mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-28 19:23:53 +00:00
9faa503f32
Should cause less GL pipeline stalling / driver spinlocking if enabled. Disable AQUARIA_USE_GLM (default: true) in CMake to use the old GL pipeline version. Based on the implementation by Matt Bierner: https://bitbucket.org/mattbierner/ios-aquaria
356 lines
8.2 KiB
C++
356 lines
8.2 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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#ifndef __render_object__
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#define __render_object__
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#include "Base.h"
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#include "Texture.h"
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#include "Flags.h"
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#include "ScriptObject.h"
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class Core;
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class StateData;
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enum RenderObjectFlags
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{
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RO_CLEAR = 0x00,
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RO_RENDERBORDERS = 0x01,
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RO_NEXT = 0x02,
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RO_MOTIONBLUR = 0x04
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};
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enum AutoSize
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{
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AUTO_VIRTUALWIDTH = -101,
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AUTO_VIRTUALHEIGHT = -102
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};
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enum ParentManaged
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{
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PM_NONE = 0,
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PM_POINTER = 1,
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PM_STATIC = 2
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};
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enum ChildOrder
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{
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CHILD_BACK = 0,
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CHILD_FRONT = 1
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};
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enum RenderBeforeParent
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{
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RBP_NONE = -1,
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RBP_OFF = 0,
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RBP_ON = 1
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};
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struct MotionBlurFrame
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{
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Vector position;
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float rotz;
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};
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typedef std::vector<RectShape> CollideRects;
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class RenderObjectLayer;
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class RenderObject : public ScriptObject
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{
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public:
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friend class Core;
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RenderObject();
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virtual ~RenderObject();
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virtual void render();
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static RenderObjectLayer *rlayer;
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void setTexturePointer(CountedPtr<Texture> t)
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{
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this->texture = t;
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onSetTexture();
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}
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void setStateDataObject(StateData *state);
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bool setTexture(const std::string &name);
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void toggleAlpha(float t = 0.2);
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virtual void update(float dt);
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bool isDead() const {return _dead;}
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bool isHidden() const {return _hidden || (parent && parent->isHidden());}
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bool isStatic() const {return _static;}
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// Set whether the object is hidden. If hidden, no updates (except
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// lifetime checks) or render operations will be performed, and no
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// child objects will be updated or rendered.
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void setHidden(bool hidden) {_hidden = hidden;}
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// Set whether the object is static. If static, the object's data
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// (including position, scale, rotation, color, etc.) are assumed
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// not to change over the lifetime of the object, to allow for
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// optimized rendering.
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void setStatic(bool staticFlag) {_static = staticFlag;}
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void setLife(float life)
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{
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maxLife = this->life = life;
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}
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void setDecayRate(float decayRate)
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{
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this->decayRate = decayRate;
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}
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void setBlendType (int bt)
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{
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blendType = bt;
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}
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//enum DestroyType { RANDOM=0, REMOVE_STATE };
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virtual void destroy();
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virtual void flipHorizontal();
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virtual void flipVertical();
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bool isfh() const { return _fh; }
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bool isfv() const { return _fv; }
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// recursive
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bool isfhr();
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bool isfvr();
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int getIdx() const { return idx; }
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void setIdx(int idx) { this->idx = idx; }
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void moveToFront();
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void moveToBack();
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inline float getCullRadiusSqr() const
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{
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if (overrideCullRadiusSqr)
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return overrideCullRadiusSqr;
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if (width == 0 || height == 0)
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return 0;
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const float w = width*scale.x;
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const float h = height*scale.y;
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return w*w + h*h;
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}
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int getTopLayer();
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void setColorMult(const Vector &color, const float alpha);
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void clearColorMult();
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void enableMotionBlur(int sz=10, int off=5);
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void disableMotionBlur();
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void addChild(RenderObject *r, ParentManaged pm, RenderBeforeParent rbp = RBP_NONE, ChildOrder order = CHILD_BACK);
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void removeChild(RenderObject *r);
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Vector getRealPosition();
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Vector getRealScale();
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virtual float getSortDepth();
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StateData *getStateData();
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void setPositionSnapTo(InterpolatedVector *positionSnapTo);
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// HACK: This is defined in RenderObject_inline.h because it needs
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// the class Core definition. --achurch
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inline bool isOnScreen();
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bool isCoordinateInRadius(const Vector &pos, float r);
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void copyProperties(RenderObject *target);
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const RenderObject &operator=(const RenderObject &r);
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void toggleCull(bool value);
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void safeKill();
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void enqueueChildDeletion(RenderObject *r);
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Vector getWorldPosition();
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Vector getWorldCollidePosition(const Vector &vec=Vector(0,0,0));
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Vector getInvRotPosition(const Vector &vec);
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bool isPieceFlippedHorizontal();
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RenderObject *getTopParent();
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virtual void onAnimationKeyPassed(int key){}
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Vector getAbsoluteRotation();
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float getWorldRotation();
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Vector getWorldPositionAndRotation(); // more efficient shortcut, returns rotation in vector z component
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Vector getNormal();
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Vector getForward();
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void setOverrideCullRadius(float ovr);
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void setRenderPass(int pass) { renderPass = pass; }
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int getRenderPass() { return renderPass; }
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void setOverrideRenderPass(int pass) { overrideRenderPass = pass; }
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int getOverrideRenderPass() { return overrideRenderPass; }
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enum { RENDER_ALL=314, OVERRIDE_NONE=315 };
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// Defined in RenderObject_inline.h
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inline Vector getFollowCameraPosition() const;
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void lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset=0);
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inline RenderObject *getParent() const {return parent;}
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void applyBlendType();
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void fhTo(bool fh);
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void addDeathNotify(RenderObject *r);
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virtual void unloadDevice();
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virtual void reloadDevice();
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Vector getCollisionMaskNormal(int index);
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//-------------------------------- Methods above, fields below
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static bool renderCollisionShape;
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static bool renderPaths;
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static int lastTextureApplied;
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static bool lastTextureRepeat;
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float width, height; // Only used by Quads, but stored here for getCullRadius()
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InterpolatedVector position, scale, color, alpha, rotation;
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InterpolatedVector offset, rotationOffset, internalOffset, beforeScaleOffset;
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InterpolatedVector velocity, gravity;
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CountedPtr<Texture> texture;
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//int mode;
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bool fadeAlphaWithLife;
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bool blendEnabled;
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enum BlendTypes { BLEND_DEFAULT = 0, BLEND_ADD, BLEND_SUB, BLEND_MULT };
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unsigned char blendType;
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float life;
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//float lifeAlphaFadeMultiplier;
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float followCamera;
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//bool useColor;
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bool renderBeforeParent;
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bool updateAfterParent;
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//bool followXOnly;
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//bool renderOrigin;
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//float updateMultiplier;
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//EventPtr deathEvent;
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bool colorIsSaved; // Used for both color and alpha
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Vector savedColor; // Saved values from setColorMult()
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float savedAlpha;
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bool shareAlphaWithChildren;
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bool shareColorWithChildren;
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bool cull;
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float updateCull;
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int layer;
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InterpolatedVector *positionSnapTo;
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//DestroyType destroyType;
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typedef std::vector<RenderObject*> Children;
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Children children, childGarbage;
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//Flags flags;
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#ifdef BBGE_BUILD_DIRECTX
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bool useDXTransform;
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//D3DXMATRIX matrix;
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#endif
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float collideRadius;
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Vector collidePosition;
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std::vector<Vector> collisionMask;
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std::vector<Vector> transformedCollisionMask;
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CollideRects collisionRects;
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float collisionMaskRadius;
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float alphaMod;
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bool ignoreUpdate;
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bool useOldDT;
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protected:
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virtual void onFH(){}
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virtual void onFV(){}
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virtual void onDestroy(){}
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virtual void onSetTexture(){}
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virtual void onRender(){}
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virtual void onUpdate(float dt);
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virtual void deathNotify(RenderObject *r);
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virtual void onEndOfLife() {}
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inline void updateLife(float dt)
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{
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if (decayRate > 0)
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{
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life -= decayRate*dt;
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if (life<=0)
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{
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safeKill();
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}
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}
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if (fadeAlphaWithLife && !alpha.isInterpolating())
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{
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//alpha = ((life*lifeAlphaFadeMultiplier)/maxLife);
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alpha = life/maxLife;
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}
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}
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// Is this object or any of its children rendered in pass "pass"?
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bool hasRenderPass(const int pass);
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inline void renderCall();
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void renderCollision();
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bool repeatTexture;
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//ParentManaged pm;
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unsigned char pm; // unsigned char to save space
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typedef std::list<RenderObject*> RenderObjectList;
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RenderObjectList deathNotifications;
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int overrideRenderPass;
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int renderPass;
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float overrideCullRadiusSqr;
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float motionBlurTransitionTimer;
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int motionBlurFrameOffsetCounter, motionBlurFrameOffset;
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std::vector<MotionBlurFrame>motionBlurPositions;
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bool motionBlur, motionBlurTransition;
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bool _dead;
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bool _hidden;
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bool _static;
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bool _fv, _fh;
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//bool rotateFirst;
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int idx;
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RenderObject *parent;
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StateData *stateData;
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float decayRate;
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float maxLife;
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};
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#endif
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