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Aquaria/Aquaria/Strand.cpp
fgenesis 68b3c61852 Add RenderState to be passed through the scene graph
This will eventually handle all mutable state during rendering
2022-05-20 01:04:19 +02:00

93 lines
2.3 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 "Segmented.h"
#include "RenderBase.h"
Strand::Strand(const Vector &position, size_t segs, size_t dist) : RenderObject(), Segmented(dist, dist)
{
cull = false;
segments.resize(segs);
for (size_t i = 0; i < segments.size(); i++)
{
segments[i] = new RenderObject;
}
initSegments(position);
}
void Strand::destroy()
{
RenderObject::destroy();
for (size_t i = 0; i < segments.size(); i++)
{
segments[i]->destroy();
delete segments[i];
}
segments.clear();
}
void Strand::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
updateSegments(position);
}
void Strand::onRender(const RenderState& rs) const
{
const int numSegments = segments.size();
if (numSegments == 0) return;
glEnable(GL_BLEND);
glTranslatef(-position.x, -position.y, 0);
glLineWidth(1);
glBegin(GL_LINE_STRIP);
unsigned int r = (unsigned int)(color.x * (255<<8));
unsigned int g = (unsigned int)(color.y * (255<<8));
unsigned int b = (unsigned int)(color.z * (255<<8));
unsigned int a = (255<<8);
unsigned int dr = r/50;
unsigned int dg = g/50;
unsigned int db = b/50;
unsigned int da = a/numSegments;
glColor4ub(r>>8, g>>8, b>>8, a>>8);
glVertex2f(position.x, position.y);
glVertex2f(segments[0]->position.x, segments[0]->position.y);
const int colorLimit = numSegments<50 ? numSegments : 50;
int i;
for (i = 1; i < colorLimit; i++)
{
r -= dr;
g -= dg;
b -= db;
a -= da;
glColor4ub(r>>8, g>>8, b>>8, a>>8);
glVertex2f(segments[i]->position.x, segments[i]->position.y);
}
for (; i < numSegments; i++)
{
a -= da;
glColor4ub(0, 0, 0, a>>8);
glVertex2f(segments[i]->position.x, segments[i]->position.y);
}
glEnd();
}