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Aquaria/BBGE/RenderObject.h
2023-08-26 00:58:47 +02:00

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7.9 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.
*/
#ifndef RENDER_OBJECT_H
#define RENDER_OBJECT_H
#include "Base.h"
#include "EngineEnums.h"
#include "Texture.h"
#include "ScriptObject.h"
#include "RenderState.h"
#include <list>
class Core;
class StateData;
class Texture;
// TODO: move all the other bools from RenderObject here
enum RenderObjectFlags
{
RO_CLEAR = 0x00,
RO_RENDERBORDERS = 0x01,
RO_NEXT = 0x02,
RO_MOTIONBLUR = 0x04
};
enum AutoSize
{
AUTO_VIRTUALWIDTH = -101,
AUTO_VIRTUALHEIGHT = -102
};
enum ParentManaged
{
PM_NONE = 0, // child is destroyed with parent, but not deleted. The childs' update() is NOT called.
PM_POINTER = 1, // child is deleted together with parent. update() is called.
PM_STATIC = 2 // child is destroyed with parent, but not deleted. update() is called.
};
enum ChildOrder
{
CHILD_BACK = 0,
CHILD_FRONT = 1
};
enum RenderBeforeParent
{
RBP_NONE = -1,
RBP_OFF = 0,
RBP_ON = 1
};
struct MotionBlurFrame
{
Vector position;
float rotz;
};
struct MotionBlurData
{
MotionBlurData();
bool transition;
unsigned frameOffsetCounter, frameOffset;
float transitionTimer;
std::vector<MotionBlurFrame> positions;
};
class RenderObjectLayer;
class RenderObject : public ScriptObject
{
public:
friend class Core;
RenderObject();
virtual ~RenderObject();
virtual void render(const RenderState& rs) const;
void setTexturePointer(CountedPtr<Texture> t)
{
this->texture = t;
onSetTexture();
}
void setStateDataObject(StateData *state);
bool setTexture(const std::string &name);
void toggleAlpha(float t = 0.2f);
virtual void update(float dt);
bool isDead() const {return _dead;}
bool isHidden() const {return _hidden || (parent && parent->isHidden());}
bool shouldTryToRender() const; // somewhat expensive
bool isVisibleInPass(int pass) const;
// Set whether the object is hidden. If hidden, no updates (except
// lifetime checks) or render operations will be performed, and no
// child objects will be updated or rendered.
void setHidden(bool hidden) {_hidden = hidden;}
void setLife(float newlife)
{
maxLife = this->life = newlife;
}
void setDecayRate(float newdecayRate)
{
this->decayRate = newdecayRate;
}
void setBlendType (BlendType bt)
{
_blendType = bt;
}
inline BlendType getBlendType() const
{
return (BlendType)_blendType;
}
virtual void destroy();
virtual void flipHorizontal();
virtual void flipVertical();
bool isfh() const { return _fh; }
bool isfv() const { return _fv; }
// recursive
bool isfhr() const;
bool isfvr() const;
size_t getIdx() const { return idx; }
void setIdx(size_t newidx) { this->idx = newidx; }
void moveToFront();
void moveToBack();
inline float getCullRadiusSqr() const
{
if (overrideCullRadiusSqr != 0)
return overrideCullRadiusSqr;
if (width == 0 || height == 0)
return 0;
const float w = width*scale.x;
const float h = height*scale.y;
return w*w + h*h;
}
int getTopLayer() const;
void enableMotionBlur(int sz=10, int off=5);
void disableMotionBlur();
void addChild(RenderObject *r, ParentManaged pm, RenderBeforeParent rbp = RBP_NONE, ChildOrder order = CHILD_BACK);
void removeChild(RenderObject *r);
Vector getRealPosition() const;
Vector getRealScale() const;
StateData *getStateData() const;
// HACK: This is defined in RenderObject_inline.h because it needs
// the class Core definition. --achurch
inline bool isOnScreen() const;
bool isCoordinateInRadius(const Vector &pos, float r) const;
void toggleCull(bool value);
void safeKill();
Vector getWorldPosition() const;
Vector getWorldCollidePosition(const Vector &vec=Vector(0,0,0)) const;
RenderObject *getTopParent() const;
virtual void onAnimationKeyPassed(int key){}
Vector getAbsoluteRotation() const;
float getWorldRotation() const;
Vector getWorldPositionAndRotation() const; // more efficient shortcut, returns rotation in vector z component
Vector getNormal() const;
Vector getForward() const;
void setOverrideCullRadius(float ovr);
void setRenderPass(int pass) { renderPass = pass; }
int getRenderPass() const { return renderPass; }
// TODO: remove this once the render loop is split into a per-pass object collection phase
// and an actual rendering phase
enum { RENDER_ALL=999 };
// Defined in RenderObject_inline.h
inline Vector getFollowCameraPosition() const;
inline Vector getFollowCameraPosition(const Vector& pos) const;
void lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset=0);
inline RenderObject *getParent() const {return parent;}
void fhTo(bool fh);
void addDeathNotify(RenderObject *r);
virtual void unloadDevice();
virtual void reloadDevice();
MotionBlurData *ensureMotionBlur();
void freeMotionBlur();
//-------------------------------- Methods above, fields below
static bool renderCollisionShape;
static bool renderPaths;
static size_t lastTextureApplied;
//--------------------------
// fields ordered by hotness
// TODO: this should be a bitmask
bool fadeAlphaWithLife;
bool renderBeforeParent;
bool shareAlphaWithChildren;
bool shareColorWithChildren;
bool cull;
bool ignoreUpdate;
bool useOldDT;
bool repeatTexture;
bool _dead;
bool _hidden;
bool _fv, _fh;
bool _markedForDelete;
bool neverFollowCamera;
unsigned char pm; // unsigned char to save space
char _blendType;
InterpolatedVector position;
InterpolatedVector scale;
InterpolatedVector color, alpha;
InterpolatedVector rotation;
InterpolatedVector offset, rotationOffset, internalOffset;
InterpolatedVector velocity, gravity;
CountedPtr<Texture> texture;
float life;
// if 0: use value from RenderLayer. If still 0, render normally.
// UI elements have this == 1, ie. are totally unaffected by camera movement
// and stay always on the same place on the screen.
// Any value > 0 and < 1 is parallax scrolling, where closer to 0 moves slower
// (looks like further away).
float followCamera;
float alphaMod;
float updateCull;
int layer;
float decayRate;
float maxLife;
// In layers that have multi-pass rendering enabled, the object will only be rendered
// in this pass (single-pass layers always render, regardless of this setting).
int renderPass;
float overrideCullRadiusSqr;
float width, height; // Only used by Quads, but stored here for getCullRadius()
// ----------------------
typedef std::vector<RenderObject*> Children;
Children children;
protected:
RenderObject *parent;
virtual void onFH(){}
virtual void onFV(){}
virtual void onSetTexture(){}
virtual void onRender(const RenderState& rs) const {}
virtual void onUpdate(float dt);
virtual void deathNotify(RenderObject *r);
virtual void onEndOfLife() {}
bool updateLife(float dt);
// Is this object or any of its children rendered in pass "pass"?
bool hasRenderPass(const int pass) const;
inline void renderCall(const RenderState& rs, const Vector& renderAt, float renderRotation) const;
virtual void renderCollision(const RenderState& rs) const;
void debugRenderPaths() const;
typedef std::list<RenderObject*> RenderObjectList;
RenderObjectList deathNotifications;
size_t idx; // index in layer
StateData *stateData;
MotionBlurData *motionBlur;
private:
const RenderObject &operator=(const RenderObject &r); // undefined
};
#endif