Follow-up to #205: fixed some compile warnings.
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0b9a0e188d
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@ -24,19 +24,17 @@ import itdelatrisu.opsu.objects.curves.Vec2f;
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import java.nio.ByteBuffer;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.EXTFramebufferObject;
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import org.lwjgl.opengl.GLContext;
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import org.lwjgl.opengl.ContextCapabilities;
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import org.lwjgl.opengl.ContextCapabilities;
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import org.lwjgl.opengl.EXTFramebufferObject;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import org.lwjgl.opengl.GL12;
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import org.lwjgl.opengl.GL13;
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import org.lwjgl.opengl.GL14;
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import org.lwjgl.opengl.GL14;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import org.lwjgl.opengl.GL30;
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import org.lwjgl.opengl.GLContext;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.Image;
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import org.newdawn.slick.Image;
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import org.newdawn.slick.util.Log;
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import org.newdawn.slick.util.Log;
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@ -104,7 +102,6 @@ public class CurveRenderState {
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this.curve = curve;
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this.curve = curve;
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this.pointIndices = new int[curve.length];
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this.pointIndices = new int[curve.length];
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this.vboID = -1;
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this.vboID = -1;
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}
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}
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/**
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/**
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@ -117,7 +114,6 @@ public class CurveRenderState {
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*/
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*/
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public void draw(Color color, Color borderColor, float t) {
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public void draw(Color color, Color borderColor, float t) {
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t = Utils.clamp(t, 0.0f, 1.0f);
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t = Utils.clamp(t, 0.0f, 1.0f);
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float alpha = color.a;
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// create curve geometry and store it on the GPU
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// create curve geometry and store it on the GPU
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if (vboID == -1) {
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if (vboID == -1) {
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@ -126,10 +122,7 @@ public class CurveRenderState {
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}
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}
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int drawUpTo = (int) (t * (curve.length - 1));
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int drawUpTo = (int) (t * (curve.length - 1));
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this.renderCurve(color, borderColor, drawUpTo);
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this.renderCurve(color, borderColor, drawUpTo);
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//color.a = 1f;
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}
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}
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/**
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/**
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@ -216,10 +209,7 @@ public class CurveRenderState {
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*/
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*/
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private void createVertexBuffer(int bufferID) {
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private void createVertexBuffer(int bufferID) {
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float radius = scale / 2;
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float radius = scale / 2;
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float mul_x = 2.f / containerWidth;
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int triangle_count = NewCurveStyleState.DIVIDES; // for curve caps
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float mul_y = 2.f / containerHeight;
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int triangle_count = staticState.DIVIDES; // for curve caps
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float last_dx=0, last_dy=0;
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float last_dx=0, last_dy=0;
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float last_alpha = 0;
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float last_alpha = 0;
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for (int i = 0; i < curve.length; ++i) { // compute number of triangles
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for (int i = 0; i < curve.length; ++i) { // compute number of triangles
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@ -238,10 +228,10 @@ public class CurveRenderState {
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if (theta > Math.PI) theta -= 2*Math.PI;
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if (theta > Math.PI) theta -= 2*Math.PI;
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if (theta < -Math.PI) theta += 2*Math.PI;
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if (theta < -Math.PI) theta += 2*Math.PI;
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if (Math.abs(theta) < 2*Math.PI / staticState.DIVIDES) {
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if (Math.abs(theta) < 2*Math.PI / NewCurveStyleState.DIVIDES) {
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triangle_count++;
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triangle_count++;
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}else{
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} else {
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int divs = (int)(Math.ceil(staticState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
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int divs = (int)(Math.ceil(NewCurveStyleState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
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triangle_count += divs;
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triangle_count += divs;
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}
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}
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}
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}
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@ -256,24 +246,19 @@ public class CurveRenderState {
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int arrayBufferBinding = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
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int arrayBufferBinding = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
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FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * 3 * (triangle_count)).asFloatBuffer();
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FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * 3 * (triangle_count)).asFloatBuffer();
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last_dx=0; last_dy=0;
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last_dx=0; last_dy=0;
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float last_length=0;
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float last_ox=0, last_oy=0;
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float last_ox=0, last_oy=0;
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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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float x = curve[i].x;
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float x = curve[i].x;
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float y = curve[i].y;
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float y = curve[i].y;
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if (i > 0) {
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if (i > 0) {
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/*
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/*
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Render this shape:
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Render this shape:
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___ ___
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___ ___
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|A /|C /|
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|A /|C /|
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| /B| /D|
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| /B| /D|
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|/__|/__|
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|/__|/__|
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*/
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*/
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float last_x = curve[i - 1].x;
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float last_x = curve[i - 1].x;
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float last_y = curve[i - 1].y;
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float last_y = curve[i - 1].y;
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@ -285,15 +270,13 @@ public class CurveRenderState {
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float alpha = (float)Math.atan2(diff_y, diff_x);
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float alpha = (float)Math.atan2(diff_y, diff_x);
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if (i > 1) {
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if (i > 1) {
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float cross = last_dx * diff_y - last_dy * diff_x;
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float cross = last_dx * diff_y - last_dy * diff_x;
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float theta = alpha - last_alpha;
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float theta = alpha - last_alpha;
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if (theta > Math.PI) theta -= 2*Math.PI;
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if (theta > Math.PI) theta -= 2*Math.PI;
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if (theta < -Math.PI) theta += 2*Math.PI;
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if (theta < -Math.PI) theta += 2*Math.PI;
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if (Math.abs(theta) < 2*Math.PI / NewCurveStyleState.DIVIDES) { // small angle, just render single triangle
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if (Math.abs(theta) < 2*Math.PI / staticState.DIVIDES) { // small angle, just render single triangle
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if (cross > 0) { // going counterclockwise
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if (cross > 0) { // going counterclockwise
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buff.put(1.0f); buff.put(0.5f);
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buff.put(1.0f); buff.put(0.5f);
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buff.put(last_x); buff.put(last_y);
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buff.put(last_x); buff.put(last_y);
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@ -315,10 +298,10 @@ public class CurveRenderState {
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buff.put(last_x - last_ox);buff.put(last_y - last_oy);
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buff.put(last_x - last_ox);buff.put(last_y - last_oy);
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buff.put(1.0f); buff.put(1.0f);
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buff.put(1.0f); buff.put(1.0f);
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} else {
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} else {
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//straight line, very unlikely
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// straight line, very unlikely
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}
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}
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} else {
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} else {
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int divs = (int)(Math.ceil(staticState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
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int divs = (int)(Math.ceil(NewCurveStyleState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
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float phi = Math.abs(theta) / divs;
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float phi = Math.abs(theta) / divs;
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float sinphi = (float)Math.sin(phi);
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float sinphi = (float)Math.sin(phi);
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float cosphi = (float)Math.cos(phi);
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float cosphi = (float)Math.cos(phi);
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@ -352,7 +335,7 @@ public class CurveRenderState {
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}
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}
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}
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}
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} else {
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} else {
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int divs = staticState.DIVIDES/2;
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int divs = NewCurveStyleState.DIVIDES / 2;
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float phi = (float)(Math.PI / divs);
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float phi = (float)(Math.PI / divs);
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float sinphi = (float)Math.sin(phi);
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float sinphi = (float)Math.sin(phi);
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@ -419,7 +402,7 @@ public class CurveRenderState {
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buff.put(1.0f); buff.put(1.0f);
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buff.put(1.0f); buff.put(1.0f);
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if (i == curve.length-1) {
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if (i == curve.length-1) {
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int divs = staticState.DIVIDES/2;
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int divs = NewCurveStyleState.DIVIDES / 2;
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float phi = (float)(Math.PI / divs);
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float phi = (float)(Math.PI / divs);
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float sinphi = (float)Math.sin(phi);
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float sinphi = (float)Math.sin(phi);
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@ -447,14 +430,12 @@ public class CurveRenderState {
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last_dx = diff_x;
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last_dx = diff_x;
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last_dy = diff_y;
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last_dy = diff_y;
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last_length = length;
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last_ox = offs_x;
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last_ox = offs_x;
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last_oy = offs_y;
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last_oy = offs_y;
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last_alpha = alpha;
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last_alpha = alpha;
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}
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}
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pointIndices[i] = buff.position() / 6; // 6 elements per vertex
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pointIndices[i] = buff.position() / 6; // 6 elements per vertex
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}
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}
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buff.flip();
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buff.flip();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
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@ -484,7 +465,6 @@ public class CurveRenderState {
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GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4);
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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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GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0);
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GL11.glColorMask(false,false,false,false);
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GL11.glColorMask(false,false,false,false);
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GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, pointIndices[to]);
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GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, pointIndices[to]);
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GL11.glColorMask(true,true,true,true);
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GL11.glColorMask(true,true,true,true);
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@ -499,7 +479,6 @@ public class CurveRenderState {
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restoreRenderState(state);
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restoreRenderState(state);
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}
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}
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/**
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/**
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* Contains all the necessary state that needs to be tracked to draw curves
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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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* in the new style and not re-create the shader each time.
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