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Aquaria/Aquaria/CurrentRender.cpp
2016-07-19 02:59:30 +02:00

199 lines
4.5 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 "RenderBase.h"
#include "Path.h"
#include "Game.h"
#include "../BBGE/AfterEffect.h"
CurrentRender::CurrentRender() : RenderObject()
{
cull = false;
setTexture("Particles/Current");
texture->repeat = true;
rippleDelay = 2;
}
void CurrentRender::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
}
void CurrentRender::onRender()
{
// 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)
{
int w2 = p->rect.getWidth()/2;
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;
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;
if (isTouchingLine(p1, p2, dsq->screenCenter, dsq->cullRadius+p->rect.getWidth()/2.0f))
{
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))
{
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();
}
}
}
}
}
}