Follow-up to #91.
Pass the border color into CurveRenderState instead of determining it there; store the color as a static field in Curve (since it shouldn't change per-beatmap). Also removed the leftover FrameBufferCache warning from #64. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@ -39,6 +39,9 @@ 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 curve border color. */
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private static Color borderColor;
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/** Whether OpenGL 3.0 is supported. */
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private static boolean openGL30 = false;
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@ -77,8 +80,10 @@ public abstract class Curve {
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* @param width the container width
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* @param height the container height
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* @param circleSize the circle size
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* @param borderColor the curve border color
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*/
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public static void init(int width, int height, float circleSize) {
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public static void init(int width, int height, float circleSize, Color borderColor) {
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Curve.borderColor = borderColor;
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openGL30 = GLContext.getCapabilities().OpenGL30;
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if (openGL30)
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CurveRenderState.init(width, height, circleSize);
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@ -117,7 +122,7 @@ public abstract class Curve {
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else {
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if (renderState == null)
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renderState = new CurveRenderState(hitObject);
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renderState.draw(color, curve);
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renderState.draw(color, borderColor, curve);
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}
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}
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@ -18,9 +18,7 @@
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package itdelatrisu.opsu.render;
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import itdelatrisu.opsu.GameImage;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.Utils;
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import itdelatrisu.opsu.audio.MusicController;
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import itdelatrisu.opsu.beatmap.HitObject;
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import itdelatrisu.opsu.objects.curves.Vec2f;
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@ -92,9 +90,10 @@ public class CurveRenderState {
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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 borderColor the curve border color
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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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public void draw(Color color, Color borderColor, 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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@ -113,7 +112,7 @@ public class CurveRenderState {
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GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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Utils.COLOR_WHITE_FADE.a = 1.0f;
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this.draw_curve(color, curve);
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this.draw_curve(color, borderColor, curve);
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color.a = 1f;
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, old_tex);
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@ -229,9 +228,10 @@ public class CurveRenderState {
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/**
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* Do the actual drawing of the curve into the currently bound framebuffer.
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* @param color the color of the curve
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* @param borderColor the curve border color
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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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private void draw_curve(Color color, Color borderColor, 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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@ -262,12 +262,7 @@ public class CurveRenderState {
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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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Color borderColor;
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if(Options.isBeatmapSkinIgnored())
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borderColor = Options.getSkin().getSliderBorderColor();
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else
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borderColor = MusicController.getBeatmap().getSliderBorderColor();
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GL20.glUniform4f(staticState.colBorderLoc,borderColor.r,borderColor.g,borderColor.b,borderColor.a);
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GL20.glUniform4f(staticState.colBorderLoc, borderColor.r, borderColor.g, borderColor.b, borderColor.a);
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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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@ -356,7 +351,7 @@ public class CurveRenderState {
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/** OpenGL shader uniform location of the color attribute. */
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protected int colLoc = 0;
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/** OpenGL shader uniform location of the border color attribute */
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/** OpenGL shader uniform location of the border color attribute. */
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protected int colBorderLoc = 0;
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/** OpenGL shader uniform location of the texture sampler attribute. */
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@ -23,8 +23,6 @@ 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.newdawn.slick.util.Log;
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/**
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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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@ -33,9 +31,6 @@ import org.newdawn.slick.util.Log;
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* @author Bigpet {@literal <dravorek (at) gmail.com>}
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*/
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public class FrameBufferCache {
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/** The initial cache size. */
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//private static final int INITIAL_CACHE_SIZE = 4;
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/** The single framebuffer cache instance. */
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private static FrameBufferCache instance = null;
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@ -123,7 +118,6 @@ public class FrameBufferCache {
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// no unmapped RTTFramebuffer found, create a new one
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buffer = Rendertarget.createRTTFramebuffer(width, height);
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cache.add(buffer);
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Log.warn("Framebuffer cache was not large enough, possible resource leak.");
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cacheMap.put(obj, buffer);
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return buffer;
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}
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@ -1393,7 +1393,8 @@ public class Game extends BasicGameState {
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Circle.init(container, circleSize);
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Slider.init(container, circleSize, beatmap);
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Spinner.init(container);
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Curve.init(container.getWidth(), container.getHeight(), circleSize);
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Curve.init(container.getWidth(), container.getHeight(), circleSize, (Options.isBeatmapSkinIgnored()) ?
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Options.getSkin().getSliderBorderColor() : beatmap.getSliderBorderColor());
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// approachRate (hit object approach time)
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if (approachRate < 5)
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