mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
28766f0d5a
This takes out the last of the RenderObject mutables. This also fixes the long-standing editor bug that map tiles that are once moved to parallax layers and then back to a normal layer keep their scroll factor until the tile is deleted or the map saved and reloaded.
318 lines
7.6 KiB
C++
318 lines
7.6 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_H
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#define RENDER_OBJECT_H
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#include "Base.h"
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#include "EngineEnums.h"
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#include "Texture.h"
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#include "ScriptObject.h"
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#include "RenderState.h"
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#include <list>
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class Core;
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class StateData;
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class Texture;
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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, // child is destroyed with parent, but not deleted. The childs' update() is NOT called.
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PM_POINTER = 1, // child is deleted together with parent. update() is called.
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PM_STATIC = 2 // child is destroyed with parent, but not deleted. update() is called.
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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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struct MotionBlurData
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{
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MotionBlurData();
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bool transition;
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unsigned frameOffsetCounter, frameOffset;
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float transitionTimer;
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std::vector<MotionBlurFrame> positions;
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};
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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(const RenderState& rs) const;
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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 = 0.2f);
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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 shouldTryToRender() const; // somewhat expensive
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bool isVisibleInPass(int pass) const;
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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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void setLife(float newlife)
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{
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maxLife = this->life = newlife;
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}
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void setDecayRate(float newdecayRate)
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{
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this->decayRate = newdecayRate;
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}
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void setBlendType (BlendType bt)
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{
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_blendType = bt;
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}
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inline BlendType getBlendType() const
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{
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return (BlendType)_blendType;
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}
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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() const;
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bool isfvr() const;
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size_t getIdx() const { return idx; }
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void setIdx(size_t newidx) { this->idx = newidx; }
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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 != 0)
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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() const;
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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() const;
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Vector getRealScale() const;
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StateData *getStateData() const;
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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() const;
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bool isCoordinateInRadius(const Vector &pos, float r) const;
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void toggleCull(bool value);
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void safeKill();
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Vector getWorldPosition() const;
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Vector getWorldCollidePosition(const Vector &vec=Vector(0,0,0)) const;
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Vector getInvRotPosition(const Vector &vec) const;
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RenderObject *getTopParent() const;
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virtual void onAnimationKeyPassed(int key){}
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Vector getAbsoluteRotation() const;
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float getWorldRotation() const;
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Vector getWorldPositionAndRotation() const; // more efficient shortcut, returns rotation in vector z component
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Vector getNormal() const;
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Vector getForward() const;
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void setOverrideCullRadius(float ovr);
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void setRenderPass(int pass) { renderPass = pass; }
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int getRenderPass() const { return renderPass; }
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// TODO: remove this once the render loop is split into a per-pass object collection phase
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// and an actual rendering phase
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enum { RENDER_ALL=999 };
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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 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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MotionBlurData *ensureMotionBlur();
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void freeMotionBlur();
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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 size_t lastTextureApplied;
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static bool lastTextureRepeat;
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//--------------------------
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// fields ordered by hotness
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// TODO: this should be a bitmask
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bool fadeAlphaWithLife;
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bool renderBeforeParent;
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bool shareAlphaWithChildren;
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bool shareColorWithChildren;
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bool cull;
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bool ignoreUpdate;
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bool useOldDT;
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bool repeatTexture;
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bool _dead;
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bool _hidden;
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bool _fv, _fh;
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bool _markedForDelete;
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unsigned char pm; // unsigned char to save space
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char _blendType;
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InterpolatedVector position;
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InterpolatedVector scale;
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InterpolatedVector color, alpha;
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InterpolatedVector 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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float life;
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// if 0: use value from RenderLayer.
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// UI elements have this == 1, ie. are totally unaffacted by camera movement.
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float followCamera;
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float alphaMod;
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float updateCull;
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int layer;
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float decayRate;
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float maxLife;
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// In layers that have multi-pass rendering enabled, the object will only be rendered
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// in this pass (single-pass layers always render, regardless of this setting).
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int renderPass;
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float overrideCullRadiusSqr;
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float width, height; // Only used by Quads, but stored here for getCullRadius()
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// ----------------------
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typedef std::vector<RenderObject*> Children;
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Children children;
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protected:
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RenderObject *parent;
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virtual void onFH(){}
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virtual void onFV(){}
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virtual void onSetTexture(){}
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virtual void onRender(const RenderState& rs) const {}
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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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bool updateLife(float dt);
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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) const;
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inline void renderCall(const RenderState& rs, const Vector& renderAt, float renderRotation) const;
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virtual void renderCollision(const RenderState& rs) const;
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void debugRenderPaths() const;
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typedef std::list<RenderObject*> RenderObjectList;
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RenderObjectList deathNotifications;
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size_t idx; // index in layer
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StateData *stateData;
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MotionBlurData *motionBlur;
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private:
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const RenderObject &operator=(const RenderObject &r); // undefined
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};
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#endif
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