Follow-up to #205: fixed some compile warnings.
This commit is contained in:
parent
0b9a0e188d
commit
4b1dc39e4a
|
@ -24,19 +24,17 @@ import itdelatrisu.opsu.objects.curves.Vec2f;
|
|||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.FloatBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
|
||||
import org.lwjgl.BufferUtils;
|
||||
import org.lwjgl.opengl.EXTFramebufferObject;
|
||||
import org.lwjgl.opengl.GLContext;
|
||||
import org.lwjgl.opengl.ContextCapabilities;
|
||||
import org.lwjgl.opengl.EXTFramebufferObject;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL12;
|
||||
import org.lwjgl.opengl.GL13;
|
||||
import org.lwjgl.opengl.GL14;
|
||||
import org.lwjgl.opengl.GL15;
|
||||
import org.lwjgl.opengl.GL20;
|
||||
import org.lwjgl.opengl.GL30;
|
||||
import org.lwjgl.opengl.GLContext;
|
||||
import org.newdawn.slick.Color;
|
||||
import org.newdawn.slick.Image;
|
||||
import org.newdawn.slick.util.Log;
|
||||
|
@ -104,7 +102,6 @@ public class CurveRenderState {
|
|||
this.curve = curve;
|
||||
this.pointIndices = new int[curve.length];
|
||||
this.vboID = -1;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -117,7 +114,6 @@ public class CurveRenderState {
|
|||
*/
|
||||
public void draw(Color color, Color borderColor, float t) {
|
||||
t = Utils.clamp(t, 0.0f, 1.0f);
|
||||
float alpha = color.a;
|
||||
|
||||
// create curve geometry and store it on the GPU
|
||||
if (vboID == -1) {
|
||||
|
@ -126,10 +122,7 @@ public class CurveRenderState {
|
|||
}
|
||||
|
||||
int drawUpTo = (int) (t * (curve.length - 1));
|
||||
|
||||
|
||||
this.renderCurve(color, borderColor, drawUpTo);
|
||||
//color.a = 1f;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -216,10 +209,7 @@ public class CurveRenderState {
|
|||
*/
|
||||
private void createVertexBuffer(int bufferID) {
|
||||
float radius = scale / 2;
|
||||
float mul_x = 2.f / containerWidth;
|
||||
float mul_y = 2.f / containerHeight;
|
||||
|
||||
int triangle_count = staticState.DIVIDES; // for curve caps
|
||||
int triangle_count = NewCurveStyleState.DIVIDES; // for curve caps
|
||||
float last_dx=0, last_dy=0;
|
||||
float last_alpha = 0;
|
||||
for (int i = 0; i < curve.length; ++i) { // compute number of triangles
|
||||
|
@ -238,10 +228,10 @@ public class CurveRenderState {
|
|||
if (theta > Math.PI) theta -= 2*Math.PI;
|
||||
if (theta < -Math.PI) theta += 2*Math.PI;
|
||||
|
||||
if (Math.abs(theta) < 2*Math.PI / staticState.DIVIDES) {
|
||||
if (Math.abs(theta) < 2*Math.PI / NewCurveStyleState.DIVIDES) {
|
||||
triangle_count++;
|
||||
} else {
|
||||
int divs = (int)(Math.ceil(staticState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
|
||||
int divs = (int)(Math.ceil(NewCurveStyleState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
|
||||
triangle_count += divs;
|
||||
}
|
||||
}
|
||||
|
@ -256,24 +246,19 @@ public class CurveRenderState {
|
|||
int arrayBufferBinding = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
|
||||
FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * 3 * (triangle_count)).asFloatBuffer();
|
||||
|
||||
|
||||
last_dx=0; last_dy=0;
|
||||
float last_length=0;
|
||||
float last_ox=0, last_oy=0;
|
||||
for (int i = 0; i < curve.length; ++i) {
|
||||
float x = curve[i].x;
|
||||
float y = curve[i].y;
|
||||
if (i > 0) {
|
||||
/*
|
||||
|
||||
Render this shape:
|
||||
___ ___
|
||||
|A /|C /|
|
||||
| /B| /D|
|
||||
|/__|/__|
|
||||
|
||||
|
||||
|
||||
*/
|
||||
float last_x = curve[i - 1].x;
|
||||
float last_y = curve[i - 1].y;
|
||||
|
@ -285,15 +270,13 @@ public class CurveRenderState {
|
|||
|
||||
float alpha = (float)Math.atan2(diff_y, diff_x);
|
||||
|
||||
|
||||
if (i > 1) {
|
||||
float cross = last_dx * diff_y - last_dy * diff_x;
|
||||
float theta = alpha - last_alpha;
|
||||
if (theta > Math.PI) theta -= 2*Math.PI;
|
||||
if (theta < -Math.PI) theta += 2*Math.PI;
|
||||
|
||||
|
||||
if (Math.abs(theta) < 2*Math.PI / staticState.DIVIDES) { // small angle, just render single triangle
|
||||
if (Math.abs(theta) < 2*Math.PI / NewCurveStyleState.DIVIDES) { // small angle, just render single triangle
|
||||
if (cross > 0) { // going counterclockwise
|
||||
buff.put(1.0f); buff.put(0.5f);
|
||||
buff.put(last_x); buff.put(last_y);
|
||||
|
@ -318,7 +301,7 @@ public class CurveRenderState {
|
|||
// straight line, very unlikely
|
||||
}
|
||||
} else {
|
||||
int divs = (int)(Math.ceil(staticState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
|
||||
int divs = (int)(Math.ceil(NewCurveStyleState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
|
||||
float phi = Math.abs(theta) / divs;
|
||||
float sinphi = (float)Math.sin(phi);
|
||||
float cosphi = (float)Math.cos(phi);
|
||||
|
@ -352,7 +335,7 @@ public class CurveRenderState {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
int divs = staticState.DIVIDES/2;
|
||||
int divs = NewCurveStyleState.DIVIDES / 2;
|
||||
|
||||
float phi = (float)(Math.PI / divs);
|
||||
float sinphi = (float)Math.sin(phi);
|
||||
|
@ -419,7 +402,7 @@ public class CurveRenderState {
|
|||
buff.put(1.0f); buff.put(1.0f);
|
||||
|
||||
if (i == curve.length-1) {
|
||||
int divs = staticState.DIVIDES/2;
|
||||
int divs = NewCurveStyleState.DIVIDES / 2;
|
||||
|
||||
float phi = (float)(Math.PI / divs);
|
||||
float sinphi = (float)Math.sin(phi);
|
||||
|
@ -447,14 +430,12 @@ public class CurveRenderState {
|
|||
|
||||
last_dx = diff_x;
|
||||
last_dy = diff_y;
|
||||
last_length = length;
|
||||
last_ox = offs_x;
|
||||
last_oy = offs_y;
|
||||
last_alpha = alpha;
|
||||
}
|
||||
|
||||
pointIndices[i] = buff.position() / 6; // 6 elements per vertex
|
||||
|
||||
}
|
||||
buff.flip();
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
|
||||
|
@ -484,7 +465,6 @@ public class CurveRenderState {
|
|||
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);
|
||||
|
||||
|
||||
GL11.glColorMask(false,false,false,false);
|
||||
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, pointIndices[to]);
|
||||
GL11.glColorMask(true,true,true,true);
|
||||
|
@ -499,7 +479,6 @@ public class CurveRenderState {
|
|||
restoreRenderState(state);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 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.
|
||||
|
|
Loading…
Reference in New Issue
Block a user