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https://github.com/AquariaOSE/Aquaria.git
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12ea97f051
GL_CULL_FACE is effectively always disabled, except for quad strip rendering, and keeping GL_CULL_FACE disabled there does not seem to cause any visual artifacts. Instead, it enhances skeletal animation possibilities (e.g. flipping bone strips over without it disappearing)
130 lines
2.8 KiB
C++
130 lines
2.8 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 "QuadTrail.h"
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#include <assert.h>
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QuadTrail::QuadTrail(int maxPoints, float pointDist)
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: RenderObject(), maxPoints(maxPoints), pointDist(pointDist), numPoints(0)
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{
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quadTrailAlphaEffect = QTAE_NORMAL;
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cull = false;
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repeatTexture = 1;
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lifeRate = 0.5;
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}
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void QuadTrail::addPoint(const Vector &point)
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{
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if (numPoints > 0)
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{
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if ((points.back().point - point).isLength2DIn(pointDist))
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{
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backOffset = point - points.back().point;
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return;
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}
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}
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QuadTrailPoint p;
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p.point = point;
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points.push_back(p);
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numPoints++;
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if (numPoints >= maxPoints)
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points.pop_front();
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backOffset.x = 0;
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backOffset.y = 0;
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}
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void QuadTrail::onRender()
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{
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if (numPoints < 2) return;
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#ifdef BBGE_BUILD_OPENGL
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//glDisable(GL_CULL_FACE);
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int c = 0;
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Vector p, diff, dl, dr;
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Vector lastPoint;
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const float texScale = texture ? float(numPoints*pointDist)/texture->width : 1.0f;
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glBegin(GL_QUAD_STRIP);
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for (Points::iterator i = points.begin(); i != points.end(); i++)
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{
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if (quadTrailAlphaEffect == QTAE_NORMAL)
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{
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glColor4f(1, 1, 1, (*i).life);
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}
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if (c == 0)
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{
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lastPoint = (*i).point;
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c++;
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continue;
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}
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p = (*i).point;
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if (c == numPoints-1)
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p += backOffset;
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diff = p - lastPoint;
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//possible opt here
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if (texture)
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diff.setLength2D(texture->width*0.5f);
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else
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diff.setLength2D(32);
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dl = diff.getPerpendicularLeft();
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dr = diff.getPerpendicularRight();
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glTexCoord2f(0, (float(c)/numPoints)*texScale);
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glVertex2f(p.x+dl.x, p.y+dl.y);
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glTexCoord2f(1, (float(c+1)/numPoints)*texScale);
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glVertex2f(p.x+dr.x, p.y+dr.y);
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c++;
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lastPoint = (*i).point;
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}
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glPointSize(4);
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glColor4f(0, 1, 0, 0.5);
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glBegin(GL_POINTS);
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for (Points::iterator i = points.begin(); i != points.end(); i++)
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{
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glVertex2f((*i).point.x, (*i).point.y);
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}
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glEnd();
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#endif
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}
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void QuadTrail::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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for (Points::iterator i = points.begin(); i != points.end(); i++)
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{
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(*i).life -= dt * lifeRate;
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if ((*i).life <= 0)
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(*i).life = 0;
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}
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}
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