mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
58e9ba340e
Also ignore grid.z (used as worldmap alpha) by default because it's really only needed for the world map and ignoring it results in less GL calls.
748 lines
17 KiB
C++
748 lines
17 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 <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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renderBorderColor = Vector(1,1,1);
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initQuad();
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position = pos;
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setTexture(tex);
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}
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void 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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deleteGrid();
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if (x == 0 || y == 0)
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{
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doUpdateGrid = false;
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}
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else
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{
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doUpdateGrid = true;
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this->drawGridOffsetX = dgox;
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this->drawGridOffsetY = dgoy;
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this->drawGridModX = dgmx;
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this->drawGridModY = dgmy;
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this->drawGridTimeMultiplier = dgtm;
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drawGridOut = dgo;
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createGrid(x, y);
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}
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gridTimer = 0;
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}
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void Quad::createGrid(int xd, int yd)
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{
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drawGrid.init(xd, yd);
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resetGrid();
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Vector *dg = drawGrid.data();
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for(size_t i = 0; i < drawGrid.linearsize(); ++i)
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dg[i].z = 1.0f;
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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 (x < drawGrid.width() && y < drawGrid.height())
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{
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drawGrid(x, y).z = alpha;
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}
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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 (drawGrid.empty()) return;
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resetGrid();
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const float mul = float(n);
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if (!vert) // horz
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{
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const size_t xmax = std::min(drawGrid.width(), n);
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for (size_t y = 0; y < drawGrid.height(); y++)
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{
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Vector *row = drawGrid.row(y);
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for (size_t x = 0; x < xmax; x++)
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row[x] += points[x] * mul;
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}
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}
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else
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{
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const size_t ymax = std::min(drawGrid.height(), n);
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for (size_t x = 0; x < drawGrid.width(); x++)
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for (size_t y = 0; y < ymax; y++)
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drawGrid(x, y) += points[y] * mul;
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}
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}
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void Quad::ResetGrid(Vector* dst, size_t w, size_t h)
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{
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assert(w > 1 && h > 1);
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const float xMulF = 1.0f / (float)(w-1);
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const float yMulF = 1.0f / (float)(h-1);
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for (size_t y = 0; y < h; y++)
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{
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const float yval = float(y)*yMulF-0.5f;
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for (size_t x = 0; x < w; x++)
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{
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dst->x = float(x)*xMulF-0.5f;
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dst->y = yval;
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++dst;
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}
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}
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}
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void Quad::ResetGridAndAlpha(Vector* dst, size_t w, size_t h, float alpha)
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{
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assert(w > 1 && h > 1);
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const float xMulF = 1.0f / (float)(w-1);
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const float yMulF = 1.0f / (float)(h-1);
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for (size_t y = 0; y < h; y++)
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{
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const float yval = float(y)*yMulF-0.5f;
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for (size_t x = 0; x < w; x++)
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{
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dst->x = float(x)*xMulF-0.5f;
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dst->y = yval;
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dst->z = alpha;
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++dst;
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}
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}
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}
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void Quad::resetGrid()
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{
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if (drawGrid.empty()) return;
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ResetGrid(drawGrid.data(), drawGrid.width(), drawGrid.height());
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}
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void Quad::initQuad()
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{
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repeatToFillScale = Vector(1,1);
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gridType = GRID_WAVY;
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gridTimer = 0;
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doUpdateGrid = false;
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autoWidth = autoHeight = 0;
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renderBorder = false;
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renderCenter = true;
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width = 2; height = 2;
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upperLeftTextureCoordinates = Vector(0,0);
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lowerRightTextureCoordinates = Vector(1,1);
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renderQuad = true;
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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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if (rs.forceRenderCenter || renderCenter)
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{
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glColor4f(color.x, color.y, color.z, borderalpha*alpha.x*alphaMod);
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glPointSize(16);
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glBegin(GL_POINTS);
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glVertex2f(0,0);
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glEnd();
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}
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glColor4f(color.x, color.y, color.z, alpha.x*alphaMod);
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glLineWidth(2);
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const float _w2 = width*0.5f;
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const float _h2 = height*0.5f;
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glBegin(GL_LINES);
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glVertex2f(-_w2, _h2);
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glVertex2f(_w2, _h2);
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glVertex2f(_w2, -_h2);
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glVertex2f(_w2, _h2);
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glVertex2f(-_w2, -_h2);
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glVertex2f(-_w2, _h2);
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glVertex2f(-_w2, -_h2);
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glVertex2f(_w2, -_h2);
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glEnd();
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RenderObject::lastTextureApplied = 0;
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}
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Quad::Quad() : RenderObject()
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{
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addType(SCO_QUAD);
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borderAlpha = 0.5;
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drawOrder = GRID_DRAW_DEFAULT;
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initQuad();
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}
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void Quad::deleteGrid()
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{
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drawGrid.clear();
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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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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::updateGrid(float dt)
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{
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if (!doUpdateGrid) return;
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if (gridType == GRID_WAVY)
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{
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gridTimer += dt * drawGridTimeMultiplier;
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resetGrid();
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size_t hx = drawGrid.width()/2;
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for (size_t x = 0; x < drawGrid.width(); x++)
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{
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float yoffset = x * drawGridOffsetY;
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float addY = 0;
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if (drawGridModY != 0)
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addY = cosf(gridTimer+yoffset)*drawGridModY;
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for (size_t y = 0; y < drawGrid.height(); y++)
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{
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float xoffset = y * drawGridOffsetX;
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if (drawGridModX != 0)
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{
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float addX = (sinf(gridTimer+xoffset)*drawGridModX);
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if (drawGridOut && x < hx)
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drawGrid(x,y).x += addX;
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else
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drawGrid(x,y).x -= addX;
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}
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drawGrid(x,y).y += addY;
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}
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}
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}
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}
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void Quad::renderGrid(const RenderState& rs) const
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{
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if (drawGrid.width() < 2 || drawGrid.height() < 2)
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return;
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switch(drawOrder)
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{
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case GRID_DRAW_LRTB:
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renderGrid_LRTB(rs);
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break;
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case GRID_DRAW_LRBT:
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renderGrid_LRBT(rs);
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break;
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case GRID_DRAW_WORLDMAP:
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renderGridWithAlpha(rs);
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break;
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}
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// debug points
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if (RenderObject::renderCollisionShape)
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{
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const size_t NX = drawGrid.width()-1;
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const size_t NY = drawGrid.height()-1;
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const float w = this->getWidth();
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const float h = this->getHeight();
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glBindTexture(GL_TEXTURE_2D, 0);
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glPointSize(2);
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glColor3f(1,0,0);
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glBegin(GL_POINTS);
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for (size_t y = 0; y < NY; y++)
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{
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for (size_t x = 0; x < NX; x++)
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{
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glVertex2f(w*drawGrid(x,y).x, h*drawGrid(x,y).y);
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glVertex2f(w*drawGrid(x,y+1).x, h*drawGrid(x,y+1).y);
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glVertex2f(w*drawGrid(x+1,y+1).x, h*drawGrid(x+1,y+1).y);
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glVertex2f(w*drawGrid(x+1,y).x, h*drawGrid(x+1,y).y);
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}
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}
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glEnd();
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if (texture)
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glBindTexture(GL_TEXTURE_2D, texture->textures[0]);
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}
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}
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void Quad::renderGrid_LRTB(const RenderState& rs) const
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{
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const float percentX = lowerRightTextureCoordinates.x - upperLeftTextureCoordinates.x;
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const float percentY = lowerRightTextureCoordinates.y - upperLeftTextureCoordinates.y;
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const float baseX = upperLeftTextureCoordinates.x;
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const float baseY = upperLeftTextureCoordinates.y;
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const size_t NX = drawGrid.width()-1;
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const size_t NY = drawGrid.height()-1;
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// NOTE: These are used to avoid repeated expensive divide operations,
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// but they may cause rounding error of around 1 part per million,
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// which could in theory cause minor graphical glitches with broken
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// OpenGL implementations. --achurch
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const float incX = percentX / float(NX);
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const float incY = percentY / float(NY);
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const float w = this->getWidth();
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const float h = this->getHeight();
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const float red = rs.color.x * this->color.x;
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const float green = rs.color.y * this->color.y;
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const float blue = rs.color.z * this->color.z;
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const float alpha = rs.alpha * this->alpha.x * this->alphaMod;
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glColor4f(red, green, blue, alpha);
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glBegin(GL_QUADS);
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float v0 = baseY;
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float v1 = v0 + incY;
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for (size_t y = 0; y < NY; y++, v0 = v1, v1 += incY)
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{
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float u0 = baseX;
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float u1 = u0 + incX;
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const Vector *row0 = drawGrid.row(y);
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const Vector *row1 = drawGrid.row(y+1);
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for (size_t x = 0; x < NX; x++, u0 = u1, u1 += incX)
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{
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const Vector dg00 = row0[x];
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const Vector dg01 = row1[x];
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const Vector dg10 = row0[x+1];
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const Vector dg11 = row1[x+1];
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glTexCoord2f(u0, v0);
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glVertex2f(w*dg00.x, h*dg00.y);
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glTexCoord2f(u0, v1);
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glVertex2f(w*dg01.x, h*dg01.y);
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glTexCoord2f(u1, v1);
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glVertex2f(w*dg11.x, h*dg11.y);
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glTexCoord2f(u1, v0);
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glVertex2f(w*dg10.x, h*dg10.y);
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}
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}
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glEnd();
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}
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void Quad::renderGrid_LRBT(const RenderState& rs) const
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{
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const float percentX = lowerRightTextureCoordinates.x - upperLeftTextureCoordinates.x;
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const float percentY = upperLeftTextureCoordinates.y - lowerRightTextureCoordinates.y;
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const float baseX = upperLeftTextureCoordinates.x;
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const float baseY = lowerRightTextureCoordinates.y;
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const size_t NX = drawGrid.width()-1;
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const size_t NY = drawGrid.height()-1;
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// NOTE: These are used to avoid repeated expensive divide operations,
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// but they may cause rounding error of around 1 part per million,
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// which could in theory cause minor graphical glitches with broken
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// OpenGL implementations. --achurch
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const float incX = percentX / float(NX);
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const float incY = percentY / float(NY);
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const float w = this->getWidth();
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const float h = this->getHeight();
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const float red = rs.color.x * this->color.x;
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const float green = rs.color.y * this->color.y;
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const float blue = rs.color.z * this->color.z;
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const float alpha = rs.alpha * this->alpha.x * this->alphaMod;
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glColor4f(red, green, blue, alpha);
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glBegin(GL_QUADS);
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float v0 = baseY;
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float v1 = v0 + incY;
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for (size_t y = NY; y --> 0; v0 = v1, v1 += incY)
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{
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float u0 = baseX;
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float u1 = u0 + incX;
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const Vector *row0 = drawGrid.row(y+1);
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const Vector *row1 = drawGrid.row(y);
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for (size_t x = 0; x < NX; x++, u0 = u1, u1 += incX)
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{
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const Vector dg00 = row0[x];
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const Vector dg01 = row1[x];
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const Vector dg10 = row0[x+1];
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const Vector dg11 = row1[x+1];
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glTexCoord2f(u0, v0);
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glVertex2f(w*dg00.x, h*dg00.y);
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glTexCoord2f(u0, v1);
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glVertex2f(w*dg01.x, h*dg01.y);
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glTexCoord2f(u1, v1);
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glVertex2f(w*dg11.x, h*dg11.y);
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glTexCoord2f(u1, v0);
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glVertex2f(w*dg10.x, h*dg10.y);
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}
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}
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glEnd();
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}
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void Quad::renderGridWithAlpha(const RenderState& rs) const
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{
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const float percentX = fabsf(this->lowerRightTextureCoordinates.x - this->upperLeftTextureCoordinates.x);
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const float percentY = fabsf(this->upperLeftTextureCoordinates.y - this->lowerRightTextureCoordinates.y);
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const float baseX =
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(lowerRightTextureCoordinates.x < upperLeftTextureCoordinates.x)
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? lowerRightTextureCoordinates.x : upperLeftTextureCoordinates.x;
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const float baseY =
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(lowerRightTextureCoordinates.y < upperLeftTextureCoordinates.y)
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? lowerRightTextureCoordinates.y : upperLeftTextureCoordinates.y;
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const size_t NX = drawGrid.width()-1;
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const size_t NY = drawGrid.height()-1;
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// NOTE: These are used to avoid repeated expensive divide operations,
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|
// but they may cause rounding error of around 1 part per million,
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|
// which could in theory cause minor graphical glitches with broken
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|
// OpenGL implementations. --achurch
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const float incX = percentX / float(NX);
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const float incY = percentY / float(NY);
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const float w = this->getWidth();
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const float h = this->getHeight();
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const float red = rs.color.x * this->color.x;
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const float green = rs.color.y * this->color.y;
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const float blue = rs.color.z * this->color.z;
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const float alpha = rs.alpha * this->alpha.x * this->alphaMod;
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glBegin(GL_QUADS);
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float v0 = 1 - percentY + baseY;
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float v1 = v0 + incY;
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for (size_t y = 0; y < NY; y++, v0 = v1, v1 += incY)
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|
{
|
|
float u0 = baseX;
|
|
float u1 = u0 + incX;
|
|
const Vector *row0 = drawGrid.row(y);
|
|
const Vector *row1 = drawGrid.row(y+1);
|
|
for (size_t x = 0; x < NX; x++, u0 = u1, u1 += incX)
|
|
{
|
|
const Vector dg00 = row0[x];
|
|
const Vector dg01 = row1[x];
|
|
const Vector dg10 = row0[x+1];
|
|
const Vector dg11 = row1[x+1];
|
|
|
|
if (dg00.z != 0 || dg01.z != 0 || dg10.z != 0 || dg11.z != 0)
|
|
{
|
|
glColor4f(red, green, blue, alpha*dg00.z);
|
|
glTexCoord2f(u0, v0);
|
|
glVertex2f(w*dg00.x, h*dg00.y);
|
|
|
|
glColor4f(red, green, blue, alpha*dg01.z);
|
|
glTexCoord2f(u0, v1);
|
|
glVertex2f(w*dg01.x, h*dg01.y);
|
|
|
|
glColor4f(red, green, blue, alpha*dg11.z);
|
|
glTexCoord2f(u1, v1);
|
|
glVertex2f(w*dg11.x, h*dg11.y);
|
|
|
|
glColor4f(red, green, blue, alpha*dg10.z);
|
|
glTexCoord2f(u1, v0);
|
|
glVertex2f(w*dg10.x, h*dg10.y);
|
|
}
|
|
}
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
void Quad::repeatTextureToFill(bool on)
|
|
{
|
|
repeatTexture = on;
|
|
refreshRepeatTextureToFill();
|
|
|
|
}
|
|
|
|
void Quad::onRender(const RenderState& rs) const
|
|
{
|
|
if (!renderQuad) return;
|
|
|
|
const float _w2 = width*0.5f;
|
|
const float _h2 = height*0.5f;
|
|
|
|
if (drawGrid.empty())
|
|
{
|
|
glBegin(GL_QUADS);
|
|
{
|
|
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
|
|
glVertex2f(-_w2, +_h2);
|
|
|
|
glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
|
|
glVertex2f(+_w2, +_h2);
|
|
|
|
glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
|
|
glVertex2f(+_w2, -_h2);
|
|
|
|
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
|
|
glVertex2f(-_w2, -_h2);
|
|
}
|
|
glEnd();
|
|
}
|
|
else
|
|
{
|
|
renderGrid(rs);
|
|
}
|
|
|
|
if(renderBorder)
|
|
_renderBorder(rs, renderBorderColor, borderAlpha);
|
|
else if(rs.forceRenderBorder)
|
|
_renderBorder(rs, rs.renderBorderColor, rs.renderBorderAlpha);
|
|
|
|
|
|
}
|
|
|
|
|
|
void Quad::flipHorizontal()
|
|
{
|
|
RenderObject::flipHorizontal();
|
|
}
|
|
|
|
void Quad::flipVertical()
|
|
{
|
|
if (!_fv)
|
|
{
|
|
lowerRightTextureCoordinates.y = 0;
|
|
upperLeftTextureCoordinates.y = 1;
|
|
}
|
|
else
|
|
{
|
|
lowerRightTextureCoordinates.y = 1;
|
|
upperLeftTextureCoordinates.y = 0;
|
|
}
|
|
RenderObject::flipVertical();
|
|
}
|
|
|
|
void Quad::refreshRepeatTextureToFill()
|
|
{
|
|
if (repeatTexture && texture)
|
|
{
|
|
upperLeftTextureCoordinates.x = texOff.x;
|
|
upperLeftTextureCoordinates.y = texOff.y;
|
|
lowerRightTextureCoordinates.x = (width*scale.x*repeatToFillScale.x)/texture->width + texOff.x;
|
|
lowerRightTextureCoordinates.y = (height*scale.y*repeatToFillScale.y)/texture->height + texOff.y;
|
|
}
|
|
else
|
|
{
|
|
if (fabsf(lowerRightTextureCoordinates.x) > 1 || fabsf(lowerRightTextureCoordinates.y)>1)
|
|
lowerRightTextureCoordinates = Vector(1,1);
|
|
}
|
|
}
|
|
|
|
void Quad::reloadDevice()
|
|
{
|
|
RenderObject::reloadDevice();
|
|
}
|
|
|
|
void Quad::onUpdate(float dt)
|
|
{
|
|
RenderObject::onUpdate(dt);
|
|
|
|
if (autoWidth == AUTO_VIRTUALWIDTH)
|
|
width = core->getVirtualWidth();
|
|
else if (autoWidth == AUTO_VIRTUALHEIGHT)
|
|
width = core->getVirtualHeight();
|
|
|
|
if (autoHeight == AUTO_VIRTUALWIDTH)
|
|
height = core->getVirtualWidth();
|
|
else if (autoHeight == AUTO_VIRTUALHEIGHT)
|
|
height = core->getVirtualHeight();
|
|
|
|
|
|
refreshRepeatTextureToFill();
|
|
|
|
lowerRightTextureCoordinates.update(dt);
|
|
upperLeftTextureCoordinates.update(dt);
|
|
|
|
if (!drawGrid.empty() && alpha.x > 0 && alphaMod > 0)
|
|
{
|
|
updateGrid(dt);
|
|
}
|
|
}
|
|
|
|
void Quad::setWidthHeight(float w, float h)
|
|
{
|
|
if (h == -1)
|
|
height = w;
|
|
else
|
|
height = h;
|
|
width = w;
|
|
}
|
|
|
|
void Quad::setWidth(float w)
|
|
{
|
|
width = w;
|
|
}
|
|
|
|
void Quad::setHeight(float h)
|
|
{
|
|
height = h;
|
|
}
|
|
|
|
void Quad::onSetTexture()
|
|
{
|
|
if (texture)
|
|
{
|
|
width = this->texture->width;
|
|
height = this->texture->height;
|
|
}
|
|
else
|
|
{
|
|
width = 64;
|
|
height = 64;
|
|
}
|
|
}
|
|
|
|
PauseQuad::PauseQuad() : Quad(), pauseLevel(0), positionSnapTo(0)
|
|
{
|
|
addType(SCO_PAUSEQUAD);
|
|
}
|
|
|
|
PauseQuad::~PauseQuad()
|
|
{
|
|
}
|
|
|
|
void PauseQuad::onUpdate(float dt)
|
|
{
|
|
if (positionSnapTo)
|
|
this->position = *positionSnapTo;
|
|
|
|
if (core->particlesPaused <= pauseLevel)
|
|
{
|
|
Quad::onUpdate(dt);
|
|
}
|
|
}
|
|
|
|
void PauseQuad::setPositionSnapTo(InterpolatedVector *positionSnapTo)
|
|
{
|
|
this->positionSnapTo = positionSnapTo;
|
|
}
|
|
|
|
CollideQuad::CollideQuad()
|
|
: collideRadius(0)
|
|
{
|
|
addType(SCO_COLLIDE_QUAD);
|
|
}
|
|
|
|
CollideQuad::~CollideQuad()
|
|
{
|
|
}
|
|
|
|
void CollideQuad::renderCollision(const RenderState& rs) const
|
|
{
|
|
if (collideRadius > 0)
|
|
{
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
core->setupRenderPositionAndScale();
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glTranslatef(position.x+offset.x, position.y+offset.y, 0);
|
|
|
|
glTranslatef(internalOffset.x, internalOffset.y, 0);
|
|
glEnable(GL_BLEND);
|
|
|
|
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();
|
|
}
|
|
}
|
|
|