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Aquaria/BBGE/Quad.cpp
fgenesis 4320b8296b Add a safe pointer model to ScriptInterface, additional bug/crash fixes.
This commit introduces pointer checks to various functions;
so that entity_* will no longer crash or produce weird results
if passed a Node pointer, etc.
The checks are disabled by default, but can be enabled in
ScriptInterface.cpp.

Fixed possible crashes in a few more functions due to missing NULL-checks.

There was a "feature" in the single Lua state that it would keep globals
intact until the game was quit. That made any globals from mods "leak"
into the game or other mods. Now it resets the Lua state when a mod
is loaded or closed.
2012-01-03 04:38:28 +01:00

931 lines
20 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Quad.h"
#include "Core.h"
#include <assert.h>
std::vector<QuadLight> QuadLight::quadLights;
bool Quad::flipTY = true;
int Quad::_w2 = 0;
int Quad::_h2 = 0;
QuadLight::QuadLight(Vector position, Vector color, int dist)
{
this->dist = dist;
this->color = color;
this->position = position;
}
void QuadLight::clearQuadLights()
{
quadLights.clear();
}
void QuadLight::addQuadLight(const QuadLight &quadLight)
{
quadLights.push_back(quadLight);
}
Vector Quad::renderBorderColor = Vector(1,1,1);
Quad::Quad(const std::string &tex, const Vector &pos)
: RenderObject()
{
initQuad();
position = pos;
setTexture(tex);
}
/*
void Quad::initDefaultVBO()
{
}
void Quad::shutdownDefaultVBO()
{
}
*/
void Quad::setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo)
{
deleteGrid();
if (x == 0 || y == 0)
{
gridTimer = 0;
xDivs = 0;
yDivs = 0;
doUpdateGrid = false;
}
else
{
this->drawGridOffsetX = dgox;
this->drawGridOffsetY = dgoy;
this->drawGridModX = dgmx;
this->drawGridModY = dgmy;
this->drawGridTimeMultiplier = dgtm;
drawGridOut = dgo;
xDivs = x;
yDivs = y;
createGrid(x, y);
gridTimer = 0;
doUpdateGrid = true;
}
}
void Quad::createStrip(bool vert, int num)
{
strip.resize(num);
stripVert = vert;
resetStrip();
}
void Quad::setStrip(const std::vector<Vector> &st)
{
resetStrip();
for (int i = 0; i < st.size(); i++)
{
if (i < strip.size())
{
strip[i].x += st[i].x;
strip[i].y += st[i].y;
}
}
}
void Quad::createGrid(int xd, int yd)
{
deleteGrid();
xDivs = xd;
yDivs = yd;
drawGrid = new Vector * [xDivs];
for (int i = 0; i < xDivs; i++)
{
drawGrid[i] = new Vector [yDivs];
for (int j = 0; j < yDivs; j++)
{
drawGrid[i][j].z = 1;
}
}
resetGrid();
}
void Quad::setDrawGridAlpha(int x, int y, float alpha)
{
if (x < xDivs && x >= 0 && y < yDivs && y >= 0)
{
drawGrid[x][y].z = alpha;
}
}
void Quad::setGridPoints(bool vert, const std::vector<Vector> &points)
{
if (!drawGrid) return;
resetGrid();
for (int i = 0; i < points.size(); i++)
{
if (!vert) // horz
{
for (int y = 0; y < yDivs; y++)
{
for (int x = 0; x < xDivs; x++)
{
if (x < points.size())
{
drawGrid[x][y] += points[x];
}
}
}
}
else
{
for (int x = 0; x < xDivs; x++)
{
for (int y = 0; y < yDivs; y++)
{
if (y < points.size())
{
drawGrid[x][y] += points[y];
}
}
}
}
}
}
float Quad::getStripSegmentSize()
{
return (1.0f/(float(strip.size())));
}
void Quad::resetStrip()
{
if (!stripVert)
{
for (int i = 0; i < strip.size(); i++)
{
//float v = (i/(float)(strip.size()-1))-0.5f;
float v = (i/(float(strip.size())));
strip[i].x = v;
strip[i].y = 0;
}
}
else
{
errorLog("VERTICAL STRIP NOT SUPPORTED ^_-");
}
}
void Quad::resetGrid()
{
for (int i = 0; i < xDivs; i++)
{
for (int j = 0; j < yDivs; j++)
{
drawGrid[i][j].x = i/(float)(xDivs-1)-0.5f;
drawGrid[i][j].y = j/(float)(yDivs-1)-0.5f;
}
}
}
void Quad::spawnChildClone(float t)
{
if (!this->texture) return;
Quad *q = new Quad;
q->setTexture(this->texture->name);
q->setLife(t+0.1f);
q->setDecayRate(1);
q->width = this->width;
q->height = this->height;
q->alpha = 1;
q->alpha.interpolateTo(0, t);
if (isfh())
q->flipHorizontal();
q->position = this->position;
q->followCamera = this->followCamera;
q->scale = this->scale;
q->offset = this->offset;
q->blendType = this->blendType;
//q->parentManagedPointer = true;
//q->renderBeforeParent = false;
core->getTopStateData()->addRenderObject(q, this->layer);
//addChild(q);
}
/*
smoothly transition to texture
by creating a copy of the current quad on top and fading it out
*/
void Quad::setTextureSmooth(const std::string &texture, float t)
{
if (this->texture && !this->texture->name.empty())
{
spawnChildClone(t);
//core->getTopStateData()->addRenderObject(q, this->layer);
}
this->setTexture(texture);
}
void Quad::initQuad()
{
repeatToFillScale = Vector(1,1);
gridType = GRID_WAVY;
gridTimer = 0;
xDivs = 0;
yDivs = 0;
doUpdateGrid = false;
autoWidth = autoHeight = 0;
//debugLog("Quad::initQuad()");
repeatingTextureToFill = false;
_w2 = _h2 = 0;
drawGrid = 0;
lightingColor = Vector(1,1,1);
quadLighting = false;
renderBorder = false;
renderCenter = true;
width = 2; height = 2;
//llalpha = Vector(1);
//lralpha = Vector(1);
//ulalpha = Vector(1);
//uralpha = Vector(1);
//oriented = false;
upperLeftTextureCoordinates = Vector(0,0);
lowerRightTextureCoordinates = Vector(1,1);
renderQuad = true;
//debugLog("End Quad::initQuad()");
}
Quad::Quad() : RenderObject()
{
borderAlpha = 0.5;
//debugLog("Quad::Quad()");
initQuad();
//debugLog("End Quad::Quad()");
//textureSize = Vector(1,1);
}
void Quad::deleteGrid()
{
if (drawGrid)
{
for (int i = 0; i < xDivs; i++)
{
delete[] drawGrid[i];
}
delete[] drawGrid;
drawGrid = 0;
}
}
void Quad::destroy()
{
deleteGrid();
RenderObject::destroy();
}
bool Quad::isCoordinateInside(Vector coord, int minSize)
{
int hw = fabsf((width)*getRealScale().x)*0.5f;
int hh = fabsf((height)*getRealScale().y)*0.5f;
if (hw < minSize)
hw = minSize;
if (hh < minSize)
hh = minSize;
if (coord.x >= getRealPosition().x - hw && coord.x <= getRealPosition().x + hw)
{
if (coord.y >= getRealPosition().y - hh && coord.y <= getRealPosition().y + hh)
{
return true;
}
}
return false;
}
bool Quad::isCoordinateInsideWorld(const Vector &coord, int minSize)
{
int hw = fabsf((width)*getRealScale().x)*0.5f;
int hh = fabsf((height)*getRealScale().y)*0.5f;
if (hw < minSize)
hw = minSize;
if (hh < minSize)
hh = minSize;
Vector pos = getWorldPosition();
if (coord.x >= pos.x + offset.x - hw && coord.x <= pos.x + offset.x + hw)
{
if (coord.y >= pos.y + offset.y - hh && coord.y <= pos.y + offset.y + hh)
{
return true;
}
}
return false;
}
bool Quad::isCoordinateInsideWorldRect(const Vector &coord, int w, int h)
{
int hw = w*0.5f;
int hh = h*0.5f;
Vector pos = getWorldPosition();
if (coord.x >= pos.x + offset.x - hw && coord.x <= pos.x + offset.x + hw)
{
if (coord.y >= pos.y + offset.y - hh && coord.y <= pos.y + offset.y + hh)
{
return true;
}
}
return false;
}
void Quad::updateGrid(float dt)
{
//if (xDivs == 0 && yDivs == 0) return;
if (!doUpdateGrid) return;
if (gridType == GRID_WAVY)
{
gridTimer += dt * drawGridTimeMultiplier;
resetGrid();
int hx = xDivs/2;
for (int x = 0; x < xDivs; x++)
{
float yoffset = x * drawGridOffsetY;
float addY = 0;
if (drawGridModY != 0)
addY = cosf(gridTimer+yoffset)*drawGridModY;
for (int y = 0; y < yDivs; y++)
{
float xoffset = y * drawGridOffsetX;
if (drawGridModX != 0)
{
float addX = (sinf(gridTimer+xoffset)*drawGridModX);
if (drawGridOut && x < hx)
drawGrid[x][y].x += addX;
else
drawGrid[x][y].x -= addX;
}
drawGrid[x][y].y += addY;
}
}
}
}
void Quad::renderGrid()
{
if (xDivs < 2 || yDivs < 2)
return;
#ifdef BBGE_BUILD_OPENGL
const float percentX = fabsf(this->lowerRightTextureCoordinates.x - this->upperLeftTextureCoordinates.x);
const float percentY = fabsf(this->upperLeftTextureCoordinates.y - this->lowerRightTextureCoordinates.y);
const float baseX =
(lowerRightTextureCoordinates.x < upperLeftTextureCoordinates.x)
? lowerRightTextureCoordinates.x : upperLeftTextureCoordinates.x;
const float baseY =
(lowerRightTextureCoordinates.y < upperLeftTextureCoordinates.y)
? lowerRightTextureCoordinates.y : upperLeftTextureCoordinates.y;
// 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)(xDivs-1);
const float incY = percentY / (float)(yDivs-1);
const float w = this->getWidth();
const float h = this->getHeight();
const float red = this->color.x;
const float green = this->color.y;
const float blue = this->color.z;
const float alpha = this->alpha.x * this->alphaMod;
if (core->mode == Core::MODE_2D)
{
/*
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
*/
glBegin(GL_QUADS);
float u0 = baseX;
float u1 = u0 + incX;
for (int i = 0; i < (xDivs-1); i++, u0 = u1, u1 += incX)
{
float v0 = 1 - percentY + baseY;
float v1 = v0 + incY;
for (int j = 0; j < (yDivs-1); j++, v0 = v1, v1 += incY)
{
if (drawGrid[i][j].z != 0 || drawGrid[i][j+1].z != 0 || drawGrid[i+1][j].z != 0 || drawGrid[i+1][j+1].z != 0)
{
glColor4f(red, green, blue, alpha*drawGrid[i][j].z);
glTexCoord2f(u0, v0);
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u0-baseX, v0-baseY);
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
glVertex2f(w*drawGrid[i][j].x, h*drawGrid[i][j].y);
//
glColor4f(red, green, blue, alpha*drawGrid[i][j+1].z);
glTexCoord2f(u0, v1);
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u0-baseX, v1-baseY);
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
glVertex2f(w*drawGrid[i][j+1].x, h*drawGrid[i][j+1].y);
//
glColor4f(red, green, blue, alpha*drawGrid[i+1][j+1].z);
glTexCoord2f(u1, v1);
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u1-baseX, v1-baseY);
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
glVertex2f(w*drawGrid[i+1][j+1].x, h*drawGrid[i+1][j+1].y);
//
glColor4f(red, green, blue, alpha*drawGrid[i+1][j].z);
glTexCoord2f(u1, v0);
//glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u1-baseX, v0-baseY);
//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
glVertex2f(w*drawGrid[i+1][j].x, h*drawGrid[i+1][j].y);
}
}
}
glEnd();
// debug points
if (RenderObject::renderCollisionShape)
{
glBindTexture(GL_TEXTURE_2D, 0);
glPointSize(2);
glColor3f(1,0,0);
glBegin(GL_POINTS);
for (int i = 0; i < (xDivs-1); i++)
{
for (int j = 0; j < (yDivs-1); j++)
{
glVertex2f(w*drawGrid[i][j].x, h*drawGrid[i][j].y);
glVertex2f(w*drawGrid[i][j+1].x, h*drawGrid[i][j+1].y);
glVertex2f(w*drawGrid[i+1][j+1].x, h*drawGrid[i+1][j+1].y);
glVertex2f(w*drawGrid[i+1][j].x, h*drawGrid[i+1][j].y);
}
}
glEnd();
if (texture)
glBindTexture(GL_TEXTURE_2D, texture->textures[0]);
}
}
#endif
}
Vector oldQuadColor;
void Quad::render()
{
if (lightingColor.x != 1.0f || lightingColor.y != 1.0f || lightingColor.z != 1.0f)
{
oldQuadColor = color;
color *= lightingColor;
RenderObject::render();
color = oldQuadColor;
}
else
{
RenderObject::render();
}
}
void Quad::repeatTextureToFill(bool on)
{
if (on)
{
repeatingTextureToFill = true;
repeatTexture = true;
refreshRepeatTextureToFill();
}
else
{
repeatingTextureToFill = false;
repeatTexture = false;
refreshRepeatTextureToFill();
}
}
void Quad::onRender()
{
if (!renderQuad) return;
#ifdef BBGE_BUILD_OPENGL
_w2 = width/2;
_h2 = height/2;
if (!strip.empty())
{
//glDisable(GL_BLEND);gggg
glDisable(GL_CULL_FACE);
const float texBits = 1.0f / (strip.size()-1);
glBegin(GL_QUAD_STRIP);
if (!stripVert)
{
Vector pl, pr;
for (int i = 0; i < strip.size(); i++)
{
//glNormal3f( 0.0f, 0.0f, 1.0f);
if (i == strip.size()-1)
{
}
else //if (i == 0)
{
Vector diffVec = strip[i+1] - strip[i];
diffVec.setLength2D(_h2);
pl = diffVec.getPerpendicularLeft();
pr = diffVec.getPerpendicularRight();
}
glTexCoord2f(texBits*i, 0);
glVertex2f(strip[i].x*width-_w2, strip[i].y*_h2*10 - _h2);
glTexCoord2f(texBits*i, 1);
glVertex2f(strip[i].x*width-_w2, strip[i].y*_h2*10 + _h2);
}
}
glEnd();
glEnable(GL_CULL_FACE);
glBindTexture( GL_TEXTURE_2D, 0 );
glColor4f(1,0,0,1);
glPointSize(64);
glBegin(GL_POINTS);
for (int i = 0; i < strip.size(); i++)
{
glVertex2f((strip[i].x*width)-_w2, strip[i].y*height);
}
glEnd();
}
else
{
if (core->mode == Core::MODE_2D)
{
if (!drawGrid)
{
if (Quad::flipTY)
{
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
{
glBegin(GL_QUADS);
{
glTexCoord2f(upperLeftTextureCoordinates.x, upperLeftTextureCoordinates.y);
glVertex2f(-_w2, +_h2);
glTexCoord2f(lowerRightTextureCoordinates.x, upperLeftTextureCoordinates.y);
glVertex2f(+_w2, +_h2);
glTexCoord2f(lowerRightTextureCoordinates.x, lowerRightTextureCoordinates.y);
glVertex2f(+_w2, -_h2);
glTexCoord2f(upperLeftTextureCoordinates.x, lowerRightTextureCoordinates.y);
glVertex2f(-_w2, -_h2);
}
glEnd();
}
}
else
{
renderGrid();
}
}
}
if (renderBorder)
{
glLineWidth(2);
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(renderBorderColor.x, renderBorderColor.y, renderBorderColor.z, borderAlpha*alpha.x*alphaMod);
if (renderCenter)
{
glPointSize(16);
glBegin(GL_POINTS);
glVertex2f(0,0);
glEnd();
}
glColor4f(renderBorderColor.x, renderBorderColor.y, renderBorderColor.z, 1*alpha.x*alphaMod);
glBegin(GL_LINES);
glVertex2f(-_w2, _h2);
glVertex2f(_w2, _h2);
glVertex2f(_w2, -_h2);
glVertex2f(_w2, _h2);
glVertex2f(-_w2, -_h2);
glVertex2f(-_w2, _h2);
glVertex2f(-_w2, -_h2);
glVertex2f(_w2, -_h2);
glEnd();
RenderObject::lastTextureApplied = 0;
}
#endif
#ifdef BBGE_BUILD_DIRECTX
//core->setColor(color.x, color.y, color.z, alpha.x);
//if (!children.empty() || useDXTransform)
if (true)
{
if (this->texture)
{
if (upperLeftTextureCoordinates.x != 0 || upperLeftTextureCoordinates.y != 0
|| lowerRightTextureCoordinates.x != 1 || lowerRightTextureCoordinates.y != 1)
{
//core->blitD3DEx(this->texture->d3dTexture, fontDrawSize/2, fontDrawSize/2, u, v-ybit, u+xbit, v+ybit-ybit);
core->blitD3DEx(this->texture->d3dTexture, width, height, upperLeftTextureCoordinates.x, upperLeftTextureCoordinates.y, lowerRightTextureCoordinates.x, lowerRightTextureCoordinates.y);
}
else
core->blitD3D(this->texture->d3dTexture, width, height);
}
else
{
core->blitD3D(0, width, height);
}
}
else
{
if (this->texture)
core->blitD3DPreTrans(this->texture->d3dTexture, position.x+offset.x, position.y+offset.y, width*scale.x, width.y*scale.y);
else
core->blitD3DPreTrans(0, position.x+offset.x, position.y+offset.y, width*scale.x, width.y*scale.y);
}
/*
if (this->texture)
{
core->getD3DSprite()->Begin(D3DXSPRITE_ALPHABLEND);
D3DXVECTOR2 scaling((1.0f/float(this->texture->width))*width*scale.x,
(1.0f/float(this->texture->height))*height*scale.y);
if (isfh())
scaling.x = -scaling.x;
D3DXVECTOR2 spriteCentre=D3DXVECTOR2((this->texture->width/2), (this->texture->height/2));
///scale.x
//D3DXVECTOR2 trans=D3DXVECTOR2(position.x, position.y);
if (blendType == BLEND_DEFAULT)
{
core->getD3DDevice()->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
core->getD3DDevice()->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
}
else
{
core->getD3DDevice()->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
core->getD3DDevice()->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
}
D3DXVECTOR2 rotationCentre = spriteCentre;
D3DXVECTOR2 trans=D3DXVECTOR2(position.x,position.y) - spriteCentre;
if (followCamera != 1)
{
trans.x -= core->cameraPos.x;
trans.y -= core->cameraPos.y;
}
D3DXMATRIX mat, scale, final;
//D3DXVECTOR2 centre = trans + spriteCentre;
float rotation = (this->rotation.z*PI)/180.0f;
//D3DXVECTOR2 scaling((1.0f/float(this->texture->width))*width*scale.x,(1.0f/float(this->texture->height))*height*scale.y);
//D3DXVECTOR2 scaling(1,1);
const D3DCOLOR d3dColor=D3DCOLOR_ARGB(int(alpha.x*255), int(color.x*255), int(color.y*255), int(color.z*255));
//const D3DCOLOR d3dColor=D3DCOLOR_ARGB(int(alpha.x*255), int(color.x*255), int(color.y*255), int(color.z*255));
FLOAT scalingRotation = 0;
//D3DXMatrixTransformation2D(&mat,NULL,0.0,&scaling,&spriteCentre,rotation,&trans);
D3DXMatrixTransformation2D(&mat,
&spriteCentre,
scalingRotation,
&scaling,
&spriteCentre,
rotation,
&trans
);
if (followCamera != 1)
{
D3DXMatrixScaling(&scale,core->globalScale.x*core->globalResolutionScale.x,core->globalScale.y*core->globalResolutionScale.y,1);
D3DXMatrixMultiply(&final, &mat, &scale);
core->getD3DSprite()->SetTransform(&final);
}
else
{
D3DXMatrixScaling(&scale,core->globalResolutionScale.x,core->globalResolutionScale.y,1);
D3DXMatrixMultiply(&final, &mat, &scale);
core->getD3DSprite()->SetTransform(&final);
}
//mat = scale * mat;
if (this->texture)
{
core->getD3DSprite()->Draw(this->texture->d3dTexture,NULL,NULL,NULL,d3dColor);//0xFFFFFFFF);//d3dColor);
core->getD3DSprite()->End();
}
else
{
core->getD3DSprite()->End();
D3DRECT rect;
rect.x1 = trans.x - this->width/2;
rect.x2 = trans.x + this->width/2;
rect.y1 = trans.y - this->height/2;
rect.y2 = trans.y + this->height/2;
core->getD3DDevice()->Clear(1,&rect,D3DCLEAR_TARGET,d3dColor,0,0);
}
//core->getD3DSprite()->End();
}
*/
#endif
}
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::calculateQuadLighting()
{
Vector total;
int c=0;
for (int i = 0; i < QuadLight::quadLights.size(); i++)
{
QuadLight *q = &QuadLight::quadLights[i];
Vector dist = q->position - position;
if (dist.isLength2DIn(q->dist))
{
total += q->color;
c++;
}
}
if (c > 0)
lightingColor = total/c;
}
void Quad::refreshRepeatTextureToFill()
{
if (repeatingTextureToFill)
{
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 && alpha.x > 0 && alphaMod > 0)
{
updateGrid(dt);
}
if (quadLighting)
{
calculateQuadLighting();
}
}
void Quad::setWidthHeight(int w, int h)
{
if (h == -1)
height = w;
else
height = h;
width = w;
}
void Quad::setWidth(int w)
{
width = w;
}
void Quad::setHeight(int h)
{
height = h;
}
void Quad::onSetTexture()
{
if (texture)
{
width = this->texture->width;
height = this->texture->height;
_w2 = this->texture->width/2.0f;
_h2 = this->texture->height/2.0f;
}
}
PauseQuad::PauseQuad() : Quad(), pauseLevel(0)
{
addType(SCO_PAUSEQUAD);
}
void PauseQuad::onUpdate(float dt)
{
if (core->particlesPaused <= pauseLevel)
{
Quad::onUpdate(dt);
}
}