pass screen size in instead of polling it later

and add some comments
This commit is contained in:
Peter Tissen 2015-06-08 15:38:46 +02:00
parent 41c7825728
commit 2970972456
6 changed files with 132 additions and 136 deletions

View File

@ -485,9 +485,6 @@ public class Options {
/** The current skin. */
private static Skin skin;
/** Resolution that the latest Container passed to "setDisplayMode" was set to. */
private static Resolution lastSetResolution = Resolution.RES_1024_768;
/** Frame limiters. */
private static final int[] targetFPS = { 60, 120, 240 };
@ -597,8 +594,6 @@ public class Options {
// set borderless window if dimensions match screen size
boolean borderless = (screenWidth == resolution.getWidth() && screenHeight == resolution.getHeight());
System.setProperty("org.lwjgl.opengl.Window.undecorated", Boolean.toString(borderless));
lastSetResolution = resolution;
}
// /**
@ -893,24 +888,6 @@ public class Options {
return replayDir;
}
/**
* Returns the horizontal Resolution.
* If no game has been started then a default value is returned.
* @return the horizontal resolution of the latest game instance to be started.
*/
public static int getLatestResolutionWidth() {
return lastSetResolution.getWidth();
}
/**
* Returns the vertical Resolution.
* If no game has been started then a default value is returned.
* @return the vertical resolution of the latest game instance to be started.
*/
public static int getLatestResolutionHeight() {
return lastSetResolution.getHeight();
}
/**
* Returns the current skin directory.
* If invalid, this will create a "Skins" folder in the root directory.

View File

@ -30,20 +30,12 @@ import itdelatrisu.opsu.objects.curves.CatmullCurve;
import itdelatrisu.opsu.objects.curves.CircumscribedCircle;
import itdelatrisu.opsu.objects.curves.Curve;
import itdelatrisu.opsu.objects.curves.LinearBezier;
import itdelatrisu.opsu.render.Rendertarget;
import itdelatrisu.opsu.states.Game;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL30;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.util.Log;
/**
* Data type representing a slider object.
@ -58,9 +50,6 @@ public class Slider implements GameObject {
/** Rate at which slider ticks are placed. */
private static float sliderTickRate = 1.0f;
/** Scaling factor for display elements */
private static int diameter = 1;
/** The amount of time, in milliseconds, to fade in the slider. */
private static final int FADE_IN_TIME = 375;
@ -122,7 +111,7 @@ public class Slider implements GameObject {
containerWidth = container.getWidth();
containerHeight = container.getHeight();
diameter = (int) (104 - (circleSize * 8));
int diameter = (int) (104 - (circleSize * 8));
diameter = (int) (diameter * HitObject.getXMultiplier()); // convert from Osupixels (640x480)
// slider ball
@ -399,7 +388,6 @@ public class Slider implements GameObject {
// calculate and send slider result
hitResult();
return true;
}
@ -481,8 +469,6 @@ public class Slider implements GameObject {
this.curve = new CatmullCurve(hitObject, color);
else
this.curve = new LinearBezier(hitObject, color, hitObject.getSliderType() == HitObject.SLIDER_LINEAR);
this.curve.setScale(diameter );//* 118 / 128);
}
@Override

View File

@ -37,6 +37,9 @@ public abstract class Curve {
/** Points generated along the curve should be spaced this far apart. */
protected static float CURVE_POINTS_SEPERATION = 5;
/** The width and height of the display container this curve gets drawn into */
protected static int containerWidth = 0, containerHeight = 0;
/** The associated HitObject. */
protected HitObject hitObject;
@ -46,9 +49,6 @@ public abstract class Curve {
/** The scaled slider x, y coordinate lists. */
protected float[] sliderX, sliderY;
/** scaling factor for drawing. */
protected static float scale;
/** Per-curve render-state used for the new style curve renders*/
private CurveRenderState renderState;
@ -66,10 +66,22 @@ public abstract class Curve {
this.y = hitObject.getScaledY();
this.sliderX = hitObject.getScaledSliderX();
this.sliderY = hitObject.getScaledSliderY();
this.scale = 100;
this.renderState = null;
}
/**
* Set the width and height of the container that Curves get drawn into
* Should be called before any curves are drawn.
* @param width
* @param height
*/
public static void init(int width, int height, float circleSize)
{
containerWidth = width;
containerHeight = height;
CurveRenderState.init(width, height, circleSize);
}
/**
* Returns the point on the curve at a value t.
* @param t the t value [0, 1]
@ -82,26 +94,24 @@ public abstract class Curve {
* @param color the color filter
*/
public void draw(Color color) {
if ( curve == null){
Log.error("draw curve"+this);
return;
if (curve == null) {
return;
}
if (Options.GameOption.NEW_SLIDER.getBooleanValue()) {
if (renderState == null) {
renderState = new CurveRenderState(hitObject);
}
if (Options.GameOption.NEW_SLIDER.getBooleanValue()) {
if(renderState == null)
{
renderState = new CurveRenderState(scale,hitObject);
}
renderState.draw(color,curve);
} else {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
for (int i = 0; i < curve.length; i++) {
hitCircleOverlay.drawCentered(curve[i].x, curve[i].y, Utils.COLOR_WHITE_FADE);
}
for (int i = 0; i < curve.length; i++){
hitCircle.drawCentered(curve[i].x, curve[i].y, color);
}
renderState.draw(color, curve);
} else {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
for (int i = 0; i < curve.length; i++) {
hitCircleOverlay.drawCentered(curve[i].x, curve[i].y, Utils.COLOR_WHITE_FADE);
}
for (int i = 0; i < curve.length; i++) {
hitCircle.drawCentered(curve[i].x, curve[i].y, color);
}
}
}
/**
@ -126,14 +136,6 @@ public abstract class Curve {
*/
public float getY(int i) { return (i == 0) ? y : sliderY[i - 1]; }
/**
* Set the scaling factor.
* @param factor the new scaling factor for the UI representation
*/
public static void setScale(float factor) {
scale = factor;
}
/**
* Linear interpolation of a and b at t.
*/

View File

@ -41,11 +41,14 @@ import org.newdawn.slick.util.Log;
*/
public class CurveRenderState {
/** The width and height of the display container this curve gets drawn into */
protected static int containerWidth, containerHeight;
/** cached drawn slider, only used if new style sliders are activated */
public Rendertarget fbo;
/** thickness of the curve */
float scale;
protected static int scale;
/** The HitObject associated with the curve to be drawn */
HitObject hitObject;
@ -53,12 +56,40 @@ public class CurveRenderState {
/** Static state that's needed to draw the new style curves */
private static final NewCurveStyleState staticState = new NewCurveStyleState();
public CurveRenderState(float scale, HitObject hitObject) {
/**
* Set the width and height of the container that Curves get drawn into
* Should be called before any curves are drawn.
* @param width
* @param height
*/
public static void init(int width, int height, float circleSize)
{
containerWidth = width;
containerHeight = height;
//equivalent to what happens in Slider.init
scale = (int) (104 - (circleSize * 8));
scale = (int) (scale * HitObject.getXMultiplier()); // convert from Osupixels (640x480)
//scale = scale * 118 / 128; //for curves exaclty as big as the sliderball
FrameBufferCache.init(width, height);
}
/**
* Creates an object to hold the render state that's necessary to draw a curve.
* @param hitObject the HitObject that represents this curve, just used as a
* unique ID
*/
public CurveRenderState(HitObject hitObject) {
fbo = null;
this.scale = scale;
this.hitObject = hitObject;
}
/**
* Draw a curve to the screen that's tinted with `color`. The first time
* this is called this caches the image result of the curve and on subsequent
* runs it just draws the cached copy to the screen.
* @param color tint of the curve
* @param curve the points along the curve to be drawn
*/
public void draw(Color color, Vec2f[] curve) {
float alpha = color.a;
//if this curve hasn't been drawn, draw it and cache the result
@ -108,6 +139,11 @@ public class CurveRenderState {
FrameBufferCache.getInstance().freeMappingFor(hitObject);
}
/**
* Just a structure to hold all the important OpenGL state that needs to be
* changed to draw the curve. This is used to backup and restore the state
* so that the code outside of this (mainly Slick2D) doesn't break
*/
private class RenderState {
boolean smoothedPoly;
boolean blendEnabled;
@ -119,6 +155,11 @@ public class CurveRenderState {
int oldArrayBuffer;
}
/**
* Backup the current state of the relevant OpenGL state and change it to
* what's needed to draw the curve
* @return
*/
private RenderState startRender() {
RenderState state = new RenderState();
state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH);
@ -154,6 +195,10 @@ public class CurveRenderState {
return state;
}
/**
* Restore the old OpenGL state that's backed up in {@code state}
* @param state the old state to restore
*/
private void endRender(RenderState state) {
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
@ -186,12 +231,12 @@ public class CurveRenderState {
* @param curve the points along the curve
*/
private void draw_curve(Color color, Vec2f[] curve) {
staticState.initGradient();
RenderState state = startRender();
int vtx_buf;
//floatsize * (position + texture coordinates) * (number of cones) * (vertices in a cone)
//The size is: floatsize * (position + texture coordinates) * (number of cones) * (vertices in a cone)
FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * (2 * curve.length - 1) * (NewCurveStyleState.DIVIDES + 2)).asFloatBuffer();
staticState.initShaderProgram();
staticState.initGradient();
vtx_buf = GL15.glGenBuffers();
for (int i = 0; i < curve.length; ++i) {
float x = curve[i].x;
@ -211,7 +256,20 @@ public class CurveRenderState {
buff.flip();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vtx_buf);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buff, GL15.GL_STATIC_DRAW);
staticState.render(color, curve.length * 2 - 1, vtx_buf);
GL20.glUseProgram(staticState.program);
GL20.glEnableVertexAttribArray(staticState.attribLoc);
GL20.glEnableVertexAttribArray(staticState.texCoordLoc);
GL20.glUniform1i(staticState.texLoc, 0);
GL20.glUniform3f(staticState.colLoc, color.r, color.g, color.b);
//stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w)
//2*4 is for skipping the first 2 floats (u,v)
GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4);
GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0);
for (int i = 0; i < curve.length*2-1; ++i) {
GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2);
}
GL20.glDisableVertexAttribArray(staticState.texCoordLoc);
GL20.glDisableVertexAttribArray(staticState.attribLoc);
GL15.glDeleteBuffers(vtx_buf);
endRender(state);
}
@ -226,8 +284,8 @@ public class CurveRenderState {
* @param DIVIDES the base of the cone is a regular polygon with this many sides
*/
protected void fillCone(FloatBuffer buff, float x1, float y1, final int DIVIDES) {
float divx = Options.getLatestResolutionWidth() / 2.0f;
float divy = Options.getLatestResolutionHeight() / 2.0f;
float divx = containerWidth / 2.0f;
float divy = containerHeight / 2.0f;
float offx = -1.0f;
float offy = 1.0f;
float x, y;
@ -271,7 +329,7 @@ public class CurveRenderState {
* Contains all the necessary state that needs to be tracked to draw curves
* in the new style and not re-create the shader each time.
*
* @author Bigpet {@literal <dravorek@gmail.com>}
* @author Bigpet {@literal <dravorek (at) gmail.com>}
*/
private static class NewCurveStyleState {
@ -281,29 +339,22 @@ public class CurveRenderState {
*/
protected static final int DIVIDES = 30;
/**
* OpenGL shader program ID used to draw and recolor the curve
*/
/** OpenGL shader program ID used to draw and recolor the curve */
protected int program = 0;
/**
* OpenGL shader attribute location of the vertex position attribute
*/
/** OpenGL shader attribute location of the vertex position attribute */
protected int attribLoc = 0;
/**
* OpenGL shader attribute location of the texture coordinate attribute
*/
/** OpenGL shader attribute location of the texture coordinate attribute */
protected int texCoordLoc = 0;
/**
* OpenGL shader uniform location of the color attribute
*/
/** OpenGL shader uniform location of the color attribute */
protected int colLoc = 0;
/**
* OpenGL texture id for the gradient texture for the curve
*/
/** OpenGL shader uniform location of the texture sampler attribute */
protected int texLoc = 0;
/** OpenGL texture id for the gradient texture for the curve */
protected int gradientTexture = 0;
/**
@ -324,7 +375,6 @@ public class CurveRenderState {
buff.put((byte)(255*col.g));
buff.put((byte)(255*col.b));
buff.put((byte)(255*col.a));
}
buff.flip();
GL11.glBindTexture(GL11.GL_TEXTURE_1D, gradientTexture);
@ -391,38 +441,9 @@ public class CurveRenderState {
}
attribLoc = GL20.glGetAttribLocation(program, "in_position");
texCoordLoc = GL20.glGetAttribLocation(program, "in_tex_coord");
int texLoc = GL20.glGetUniformLocation(program, "tex");
texLoc = GL20.glGetUniformLocation(program, "tex");
colLoc = GL20.glGetUniformLocation(program, "col_tint");
GL20.glUniform1i(texLoc, 0);
}
}
/**
* Make the drawcalls for the curve. This requires the {@code vertexBufferObject} to be filled with
* {@code numCones * (NewCurveStyleState.DIVIDES+2)} sets of (u,v,x,y,z,w) floats
* @param color the color of the curve to be drawn
* @param numCones the number of points in the {code vertexBufferObject}
* @param vertexBufferObject the OpenGL vertex buffer object ID that
* contains the positions and texture coordinates of the cones
*/
public void render(Color color, int numCones, int vertexBufferObject) {
GL20.glUseProgram(program);
GL20.glEnableVertexAttribArray(attribLoc);
GL20.glEnableVertexAttribArray(texCoordLoc);
//stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w)
//2*4 is for skipping the first 2 floats (u,v)
GL20.glVertexAttribPointer(attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4);
GL20.glVertexAttribPointer(texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0);
GL20.glUniform3f(colLoc, color.r, color.g, color.b);
for (int i = 0; i < numCones; ++i) {
GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2);
}
GL20.glDisableVertexAttribArray(texCoordLoc);
GL20.glDisableVertexAttribArray(attribLoc);
}
}
}

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@ -17,6 +17,7 @@
*/
package itdelatrisu.opsu.render;
import itdelatrisu.opsu.Opsu;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.beatmap.HitObject;
import java.util.ArrayList;
@ -28,24 +29,31 @@ import org.newdawn.slick.util.Log;
* This is cache for OpenGL FrameBufferObjects. This is currently only used
* to draw curve objects of the new slider style. Does currently not integrate
* well and requires some manual OpenGL state manipulation to use it.
* @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);
/**
* 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<>();
this.width = width;
this.height = height;
for (int i = 0; i < INITIAL_CACHE_SIZE; ++i) {
cache.add(Rendertarget.createRTTFramebuffer(width, height));
}
}
/**
@ -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;
}

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@ -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)