
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else
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{
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width = 64;
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height = 64;
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}
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updateTexCoords();
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}
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PauseQuad::PauseQuad() : Quad(), pauseLevel(0), positionSnapTo(0), autoWidth(0), autoHeight(0)
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{
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addType(SCO_PAUSEQUAD);
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}
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PauseQuad::~PauseQuad()
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{
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}
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void PauseQuad::onUpdate(float dt)
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{
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if(autoWidth || autoHeight)
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{
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float w = width, h = height;
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if (autoWidth == AUTO_VIRTUALWIDTH)
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w = core->getVirtualWidth();
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else if (autoWidth == AUTO_VIRTUALHEIGHT)
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w = core->getVirtualHeight();
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if (autoHeight == AUTO_VIRTUALWIDTH)
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h = core->getVirtualWidth();
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else if (autoHeight == AUTO_VIRTUALHEIGHT)
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h = core->getVirtualHeight();
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if(w != width || h != height)
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{
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width = w;
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height = h;
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updateTexCoords();
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}
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}
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if (positionSnapTo)
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this->position = *positionSnapTo;
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if (core->particlesPaused <= pauseLevel)
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{
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Quad::onUpdate(dt);
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}
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}
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void PauseQuad::setPositionSnapTo(InterpolatedVector *positionSnapTo)
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{
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this->positionSnapTo = positionSnapTo;
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}
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CollideQuad::CollideQuad()
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: collideRadius(0)
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{
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addType(SCO_COLLIDE_QUAD);
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}
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CollideQuad::~CollideQuad()
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{
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}
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void CollideQuad::renderCollision(const RenderState& rs) const
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{
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if (collideRadius > 0)
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{
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glPushMatrix();
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glLoadIdentity();
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core->setupRenderPositionAndScale();
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glBindTexture(GL_TEXTURE_2D, 0);
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glTranslatef(position.x+offset.x, position.y+offset.y, 0);
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glTranslatef(internalOffset.x, internalOffset.y, 0);
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rs.gpu.setBlend(BLEND_DEFAULT);
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glColor4f(1,0,0,0.5);
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drawCircle(collideRadius, 8);
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glPopMatrix();
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}
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}
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