mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-01 15:35:47 +00:00
8472718fb7
This untangles some of the gigantic kitchen sink headers in an attempt to split things into smaller files. Also don't include gl.h, glext.h, windows.h, and other such nonsense *everywhere*. Lots of cleanups on the way too. More dead/unused code removal. Remove incrFlag(), decrFlag() Lua functions.
1189 lines
23 KiB
C++
1189 lines
23 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 "RenderObject.h"
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#include "Core.h"
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#include "MathFunctions.h"
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#include "RenderBase.h"
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#include <assert.h>
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#include <algorithm>
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#ifdef BBGE_USE_GLM
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#include "glm/glm.hpp"
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#include "glm/gtx/transform.hpp"
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#endif
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bool RenderObject::renderCollisionShape = false;
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int RenderObject::lastTextureApplied = 0;
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bool RenderObject::lastTextureRepeat = false;
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bool RenderObject::renderPaths = false;
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const bool RENDEROBJECT_SHAREATTRIBUTES = true;
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const bool RENDEROBJECT_FASTTRANSFORM = false;
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RenderObjectLayer *RenderObject::rlayer = 0;
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void RenderObject::toggleAlpha(float t)
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{
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if (alpha.x < 0.5f)
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alpha.interpolateTo(1,t);
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else
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alpha.interpolateTo(0,t);
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}
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int RenderObject::getTopLayer()
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{
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if (parent)
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{
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return parent->getTopLayer();
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}
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return layer;
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}
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void RenderObject::applyBlendType()
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{
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if (blendEnabled)
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{
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glEnable(GL_BLEND);
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switch (blendType)
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{
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case BLEND_DEFAULT:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case BLEND_ADD:
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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break;
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case BLEND_SUB:
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glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
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break;
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case BLEND_MULT:
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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break;
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}
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}
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else
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{
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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}
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}
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void RenderObject::setColorMult(const Vector &color, const float alpha)
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{
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if (colorIsSaved)
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{
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debugLog("setColorMult() WARNING: can't do nested multiplies");
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return;
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}
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this->colorIsSaved = true;
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this->savedColor.x = this->color.x;
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this->savedColor.y = this->color.y;
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this->savedColor.z = this->color.z;
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this->savedAlpha = this->alpha.x;
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this->color *= color;
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this->alpha.x *= alpha;
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for (Children::iterator i = children.begin(); i != children.end(); i++)
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{
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(*i)->setColorMult(color, alpha);
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}
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}
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void RenderObject::clearColorMult()
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{
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if (!colorIsSaved)
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{
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debugLog("clearColorMult() WARNING: no saved color to restore");
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return;
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}
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this->color.x = this->savedColor.x;
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this->color.y = this->savedColor.y;
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this->color.z = this->savedColor.z;
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this->alpha.x = this->savedAlpha;
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this->colorIsSaved = false;
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for (Children::iterator i = children.begin(); i != children.end(); i++)
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{
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(*i)->clearColorMult();
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}
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}
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RenderObject::RenderObject()
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{
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addType(SCO_RENDEROBJECT);
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useOldDT = false;
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updateAfterParent = false;
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ignoreUpdate = false;
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overrideRenderPass = OVERRIDE_NONE;
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renderPass = 0;
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overrideCullRadiusSqr = 0;
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repeatTexture = false;
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alphaMod = 1;
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collisionMaskRadius = 0;
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collideRadius = 0;
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motionBlurTransition = false;
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motionBlurFrameOffsetCounter = 0;
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motionBlurFrameOffset = 0;
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motionBlur = false;
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idx = -1;
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_fv = false;
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_fh = false;
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updateCull = -1;
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layer = LR_NONE;
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cull = true;
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pm = PM_NONE;
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positionSnapTo = 0;
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blendEnabled = true;
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texture = 0;
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width = 0;
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height = 0;
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scale = Vector(1,1,1);
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color = Vector(1,1,1);
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alpha.x = 1;
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life = maxLife = 1;
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decayRate = 0;
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_dead = false;
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_hidden = false;
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_static = false;
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fadeAlphaWithLife = false;
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blendType = BLEND_DEFAULT;
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followCamera = 0;
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stateData = 0;
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parent = 0;
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renderBeforeParent = false;
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colorIsSaved = false;
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shareAlphaWithChildren = false;
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shareColorWithChildren = false;
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motionBlurTransitionTimer = 0;
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}
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RenderObject::~RenderObject()
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{
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}
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Vector RenderObject::getWorldPosition()
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{
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return getWorldCollidePosition();
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}
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RenderObject* RenderObject::getTopParent()
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{
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RenderObject *p = parent;
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RenderObject *lastp=0;
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while (p)
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{
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lastp = p;
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p = p->parent;
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}
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return lastp;
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}
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bool RenderObject::isPieceFlippedHorizontal()
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{
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RenderObject *p = getTopParent();
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if (p)
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return p->isfh();
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return isfh();
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}
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Vector RenderObject::getInvRotPosition(const Vector &vec)
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{
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glPushMatrix();
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glLoadIdentity();
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std::vector<RenderObject*>chain;
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RenderObject *p = this;
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while(p)
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{
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chain.push_back(p);
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p = p->parent;
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}
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for (int i = chain.size()-1; i >= 0; i--)
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{
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glRotatef(-(chain[i]->rotation.z+chain[i]->rotationOffset.z), 0, 0, 1);
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if (chain[i]->isfh())
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{
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glRotatef(180, 0, 1, 0);
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}
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}
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if (vec.x != 0 || vec.y != 0)
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{
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glTranslatef(vec.x, vec.y, 0);
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}
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float m[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, m);
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float x = m[12];
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float y = m[13];
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float z = m[14];
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glPopMatrix();
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return Vector(x,y,z);
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}
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#ifdef BBGE_USE_GLM
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static glm::mat4 matrixChain(const RenderObject *ro)
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{
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glm::mat4 tranformMatrix = glm::scale(
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glm::translate(
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glm::rotate(
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glm::translate(
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ro->getParent() ? matrixChain(ro->getParent()) : glm::mat4(1.0f),
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glm::vec3(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0)
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),
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ro->rotation.z + ro->rotationOffset.z,
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glm::vec3(0, 0, 1)
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),
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glm::vec3(ro->beforeScaleOffset.x, ro->beforeScaleOffset.y, 0.0f)
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),
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glm::vec3(ro->scale.x, ro->scale.y, 0.0f)
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);
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if (ro->isfh())
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tranformMatrix *= glm::rotate(180.0f, glm::vec3(0.0f, 1.0f, 0.0f));
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tranformMatrix *= glm::translate(glm::vec3(ro->internalOffset.x, ro->internalOffset.y, 0.0f));
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return tranformMatrix;
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}
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#else
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static void matrixChain(RenderObject *ro)
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{
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if (RenderObject *parent = ro->getParent())
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matrixChain(parent);
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glTranslatef(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0);
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glRotatef(ro->rotation.z+ro->rotationOffset.z, 0, 0, 1);
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glTranslatef(ro->beforeScaleOffset.x, ro->beforeScaleOffset.y, 0);
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glScalef(ro->scale.x, ro->scale.y, 0);
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if (ro->isfh())
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{
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glRotatef(180, 0, 1, 0);
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}
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glTranslatef(ro->internalOffset.x, ro->internalOffset.y, 0);
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}
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#endif
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float RenderObject::getWorldRotation()
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{
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Vector up = getWorldCollidePosition(Vector(0,1));
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Vector orig = getWorldPosition();
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float rot = 0;
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MathFunctions::calculateAngleBetweenVectorsInDegrees(orig, up, rot);
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return rot;
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}
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Vector RenderObject::getWorldPositionAndRotation()
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{
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Vector up = getWorldCollidePosition(Vector(0,1));
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Vector orig = getWorldPosition();
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MathFunctions::calculateAngleBetweenVectorsInDegrees(orig, up, orig.z);
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return orig;
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}
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Vector RenderObject::getWorldCollidePosition(const Vector &vec)
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{
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#ifdef BBGE_USE_GLM
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glm::mat4 transformMatrix = glm::translate(
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matrixChain(this),
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glm::vec3(vec.x, vec.y, 0.0f)
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);
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return Vector(transformMatrix[3][0], transformMatrix[3][1], 0);
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#else
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glPushMatrix();
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glLoadIdentity();
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matrixChain(this);
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glTranslatef(vec.x, vec.y, 0);
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float m[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, m);
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float x = m[12];
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float y = m[13];
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glPopMatrix();
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return Vector(x,y,0);
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#endif
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}
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void RenderObject::fhTo(bool fh)
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{
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if ((fh && !_fh) || (!fh && _fh))
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{
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flipHorizontal();
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}
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}
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void RenderObject::flipHorizontal()
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{
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bool wasFlippedHorizontal = _fh;
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_fh = !_fh;
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if (wasFlippedHorizontal != _fh)
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{
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onFH();
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}
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}
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void RenderObject::flipVertical()
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{
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_fv = !_fv;
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}
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void RenderObject::destroy()
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{
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for (Children::iterator i = children.begin(); i != children.end(); i++)
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{
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// must do this first
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// otherwise child will try to remove THIS
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(*i)->parent = 0;
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switch ((*i)->pm)
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{
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case PM_STATIC:
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(*i)->destroy();
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break;
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case PM_POINTER:
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(*i)->destroy();
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delete (*i);
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break;
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}
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}
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children.clear();
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if (parent)
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{
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parent->removeChild(this);
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parent = 0;
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}
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texture = NULL;
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}
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void RenderObject::copyProperties(RenderObject *target)
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{
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this->color = target->color;
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this->position = target->position;
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this->alpha = target->alpha;
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this->velocity = target->velocity;
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}
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const RenderObject &RenderObject::operator=(const RenderObject &r)
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{
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errorLog("Operator= not defined for RenderObject. Use 'copyProperties'");
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return *this;
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}
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Vector RenderObject::getRealPosition()
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{
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if (parent)
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{
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return position + offset + parent->getRealPosition();
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}
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return position + offset;
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}
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Vector RenderObject::getRealScale()
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{
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if (parent)
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{
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return scale * parent->getRealScale();
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}
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return scale;
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}
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void RenderObject::setStateDataObject(StateData *state)
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{
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stateData = state;
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}
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void RenderObject::toggleCull(bool value)
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{
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cull = value;
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}
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void RenderObject::moveToFront()
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{
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if(RenderObject *p = parent)
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{
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if(p->children.size() && p->children[p->children.size()-1] != this)
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{
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p->removeChild(this);
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p->addChild(this, (ParentManaged)this->pm, RBP_NONE, CHILD_BACK); // To back of list -> rendered on top
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}
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}
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else if (layer != -1)
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core->renderObjectLayers[this->layer].moveToFront(this);
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}
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void RenderObject::moveToBack()
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{
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if(RenderObject *p = parent)
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{
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if(p->children.size() && p->children[0] != this)
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{
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p->removeChild(this);
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p->addChild(this, (ParentManaged)this->pm, RBP_NONE, CHILD_FRONT); // To front of list -> rendered first, below everything else
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}
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}
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else if (layer != -1)
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core->renderObjectLayers[this->layer].moveToBack(this);
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}
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void RenderObject::enableMotionBlur(int sz, int off)
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{
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motionBlur = true;
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motionBlurPositions.resize(sz);
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motionBlurFrameOffsetCounter = 0;
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motionBlurFrameOffset = off;
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for (int i = 0; i < motionBlurPositions.size(); i++)
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{
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motionBlurPositions[i].position = position;
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motionBlurPositions[i].rotz = rotation.z;
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}
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}
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void RenderObject::disableMotionBlur()
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{
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motionBlurTransition = true;
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motionBlurTransitionTimer = 1.0;
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motionBlur = false;
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}
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bool RenderObject::isfhr()
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{
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RenderObject *p = this;
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bool fh = false;
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do
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if (p->isfh())
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fh = !fh;
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while ((p = p->parent));
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return fh;
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}
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bool RenderObject::isfvr()
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{
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RenderObject *p = this;
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bool fv = false;
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do
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if (p->isfv())
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fv = !fv;
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while ((p = p->parent));
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return fv;
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}
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bool RenderObject::hasRenderPass(const int pass)
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{
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if (pass == renderPass)
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return true;
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for (Children::iterator i = children.begin(); i != children.end(); i++)
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{
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if (!(*i)->isDead() && (*i)->hasRenderPass(pass))
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return true;
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}
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return false;
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}
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void RenderObject::render()
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{
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if (isHidden()) return;
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/// new (breaks anything?)
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if (alpha.x == 0 || alphaMod == 0) return;
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if (core->currentLayerPass != RENDER_ALL && renderPass != RENDER_ALL)
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{
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RenderObject *top = getTopParent();
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if (top == NULL && this->overrideRenderPass != OVERRIDE_NONE)
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{
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// FIXME: overrideRenderPass is not applied to the
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// node itself in the original check (below); is
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// that intentional? Doing the same thing here
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// for the time being. --achurch
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if (core->currentLayerPass != this->renderPass
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&& core->currentLayerPass != this->overrideRenderPass)
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return;
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}
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else if (top != NULL && top->overrideRenderPass != OVERRIDE_NONE)
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{
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if (core->currentLayerPass != top->overrideRenderPass)
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return;
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}
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else
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{
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if (!hasRenderPass(core->currentLayerPass))
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return;
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}
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}
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if (motionBlur || motionBlurTransition)
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{
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Vector oldPos = position;
|
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float oldAlpha = alpha.x;
|
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float oldRotZ = rotation.z;
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for (int i = 0; i < motionBlurPositions.size(); i++)
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{
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position = motionBlurPositions[i].position;
|
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rotation.z = motionBlurPositions[i].rotz;
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alpha = 1.0f-(float(i)/float(motionBlurPositions.size()));
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alpha *= 0.5f;
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if (motionBlurTransition)
|
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{
|
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alpha *= motionBlurTransitionTimer;
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}
|
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renderCall();
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}
|
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position = oldPos;
|
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alpha.x = oldAlpha;
|
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rotation.z = oldRotZ;
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|
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renderCall();
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}
|
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else
|
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renderCall();
|
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}
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|
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void RenderObject::renderCall()
|
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{
|
|
|
|
|
|
|
|
if (positionSnapTo)
|
|
this->position = *positionSnapTo;
|
|
|
|
position += offset;
|
|
|
|
|
|
if (!RENDEROBJECT_FASTTRANSFORM)
|
|
glPushMatrix();
|
|
if (!RENDEROBJECT_SHAREATTRIBUTES)
|
|
{
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
}
|
|
|
|
|
|
if (!RENDEROBJECT_FASTTRANSFORM)
|
|
{
|
|
if (layer != LR_NONE)
|
|
{
|
|
RenderObjectLayer *l = &core->renderObjectLayers[layer];
|
|
if (l->followCamera != NO_FOLLOW_CAMERA)
|
|
{
|
|
followCamera = l->followCamera;
|
|
}
|
|
}
|
|
if (followCamera!=0 && !parent)
|
|
{
|
|
if (followCamera == 1)
|
|
{
|
|
glLoadIdentity();
|
|
glScalef(core->globalResolutionScale.x, core->globalResolutionScale.y,0);
|
|
glTranslatef(position.x, position.y, position.z);
|
|
if (isfh())
|
|
{
|
|
|
|
glRotatef(180, 0, 1, 0);
|
|
}
|
|
|
|
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
|
|
}
|
|
else
|
|
{
|
|
Vector pos = getFollowCameraPosition();
|
|
|
|
glTranslatef(pos.x, pos.y, pos.z);
|
|
if (isfh())
|
|
{
|
|
|
|
glRotatef(180, 0, 1, 0);
|
|
}
|
|
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
glTranslatef(position.x, position.y, position.z);
|
|
|
|
if (RenderObject::renderPaths && position.data && position.data->path.getNumPathNodes() > 0)
|
|
{
|
|
glLineWidth(4);
|
|
glEnable(GL_BLEND);
|
|
|
|
int i = 0;
|
|
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glBegin(GL_LINES);
|
|
for (i = 0; i < position.data->path.getNumPathNodes()-1; i++)
|
|
{
|
|
glVertex2f(position.data->path.getPathNode(i)->value.x-position.x, position.data->path.getPathNode(i)->value.y-position.y);
|
|
glVertex2f(position.data->path.getPathNode(i+1)->value.x-position.x, position.data->path.getPathNode(i+1)->value.y-position.y);
|
|
}
|
|
glEnd();
|
|
|
|
glPointSize(20);
|
|
glBegin(GL_POINTS);
|
|
glColor4f(0.5,0.5,1,1);
|
|
for (i = 0; i < position.data->path.getNumPathNodes(); i++)
|
|
{
|
|
glVertex2f(position.data->path.getPathNode(i)->value.x-position.x, position.data->path.getPathNode(i)->value.y-position.y);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
|
|
if (isfh())
|
|
{
|
|
|
|
glRotatef(180, 0, 1, 0);
|
|
}
|
|
}
|
|
|
|
glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, beforeScaleOffset.z);
|
|
glScalef(scale.x, scale.y, 1);
|
|
glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z);
|
|
|
|
|
|
|
|
}
|
|
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
if (!(*i)->isDead() && (*i)->renderBeforeParent)
|
|
(*i)->render();
|
|
}
|
|
|
|
|
|
|
|
{
|
|
if (rlayer)
|
|
glColor4f(color.x * rlayer->color.x, color.y * rlayer->color.y, color.z * rlayer->color.z, alpha.x*alphaMod);
|
|
else
|
|
glColor4f(color.x, color.y, color.z, alpha.x*alphaMod);
|
|
}
|
|
|
|
if (texture)
|
|
{
|
|
|
|
if (texture->textures[0] != lastTextureApplied || repeatTexture != lastTextureRepeat)
|
|
{
|
|
texture->apply(repeatTexture);
|
|
lastTextureRepeat = repeatTexture;
|
|
lastTextureApplied = texture->textures[0];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lastTextureApplied != 0 || repeatTexture != lastTextureRepeat)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
lastTextureApplied = 0;
|
|
lastTextureRepeat = repeatTexture;
|
|
}
|
|
}
|
|
|
|
applyBlendType();
|
|
|
|
|
|
bool doRender = true;
|
|
int pass = renderPass;
|
|
if (core->currentLayerPass != RENDER_ALL && renderPass != RENDER_ALL)
|
|
{
|
|
RenderObject *top = getTopParent();
|
|
if (top)
|
|
{
|
|
if (top->overrideRenderPass != OVERRIDE_NONE)
|
|
pass = top->overrideRenderPass;
|
|
}
|
|
|
|
doRender = (core->currentLayerPass == pass);
|
|
}
|
|
|
|
if (renderCollisionShape)
|
|
renderCollision();
|
|
|
|
if (doRender)
|
|
onRender();
|
|
|
|
|
|
if (!RENDEROBJECT_SHAREATTRIBUTES)
|
|
{
|
|
glPopAttrib();
|
|
}
|
|
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
if (!(*i)->isDead() && !(*i)->renderBeforeParent)
|
|
(*i)->render();
|
|
}
|
|
|
|
|
|
if (!RENDEROBJECT_FASTTRANSFORM)
|
|
{
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
position -= offset;
|
|
}
|
|
|
|
void RenderObject::renderCollision()
|
|
{
|
|
if (!collisionMask.empty())
|
|
{
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
glPushMatrix();
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
glLoadIdentity();
|
|
core->setupRenderPositionAndScale();
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glColor4f(1,1,0,0.5);
|
|
|
|
for (int i = 0; i < transformedCollisionMask.size(); i++)
|
|
{
|
|
Vector collide = this->transformedCollisionMask[i];
|
|
|
|
|
|
|
|
glTranslatef(collide.x, collide.y, 0);
|
|
RenderObject *parent = this->getTopParent();
|
|
if (parent)
|
|
drawCircle(collideRadius*parent->scale.x, 45);
|
|
glTranslatef(-collide.x, -collide.y, 0);
|
|
}
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
glPopMatrix();
|
|
glPopAttrib();
|
|
|
|
|
|
}
|
|
else 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();
|
|
}
|
|
}
|
|
|
|
void RenderObject::addDeathNotify(RenderObject *r)
|
|
{
|
|
deathNotifications.remove(r);
|
|
deathNotifications.push_back(r);
|
|
}
|
|
|
|
void RenderObject::deathNotify(RenderObject *r)
|
|
{
|
|
deathNotifications.remove(r);
|
|
}
|
|
|
|
Vector RenderObject::getCollisionMaskNormal(int index)
|
|
{
|
|
Vector sum;
|
|
int num=0;
|
|
for (int i = 0; i < this->transformedCollisionMask.size(); i++)
|
|
{
|
|
if (i != index)
|
|
{
|
|
Vector diff = transformedCollisionMask[index] - transformedCollisionMask[i];
|
|
if (diff.isLength2DIn(128))
|
|
{
|
|
sum += diff;
|
|
num++;
|
|
}
|
|
}
|
|
}
|
|
if (!sum.isZero())
|
|
{
|
|
sum /= num;
|
|
|
|
sum.normalize2D();
|
|
|
|
|
|
}
|
|
|
|
return sum;
|
|
}
|
|
|
|
void RenderObject::lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset)
|
|
{
|
|
Vector myPos = this->getWorldPosition();
|
|
float angle = 0;
|
|
|
|
if (myPos.x == pos.x && myPos.y == pos.y)
|
|
{
|
|
return;
|
|
}
|
|
MathFunctions::calculateAngleBetweenVectorsInDegrees(myPos, pos, angle);
|
|
|
|
RenderObject *p = parent;
|
|
while (p)
|
|
{
|
|
angle -= p->rotation.z;
|
|
p = p->parent;
|
|
}
|
|
|
|
if (isPieceFlippedHorizontal())
|
|
{
|
|
angle = 180-angle;
|
|
|
|
|
|
|
|
offset = -offset;
|
|
}
|
|
angle += offset;
|
|
if (angle < minAngle)
|
|
angle = minAngle;
|
|
if (angle > maxAngle)
|
|
angle = maxAngle;
|
|
|
|
int amt = 10;
|
|
if (isPieceFlippedHorizontal())
|
|
{
|
|
if (pos.x < myPos.x-amt)
|
|
{
|
|
angle = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (pos.x > myPos.x+amt)
|
|
{
|
|
angle = 0;
|
|
}
|
|
}
|
|
|
|
rotation.interpolateTo(Vector(0,0,angle), t);
|
|
}
|
|
|
|
void RenderObject::update(float dt)
|
|
{
|
|
if (ignoreUpdate)
|
|
{
|
|
return;
|
|
}
|
|
if (useOldDT)
|
|
{
|
|
dt = core->get_old_dt();
|
|
}
|
|
if (!isDead())
|
|
{
|
|
|
|
onUpdate(dt);
|
|
|
|
if (isHidden())
|
|
return;
|
|
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
if ((*i)->updateAfterParent && (((*i)->pm == PM_POINTER) || ((*i)->pm == PM_STATIC)))
|
|
{
|
|
(*i)->update(dt);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderObject::removeChild(RenderObject *r)
|
|
{
|
|
r->parent = 0;
|
|
Children::iterator oldend = children.end();
|
|
Children::iterator newend = std::remove(children.begin(), oldend, r);
|
|
if(oldend != newend)
|
|
{
|
|
children.resize(std::distance(children.begin(), newend));
|
|
return;
|
|
}
|
|
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->removeChild(r);
|
|
}
|
|
}
|
|
|
|
void RenderObject::enqueueChildDeletion(RenderObject *r)
|
|
{
|
|
if (r->parent == this)
|
|
{
|
|
// Don't garbage a child more than once
|
|
for (size_t i = 0; i < childGarbage.size(); ++i)
|
|
if(childGarbage[i] == r)
|
|
return;
|
|
childGarbage.push_back(r);
|
|
}
|
|
}
|
|
|
|
void RenderObject::safeKill()
|
|
{
|
|
alpha = 0;
|
|
life = 0;
|
|
onEndOfLife();
|
|
|
|
for (RenderObjectList::iterator i = deathNotifications.begin(); i != deathNotifications.end(); i++)
|
|
{
|
|
(*i)->deathNotify(this);
|
|
}
|
|
|
|
if (this->parent)
|
|
{
|
|
parent->enqueueChildDeletion(this);
|
|
|
|
}
|
|
else
|
|
{
|
|
if (stateData)
|
|
stateData->removeRenderObject(this);
|
|
else
|
|
core->enqueueRenderObjectDeletion(this);
|
|
}
|
|
}
|
|
|
|
Vector RenderObject::getNormal()
|
|
{
|
|
float a = MathFunctions::toRadians(getAbsoluteRotation().z);
|
|
return Vector(sinf(a),cosf(a));
|
|
}
|
|
|
|
// HACK: this is probably a slow implementation
|
|
Vector RenderObject::getForward()
|
|
{
|
|
Vector v = getWorldCollidePosition(Vector(0,-1, 0));
|
|
Vector r = v - getWorldCollidePosition();
|
|
r.normalize2D();
|
|
|
|
|
|
return r;
|
|
}
|
|
|
|
Vector RenderObject::getAbsoluteRotation()
|
|
{
|
|
Vector r = rotation;
|
|
if (parent)
|
|
{
|
|
return parent->getAbsoluteRotation() + r;
|
|
}
|
|
return r;
|
|
}
|
|
|
|
void RenderObject::onUpdate(float dt)
|
|
{
|
|
if (isDead()) return;
|
|
|
|
updateLife(dt);
|
|
|
|
// FIXME: We might not need to do lifetime checks either; I just
|
|
// left that above for safety since I'm not certain. --achurch
|
|
if (isHidden()) return;
|
|
|
|
position += velocity * dt;
|
|
velocity += gravity * dt;
|
|
position.update(dt);
|
|
velocity.update(dt);
|
|
scale.update(dt);
|
|
rotation.update(dt);
|
|
color.update(dt);
|
|
alpha.update(dt);
|
|
offset.update(dt);
|
|
internalOffset.update(dt);
|
|
beforeScaleOffset.update(dt);
|
|
rotationOffset.update(dt);
|
|
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
if (shareAlphaWithChildren)
|
|
(*i)->alpha.x = this->alpha.x;
|
|
if (shareColorWithChildren)
|
|
(*i)->color = this->color;
|
|
|
|
if (!(*i)->updateAfterParent && (((*i)->pm == PM_POINTER) || ((*i)->pm == PM_STATIC)))
|
|
{
|
|
(*i)->update(dt);
|
|
}
|
|
}
|
|
|
|
if (!childGarbage.empty())
|
|
{
|
|
for (Children::iterator i = childGarbage.begin(); i != childGarbage.end(); i++)
|
|
{
|
|
removeChild(*i);
|
|
(*i)->destroy();
|
|
delete (*i);
|
|
}
|
|
childGarbage.clear();
|
|
}
|
|
|
|
if (motionBlur)
|
|
{
|
|
if (motionBlurFrameOffsetCounter >= motionBlurFrameOffset)
|
|
{
|
|
motionBlurFrameOffsetCounter = 0;
|
|
motionBlurPositions[0].position = position;
|
|
motionBlurPositions[0].rotz = rotation.z;
|
|
for (int i = motionBlurPositions.size()-1; i > 0; i--)
|
|
{
|
|
motionBlurPositions[i] = motionBlurPositions[i-1];
|
|
}
|
|
}
|
|
else
|
|
motionBlurFrameOffsetCounter ++;
|
|
}
|
|
if (motionBlurTransition)
|
|
{
|
|
motionBlurTransitionTimer -= dt*2;
|
|
if (motionBlurTransitionTimer <= 0)
|
|
{
|
|
motionBlur = motionBlurTransition = false;
|
|
motionBlurTransitionTimer = 0;
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void RenderObject::unloadDevice()
|
|
{
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->unloadDevice();
|
|
}
|
|
}
|
|
|
|
void RenderObject::reloadDevice()
|
|
{
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->reloadDevice();
|
|
}
|
|
}
|
|
|
|
bool RenderObject::setTexture(const std::string &n)
|
|
{
|
|
std::string name = n;
|
|
stringToLowerUserData(name);
|
|
|
|
if (name.empty())
|
|
{
|
|
setTexturePointer(NULL);
|
|
return false;
|
|
}
|
|
|
|
if(texture && texture->getLoadResult() == TEX_SUCCESS && name == texture->name)
|
|
return true; // no texture change
|
|
|
|
CountedPtr<Texture> tex = core->addTexture(name);
|
|
setTexturePointer(tex);
|
|
return tex && tex->getLoadResult() == TEX_SUCCESS;
|
|
}
|
|
|
|
void RenderObject::addChild(RenderObject *r, ParentManaged pm, RenderBeforeParent rbp, ChildOrder order)
|
|
{
|
|
if (r->parent)
|
|
{
|
|
errorLog("Engine does not support multiple parents");
|
|
return;
|
|
}
|
|
|
|
if (order == CHILD_BACK)
|
|
children.push_back(r);
|
|
else
|
|
children.insert(children.begin(), r);
|
|
|
|
r->pm = pm;
|
|
|
|
if (rbp == RBP_OFF)
|
|
r->renderBeforeParent = 0;
|
|
else if (rbp == RBP_ON)
|
|
r->renderBeforeParent = 1;
|
|
|
|
r->parent = this;
|
|
}
|
|
|
|
StateData *RenderObject::getStateData()
|
|
{
|
|
if (parent)
|
|
{
|
|
return parent->getStateData();
|
|
}
|
|
else
|
|
return stateData;
|
|
}
|
|
|
|
void RenderObject::setPositionSnapTo(InterpolatedVector *positionSnapTo)
|
|
{
|
|
this->positionSnapTo = positionSnapTo;
|
|
}
|
|
|
|
void RenderObject::setOverrideCullRadius(float ovr)
|
|
{
|
|
overrideCullRadiusSqr = ovr * ovr;
|
|
}
|
|
|
|
bool RenderObject::isCoordinateInRadius(const Vector &pos, float r)
|
|
{
|
|
Vector d = pos-getRealPosition();
|
|
|
|
return (d.getSquaredLength2D() < r*r);
|
|
}
|