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Aquaria/BBGE/RenderGrid.cpp
fgenesis cc78b300cc Cleanups and fixes to AfterEffect
- fully uses RenderGrid now, no more immediate mode
- remove RippleEffect because it was unused
- Don't render the grid if no effects are active. Sames some GPU time.
- Fix ShockEffect math, broken 2 commits ago
2023-08-25 21:49:16 +02:00

406 lines
8.6 KiB
C++

#include "RenderGrid.h"
#include "RenderBase.h"
#include "RenderState.h"
static void ResetGridZeroCenter(Vector* dst, size_t w, size_t h)
{
assert(w > 1 && h > 1);
const float xMulF = 1.0f / (float)(w-1);
const float yMulF = 1.0f / (float)(h-1);
for (size_t y = 0; y < h; y++)
{
const float yval = float(y)*yMulF-0.5f;
for (size_t x = 0; x < w; x++)
{
dst->x = float(x)*xMulF-0.5f;
dst->y = yval;
++dst;
}
}
}
static void ResetGrid01(Vector* dst, size_t w, size_t h)
{
assert(w > 1 && h > 1);
const float xMulF = 1.0f / (float)(w-1);
const float yMulF = 1.0f / (float)(h-1);
for (size_t y = 0; y < h; y++)
{
const float yval = float(y)*yMulF;
for (size_t x = 0; x < w; x++)
{
dst->x = float(x)*xMulF;
dst->y = yval;
++dst;
}
}
}
void RenderGrid::ResetWithAlpha(Vector* dst, size_t w, size_t h, float alpha)
{
assert(w > 1 && h > 1);
const float xMulF = 1.0f / (float)(w-1);
const float yMulF = 1.0f / (float)(h-1);
for (size_t y = 0; y < h; y++)
{
const float yval = float(y)*yMulF-0.5f;
for (size_t x = 0; x < w; x++)
{
dst->x = float(x)*xMulF-0.5f;
dst->y = yval;
dst->z = alpha;
++dst;
}
}
}
RenderGrid::RenderGrid()
: indexbuf(GPUBUF_STATIC | GPUBUF_INDEXBUF), vbo(GPUBUF_DYNAMIC | GPUBUF_VERTEXBUF), trisToDraw(0)
, needVBOUpdate(false), drawOrder(GRID_DRAW_DEFAULT)
{
tc.setStandard();
}
RenderGrid::~RenderGrid()
{
}
void RenderGrid::dropBuffers()
{
vbo.dropBuffer();
indexbuf.dropBuffer();
}
void RenderGrid::init(size_t w, size_t h)
{
assert(w > 1 && h > 1);
grid.init(w, h);
setDrawOrder((GridDrawOrder)drawOrder, true);
reset();
Vector *dg = grid.data();
for(size_t i = 0; i < grid.linearsize(); ++i)
dg[i].z = 1.0f;
updateVBO();
}
void RenderGrid::init(size_t w, size_t h, const TexCoordBox& tc)
{
this->tc = tc;
this->init(w, h);
}
void RenderGrid::reset01()
{
ResetGrid01(grid.data(), grid.width(), grid.height());
needVBOUpdate = true;
}
void RenderGrid::reset()
{
ResetGridZeroCenter(grid.data(), grid.width(), grid.height());
needVBOUpdate = true;
}
void RenderGrid::resetWithAlpha(float a)
{
ResetWithAlpha(grid.data(), grid.width(), grid.height(), a);
needVBOUpdate = true;
}
void RenderGrid::setAlpha(size_t x, size_t y, float a)
{
if (x < grid.width() && y < grid.height())
grid(x, y).z = a;
needVBOUpdate = true;
}
void RenderGrid::setDrawOrder(GridDrawOrder ord, bool force)
{
if(!force && drawOrder == ord)
return;
drawOrder = ord;
trisToDraw = indexbuf.initGridIndices_Triangles(grid.width(), grid.height(), ord == GRID_DRAW_LRBT, GPUACCESS_HOSTCOPY);
}
void RenderGrid::setTexCoords(const TexCoordBox& tc)
{
this->tc = tc;
needVBOUpdate = true;
}
void RenderGrid::render(const RenderState& rs) const
{
switch(drawOrder)
{
case GRID_DRAW_WORLDMAP:
if(rs.alpha != 1 || rs.color != Vector(1,1,1))
{
render_WithAlpha(rs);
break;
}
// else fall through
default:
render_Indexed(rs);
}
}
void RenderGrid::renderDebugPoints(const RenderState& rs) const
{
(void)rs; // unused yet
glPointSize(2);
glColor3f(1,0,0);
vbo.apply();
glDrawArrays(GL_POINTS, 0, grid.linearsize());
}
void RenderGrid::updateVBO()
{
const float percentX = tc.u2 - tc.u1;
const float percentY = tc.v2 - tc.v1;
const float baseX = tc.u1;
const float baseY = tc.v1;
const size_t W = grid.width();
const size_t H = grid.height();
// NOTE: These are used to avoid repeated expensive divide operations,
// but they may cause rounding error of around 1 part per million,
// which could in theory cause minor graphical glitches with broken
// OpenGL implementations. --achurch
const float incX = percentX / float(W-1);
const float incY = percentY / float(H-1);
do
{
float *p = (float*)vbo.beginWrite(GPUBUFTYPE_VEC2_TC, W*H * (2*2) * sizeof(float), GPUACCESS_DEFAULT);
float v = baseY;
for (size_t y = 0; y < H; y++, v += incY)
//for (size_t y = H; y --> 0; v += incY)
{
float u = baseX;
const Vector *row = grid.row(y);
for (size_t x = 0; x < W; x++, u += incX)
{
*p++ = row->x;
*p++ = row->y;
++row;
*p++ = u;
*p++ = v;
}
}
}
while(!vbo.commitWrite());
needVBOUpdate = false;
}
void RenderGrid::updateVBOIfNecessary()
{
if(needVBOUpdate)
updateVBO();
}
void RenderGrid::render_Indexed(const RenderState& rs) const
{
(void)rs;
// can't render this here when color/alpha is modulated AND we have colors as part of the vertex data;
// old opengl simply doesn't support this
assert(drawOrder != GRID_DRAW_WORLDMAP || (rs.color == Vector(1,1,1) && rs.alpha == 1));
vbo.apply();
indexbuf.drawElements(GL_TRIANGLES, trisToDraw);
}
void RenderGrid::render_WithAlpha(const RenderState& rs) const
{
const float percentX = fabsf(tc.u2 - tc.u1);
const float percentY = fabsf(tc.v1 - tc.v2);
const float baseX =
(tc.u2 < tc.u1)
? tc.u2 : tc.u1;
const float baseY =
(tc.v2 < tc.v1)
? tc.v2 : tc.v1;
const size_t NX = grid.width()-1;
const size_t NY = grid.height()-1;
// NOTE: These are used to avoid repeated expensive divide operations,
// but they may cause rounding error of around 1 part per million,
// which could in theory cause minor graphical glitches with broken
// OpenGL implementations. --achurch
const float incX = percentX / float(NX);
const float incY = percentY / float(NY);
const Vector c = rs.color;
const float alpha = rs.alpha;
glBegin(GL_QUADS);
float v0 = 1 - percentY + baseY;
float v1 = v0 + incY;
for (size_t y = 0; y < NY; y++, v0 = v1, v1 += incY)
{
float u0 = baseX;
float u1 = u0 + incX;
const Vector *row0 = grid.row(y);
const Vector *row1 = grid.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(c.x, c.y, c.z, alpha*dg00.z);
glTexCoord2f(u0, v0);
glVertex2f(dg00.x, dg00.y);
glColor4f(c.x, c.y, c.z, alpha*dg01.z);
glTexCoord2f(u0, v1);
glVertex2f(dg01.x, dg01.y);
glColor4f(c.x, c.y, c.z, alpha*dg11.z);
glTexCoord2f(u1, v1);
glVertex2f(dg11.x, dg11.y);
glColor4f(c.x, c.y, c.z, alpha*dg10.z);
glTexCoord2f(u1, v0);
glVertex2f(dg10.x, dg10.y);
}
}
}
glEnd();
}
// -------------------------------------
DynamicRenderGrid::DynamicRenderGrid()
: RenderGrid()
, gridTimer(0)
, drawGridOffsetX(0), drawGridOffsetY(0), drawGridModX(0), drawGridModY(0), drawGridTimeMultiplier(0)
, drawGridOut(false), gridType(GRID_WAVY)
{
}
DynamicRenderGrid::~DynamicRenderGrid()
{
}
void DynamicRenderGrid::update(float dt)
{
if (gridType == GRID_WAVY)
{
gridTimer += dt * drawGridTimeMultiplier;
reset();
const size_t w = grid.width();
const size_t h = grid.height();
size_t nx = w;
if(drawGridOut)
nx /= 2;
for (size_t y = 0; y < h; y++)
{
Vector * const row = grid.row(y);
const float xoffset = y * drawGridOffsetX;
const float addx = sinf(gridTimer+xoffset)*drawGridModX;
size_t x;
for (x = 0; x < nx; x++)
row[x].x -= addx;
for (; x < w; x++)
row[x].x += addx;
if(const float dgmy = drawGridModY)
for (x = 0; x < w; x++)
{
float yoffset = x * drawGridOffsetY;
row[x].y += cosf(gridTimer+yoffset)*dgmy;
}
}
// always update vbo now
}
else if(!needVBOUpdate)
return;
updateVBO();
}
void DynamicRenderGrid::setSegs(float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo)
{
drawGridOffsetX = dgox;
drawGridOffsetY = dgoy;
drawGridModX = dgmx;
drawGridModY = dgmy;
drawGridTimeMultiplier = dgtm;
drawGridOut = dgo;
gridTimer = 0;
gridType = GRID_WAVY;
}
void DynamicRenderGrid::setStripPoints(bool vert, const Vector* points, size_t n)
{
reset();
const float mul = float(n);
if (!vert) // horz
{
const size_t xmax = std::min(grid.width(), n);
for (size_t y = 0; y < grid.height(); y++)
{
Vector *row = grid.row(y);
for (size_t x = 0; x < xmax; x++)
row[x] += points[x] * mul;
}
}
else
{
const size_t ymax = std::min(grid.height(), n);
for (size_t x = 0; x < grid.width(); x++)
for (size_t y = 0; y < ymax; y++)
grid(x, y) += points[y] * mul;
}
needVBOUpdate = true;
}
void DynamicRenderGrid::setFromWavy(const float* wavy, size_t len, float width)
{
const size_t NX = grid.width() - 1;
const size_t H = grid.height();
const float iw = 1.0f / width;
for (size_t y = 0; y < H; y++)
{
const size_t wavy_y = (H - y)-1;
if (wavy_y < len)
{
const float tmp = wavy[wavy_y] * iw;
Vector * const row = grid.row(y);
for (size_t x = 0; x < NX; x++)
{
row[x].x = tmp - 0.5f;
row[x+1].x = tmp + 0.5f;
}
}
}
needVBOUpdate = true;
}