pass screen size in instead of polling it later
and add some comments
This commit is contained in:
parent
41c7825728
commit
2970972456
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@ -485,9 +485,6 @@ public class Options {
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/** The current skin. */
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private static Skin skin;
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/** Resolution that the latest Container passed to "setDisplayMode" was set to. */
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private static Resolution lastSetResolution = Resolution.RES_1024_768;
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/** Frame limiters. */
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private static final int[] targetFPS = { 60, 120, 240 };
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@ -597,8 +594,6 @@ public class Options {
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// set borderless window if dimensions match screen size
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boolean borderless = (screenWidth == resolution.getWidth() && screenHeight == resolution.getHeight());
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System.setProperty("org.lwjgl.opengl.Window.undecorated", Boolean.toString(borderless));
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lastSetResolution = resolution;
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}
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// /**
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@ -893,24 +888,6 @@ public class Options {
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return replayDir;
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}
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/**
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* Returns the horizontal Resolution.
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* If no game has been started then a default value is returned.
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* @return the horizontal resolution of the latest game instance to be started.
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*/
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public static int getLatestResolutionWidth() {
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return lastSetResolution.getWidth();
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}
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/**
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* Returns the vertical Resolution.
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* If no game has been started then a default value is returned.
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* @return the vertical resolution of the latest game instance to be started.
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*/
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public static int getLatestResolutionHeight() {
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return lastSetResolution.getHeight();
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}
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/**
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* Returns the current skin directory.
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* If invalid, this will create a "Skins" folder in the root directory.
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@ -30,20 +30,12 @@ import itdelatrisu.opsu.objects.curves.CatmullCurve;
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import itdelatrisu.opsu.objects.curves.CircumscribedCircle;
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import itdelatrisu.opsu.objects.curves.Curve;
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import itdelatrisu.opsu.objects.curves.LinearBezier;
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import itdelatrisu.opsu.render.Rendertarget;
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import itdelatrisu.opsu.states.Game;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.Map;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL14;
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import org.lwjgl.opengl.GL30;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.GameContainer;
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import org.newdawn.slick.Graphics;
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import org.newdawn.slick.Image;
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import org.newdawn.slick.util.Log;
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/**
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* Data type representing a slider object.
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@ -58,9 +50,6 @@ public class Slider implements GameObject {
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/** Rate at which slider ticks are placed. */
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private static float sliderTickRate = 1.0f;
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/** Scaling factor for display elements */
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private static int diameter = 1;
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/** The amount of time, in milliseconds, to fade in the slider. */
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private static final int FADE_IN_TIME = 375;
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@ -122,7 +111,7 @@ public class Slider implements GameObject {
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containerWidth = container.getWidth();
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containerHeight = container.getHeight();
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diameter = (int) (104 - (circleSize * 8));
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int diameter = (int) (104 - (circleSize * 8));
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diameter = (int) (diameter * HitObject.getXMultiplier()); // convert from Osupixels (640x480)
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// slider ball
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@ -399,7 +388,6 @@ public class Slider implements GameObject {
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// calculate and send slider result
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hitResult();
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return true;
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}
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@ -481,8 +469,6 @@ public class Slider implements GameObject {
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this.curve = new CatmullCurve(hitObject, color);
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else
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this.curve = new LinearBezier(hitObject, color, hitObject.getSliderType() == HitObject.SLIDER_LINEAR);
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this.curve.setScale(diameter );//* 118 / 128);
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}
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@Override
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@ -37,6 +37,9 @@ public abstract class Curve {
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/** Points generated along the curve should be spaced this far apart. */
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protected static float CURVE_POINTS_SEPERATION = 5;
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/** The width and height of the display container this curve gets drawn into */
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protected static int containerWidth = 0, containerHeight = 0;
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/** The associated HitObject. */
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protected HitObject hitObject;
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@ -46,9 +49,6 @@ public abstract class Curve {
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/** The scaled slider x, y coordinate lists. */
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protected float[] sliderX, sliderY;
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/** scaling factor for drawing. */
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protected static float scale;
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/** Per-curve render-state used for the new style curve renders*/
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private CurveRenderState renderState;
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@ -66,10 +66,22 @@ public abstract class Curve {
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this.y = hitObject.getScaledY();
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this.sliderX = hitObject.getScaledSliderX();
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this.sliderY = hitObject.getScaledSliderY();
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this.scale = 100;
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this.renderState = null;
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}
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/**
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* Set the width and height of the container that Curves get drawn into
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* Should be called before any curves are drawn.
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* @param width
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* @param height
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*/
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public static void init(int width, int height, float circleSize)
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{
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containerWidth = width;
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containerHeight = height;
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CurveRenderState.init(width, height, circleSize);
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}
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/**
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* Returns the point on the curve at a value t.
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* @param t the t value [0, 1]
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@ -82,23 +94,21 @@ public abstract class Curve {
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* @param color the color filter
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*/
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public void draw(Color color) {
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if ( curve == null){
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Log.error("draw curve"+this);
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if (curve == null) {
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return;
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}
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if (Options.GameOption.NEW_SLIDER.getBooleanValue()) {
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if(renderState == null)
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{
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renderState = new CurveRenderState(scale,hitObject);
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if (renderState == null) {
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renderState = new CurveRenderState(hitObject);
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}
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renderState.draw(color,curve);
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renderState.draw(color, curve);
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} else {
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Image hitCircle = GameImage.HITCIRCLE.getImage();
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Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
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for (int i = 0; i < curve.length; i++) {
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hitCircleOverlay.drawCentered(curve[i].x, curve[i].y, Utils.COLOR_WHITE_FADE);
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}
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for (int i = 0; i < curve.length; i++){
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for (int i = 0; i < curve.length; i++) {
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hitCircle.drawCentered(curve[i].x, curve[i].y, color);
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}
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}
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@ -126,14 +136,6 @@ public abstract class Curve {
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*/
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public float getY(int i) { return (i == 0) ? y : sliderY[i - 1]; }
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/**
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* Set the scaling factor.
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* @param factor the new scaling factor for the UI representation
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*/
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public static void setScale(float factor) {
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scale = factor;
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}
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/**
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* Linear interpolation of a and b at t.
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*/
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@ -41,11 +41,14 @@ import org.newdawn.slick.util.Log;
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*/
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public class CurveRenderState {
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/** The width and height of the display container this curve gets drawn into */
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protected static int containerWidth, containerHeight;
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/** cached drawn slider, only used if new style sliders are activated */
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public Rendertarget fbo;
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/** thickness of the curve */
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float scale;
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protected static int scale;
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/** The HitObject associated with the curve to be drawn */
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HitObject hitObject;
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@ -53,12 +56,40 @@ public class CurveRenderState {
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/** Static state that's needed to draw the new style curves */
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private static final NewCurveStyleState staticState = new NewCurveStyleState();
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public CurveRenderState(float scale, HitObject hitObject) {
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/**
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* Set the width and height of the container that Curves get drawn into
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* Should be called before any curves are drawn.
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* @param width
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* @param height
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*/
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public static void init(int width, int height, float circleSize)
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{
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containerWidth = width;
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containerHeight = height;
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//equivalent to what happens in Slider.init
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scale = (int) (104 - (circleSize * 8));
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scale = (int) (scale * HitObject.getXMultiplier()); // convert from Osupixels (640x480)
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//scale = scale * 118 / 128; //for curves exaclty as big as the sliderball
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FrameBufferCache.init(width, height);
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}
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/**
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* Creates an object to hold the render state that's necessary to draw a curve.
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* @param hitObject the HitObject that represents this curve, just used as a
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* unique ID
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*/
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public CurveRenderState(HitObject hitObject) {
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fbo = null;
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this.scale = scale;
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this.hitObject = hitObject;
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}
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/**
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* Draw a curve to the screen that's tinted with `color`. The first time
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* this is called this caches the image result of the curve and on subsequent
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* runs it just draws the cached copy to the screen.
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* @param color tint of the curve
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* @param curve the points along the curve to be drawn
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*/
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public void draw(Color color, Vec2f[] curve) {
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float alpha = color.a;
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//if this curve hasn't been drawn, draw it and cache the result
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FrameBufferCache.getInstance().freeMappingFor(hitObject);
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}
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/**
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* Just a structure to hold all the important OpenGL state that needs to be
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* changed to draw the curve. This is used to backup and restore the state
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* so that the code outside of this (mainly Slick2D) doesn't break
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*/
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private class RenderState {
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boolean smoothedPoly;
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boolean blendEnabled;
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@ -119,6 +155,11 @@ public class CurveRenderState {
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int oldArrayBuffer;
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}
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/**
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* Backup the current state of the relevant OpenGL state and change it to
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* what's needed to draw the curve
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* @return
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*/
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private RenderState startRender() {
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RenderState state = new RenderState();
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state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH);
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return state;
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}
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/**
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* Restore the old OpenGL state that's backed up in {@code state}
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* @param state the old state to restore
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*/
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private void endRender(RenderState state) {
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GL11.glMatrixMode(GL11.GL_PROJECTION);
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GL11.glPopMatrix();
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@ -186,12 +231,12 @@ public class CurveRenderState {
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* @param curve the points along the curve
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*/
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private void draw_curve(Color color, Vec2f[] curve) {
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staticState.initGradient();
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RenderState state = startRender();
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int vtx_buf;
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//floatsize * (position + texture coordinates) * (number of cones) * (vertices in a cone)
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//The size is: floatsize * (position + texture coordinates) * (number of cones) * (vertices in a cone)
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FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * (2 * curve.length - 1) * (NewCurveStyleState.DIVIDES + 2)).asFloatBuffer();
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staticState.initShaderProgram();
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staticState.initGradient();
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vtx_buf = GL15.glGenBuffers();
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for (int i = 0; i < curve.length; ++i) {
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float x = curve[i].x;
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@ -211,7 +256,20 @@ public class CurveRenderState {
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buff.flip();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vtx_buf);
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buff, GL15.GL_STATIC_DRAW);
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staticState.render(color, curve.length * 2 - 1, vtx_buf);
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GL20.glUseProgram(staticState.program);
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GL20.glEnableVertexAttribArray(staticState.attribLoc);
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GL20.glEnableVertexAttribArray(staticState.texCoordLoc);
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GL20.glUniform1i(staticState.texLoc, 0);
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GL20.glUniform3f(staticState.colLoc, color.r, color.g, color.b);
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//stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w)
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//2*4 is for skipping the first 2 floats (u,v)
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GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4);
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GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0);
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for (int i = 0; i < curve.length*2-1; ++i) {
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GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2);
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}
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GL20.glDisableVertexAttribArray(staticState.texCoordLoc);
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GL20.glDisableVertexAttribArray(staticState.attribLoc);
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GL15.glDeleteBuffers(vtx_buf);
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endRender(state);
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}
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@ -226,8 +284,8 @@ public class CurveRenderState {
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* @param DIVIDES the base of the cone is a regular polygon with this many sides
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*/
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protected void fillCone(FloatBuffer buff, float x1, float y1, final int DIVIDES) {
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float divx = Options.getLatestResolutionWidth() / 2.0f;
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float divy = Options.getLatestResolutionHeight() / 2.0f;
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float divx = containerWidth / 2.0f;
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float divy = containerHeight / 2.0f;
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float offx = -1.0f;
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float offy = 1.0f;
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float x, y;
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@ -271,7 +329,7 @@ public class CurveRenderState {
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* Contains all the necessary state that needs to be tracked to draw curves
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* in the new style and not re-create the shader each time.
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*
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* @author Bigpet {@literal <dravorek@gmail.com>}
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* @author Bigpet {@literal <dravorek (at) gmail.com>}
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*/
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private static class NewCurveStyleState {
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*/
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protected static final int DIVIDES = 30;
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/**
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* OpenGL shader program ID used to draw and recolor the curve
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*/
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/** OpenGL shader program ID used to draw and recolor the curve */
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protected int program = 0;
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/**
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* OpenGL shader attribute location of the vertex position attribute
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*/
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/** OpenGL shader attribute location of the vertex position attribute */
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protected int attribLoc = 0;
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/**
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* OpenGL shader attribute location of the texture coordinate attribute
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*/
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/** OpenGL shader attribute location of the texture coordinate attribute */
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protected int texCoordLoc = 0;
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/**
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* OpenGL shader uniform location of the color attribute
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*/
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/** OpenGL shader uniform location of the color attribute */
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protected int colLoc = 0;
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/**
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* OpenGL texture id for the gradient texture for the curve
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*/
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/** OpenGL shader uniform location of the texture sampler attribute */
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protected int texLoc = 0;
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/** OpenGL texture id for the gradient texture for the curve */
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protected int gradientTexture = 0;
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/**
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buff.put((byte)(255*col.g));
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buff.put((byte)(255*col.b));
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buff.put((byte)(255*col.a));
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}
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buff.flip();
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GL11.glBindTexture(GL11.GL_TEXTURE_1D, gradientTexture);
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@ -391,38 +441,9 @@ public class CurveRenderState {
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}
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attribLoc = GL20.glGetAttribLocation(program, "in_position");
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texCoordLoc = GL20.glGetAttribLocation(program, "in_tex_coord");
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int texLoc = GL20.glGetUniformLocation(program, "tex");
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texLoc = GL20.glGetUniformLocation(program, "tex");
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colLoc = GL20.glGetUniformLocation(program, "col_tint");
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GL20.glUniform1i(texLoc, 0);
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}
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}
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/**
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* Make the drawcalls for the curve. This requires the {@code vertexBufferObject} to be filled with
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* {@code numCones * (NewCurveStyleState.DIVIDES+2)} sets of (u,v,x,y,z,w) floats
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* @param color the color of the curve to be drawn
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* @param numCones the number of points in the {code vertexBufferObject}
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* @param vertexBufferObject the OpenGL vertex buffer object ID that
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* contains the positions and texture coordinates of the cones
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*/
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public void render(Color color, int numCones, int vertexBufferObject) {
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GL20.glUseProgram(program);
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GL20.glEnableVertexAttribArray(attribLoc);
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GL20.glEnableVertexAttribArray(texCoordLoc);
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//stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w)
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//2*4 is for skipping the first 2 floats (u,v)
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GL20.glVertexAttribPointer(attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4);
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GL20.glVertexAttribPointer(texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0);
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GL20.glUniform3f(colLoc, color.r, color.g, color.b);
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for (int i = 0; i < numCones; ++i) {
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GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2);
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}
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GL20.glDisableVertexAttribArray(texCoordLoc);
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GL20.glDisableVertexAttribArray(attribLoc);
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}
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}
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}
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@ -17,6 +17,7 @@
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*/
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package itdelatrisu.opsu.render;
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import itdelatrisu.opsu.Opsu;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.beatmap.HitObject;
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import java.util.ArrayList;
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@ -28,24 +29,31 @@ import org.newdawn.slick.util.Log;
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* This is cache for OpenGL FrameBufferObjects. This is currently only used
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* to draw curve objects of the new slider style. Does currently not integrate
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* well and requires some manual OpenGL state manipulation to use it.
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* @author Bigpet {@literal <dravorek@gmail.com>}
|
||||
* @author Bigpet {@literal <dravorek (at) gmail.com>}
|
||||
*/
|
||||
public class FrameBufferCache {
|
||||
private static final int INITIAL_CACHE_SIZE = 4;
|
||||
private static FrameBufferCache instance = null;
|
||||
private Map<HitObject, Rendertarget> cacheMap;
|
||||
private ArrayList<Rendertarget> cache;
|
||||
public final int width;
|
||||
public final int height;
|
||||
public static int width;
|
||||
public static int height;
|
||||
|
||||
private FrameBufferCache(int width, int height) {
|
||||
cache = new ArrayList<>(INITIAL_CACHE_SIZE);
|
||||
cacheMap = new HashMap<>();
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
for (int i = 0; i < INITIAL_CACHE_SIZE; ++i) {
|
||||
cache.add(Rendertarget.createRTTFramebuffer(width, height));
|
||||
/**
|
||||
* Set the width and height of the framebuffers in this cache.
|
||||
* Should be called before anything is inserted into the map.
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
public static void init(int width, int height)
|
||||
{
|
||||
FrameBufferCache.width = width;
|
||||
FrameBufferCache.height = height;
|
||||
}
|
||||
|
||||
private FrameBufferCache() {
|
||||
cache = new ArrayList<>();
|
||||
cacheMap = new HashMap<>();
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -115,7 +123,7 @@ public class FrameBufferCache {
|
|||
*/
|
||||
public static FrameBufferCache getInstance() {
|
||||
if (instance == null) {
|
||||
instance = new FrameBufferCache(Options.getLatestResolutionWidth(), Options.getLatestResolutionHeight());
|
||||
instance = new FrameBufferCache();
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
|
|
|
@ -41,6 +41,7 @@ import itdelatrisu.opsu.objects.DummyObject;
|
|||
import itdelatrisu.opsu.objects.GameObject;
|
||||
import itdelatrisu.opsu.objects.Slider;
|
||||
import itdelatrisu.opsu.objects.Spinner;
|
||||
import itdelatrisu.opsu.objects.curves.Curve;
|
||||
import itdelatrisu.opsu.render.FrameBufferCache;
|
||||
import itdelatrisu.opsu.replay.PlaybackSpeed;
|
||||
import itdelatrisu.opsu.replay.Replay;
|
||||
|
@ -1024,7 +1025,7 @@ public class Game extends BasicGameState {
|
|||
if (beatmap == null || beatmap.objects == null)
|
||||
throw new RuntimeException("Running game with no beatmap loaded.");
|
||||
|
||||
//@TODO: find a better place to clean the SliderCache
|
||||
//free all previously cached hitobject to framebuffer mappings if some still exist
|
||||
FrameBufferCache.getInstance().freeMap();
|
||||
|
||||
// grab the mouse (not working for touchscreen)
|
||||
|
@ -1392,6 +1393,7 @@ public class Game extends BasicGameState {
|
|||
Circle.init(container, circleSize);
|
||||
Slider.init(container, circleSize, beatmap);
|
||||
Spinner.init(container);
|
||||
Curve.init(container.getWidth(),container.getHeight(),circleSize);
|
||||
|
||||
// approachRate (hit object approach time)
|
||||
if (approachRate < 5)
|
||||
|
|
Loading…
Reference in New Issue
Block a user