Follow-up to #64.

- Removed NEW_SLIDER option, and use the skin "SliderStyle" instead.  Uses the new style by default, unless STYLE_PEPPYSLIDER is specified.
- Check if OpenGL 3.0 is supported before trying to draw new style sliders.
- Fixed compilation warnings; removed unneeded fields and imports.
- Filled in some missing Javadocs.
- Style changes.

Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
This commit is contained in:
Jeffrey Han 2015-06-08 15:02:28 -04:00
parent 9c8a8f24c6
commit b6f208a47d
10 changed files with 192 additions and 188 deletions

View File

@ -374,16 +374,10 @@ public class GameData {
health = 100f;
healthDisplay = 100f;
hitResultCount = new int[HIT_MAX];
if(hitResultList != null)
{
Iterator<OsuHitObjectResult> iter =hitResultList.iterator();
while(iter.hasNext())
{
OsuHitObjectResult hitObj = iter.next();
if(hitObj != null && hitObj.curve != null)
{
hitObj.curve.discardCache();
}
if (hitResultList != null) {
for (OsuHitObjectResult hitResult : hitResultList) {
if (hitResult.curve != null)
hitResult.curve.discardCache();
}
}
hitResultList = new LinkedBlockingDeque<OsuHitObjectResult>();
@ -951,11 +945,9 @@ public class GameData {
}
hitResult.alpha = 1 - ((float) (trackPosition - hitResult.time) / HITRESULT_FADE_TIME);
} else{
if (hitResult.curve !=null)
{
} else {
if (hitResult.curve != null)
hitResult.curve.discardCache();
}
iter.remove();
}
}

View File

@ -228,7 +228,6 @@ public class Options {
UI.getCursor().reset();
}
},
NEW_SLIDER("Enable New Slider", "Use the new Slider style (requires OpenGL 3.0).",false),
DYNAMIC_BACKGROUND ("Enable Dynamic Backgrounds", "The song background will be used as the main menu background.", true),
BACKGROUND_DIM ("Background Dim", "Percentage to dim the background image during gameplay.", 50, 0, 100),
FORCE_DEFAULT_PLAYFIELD ("Force Default Playfield", "Override the song background with the default playfield background.", false),
@ -1072,9 +1071,6 @@ public class Options {
case "NewCursor":
GameOption.NEW_CURSOR.setValue(Boolean.parseBoolean(value));
break;
case "NewSlider":
GameOption.NEW_SLIDER.setValue(Boolean.parseBoolean(value));
break;
case "DynamicBackground":
GameOption.DYNAMIC_BACKGROUND.setValue(Boolean.parseBoolean(value));
break;
@ -1226,8 +1222,6 @@ public class Options {
writer.newLine();
writer.write(String.format("NewCursor = %b", isNewCursorEnabled()));
writer.newLine();
writer.write(String.format("NewSlider = %b", GameOption.NEW_SLIDER.getBooleanValue()));
writer.newLine();
writer.write(String.format("DynamicBackground = %b", isDynamicBackgroundEnabled()));
writer.newLine();
writer.write(String.format("LoadVerbose = %b", isLoadVerbose()));

View File

@ -187,9 +187,8 @@ public class Slider implements GameObject {
// start circle
hitCircle.drawCentered(x, y, color);
if (!overlayAboveNumber) {
if (!overlayAboveNumber)
hitCircleOverlay.drawCentered(x, y, Utils.COLOR_WHITE_FADE);
}
// ticks
if (ticksT != null) {

View File

@ -18,12 +18,14 @@
package itdelatrisu.opsu.objects.curves;
import itdelatrisu.opsu.render.CurveRenderState;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.beatmap.HitObject;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.render.CurveRenderState;
import itdelatrisu.opsu.skins.Skin;
import org.lwjgl.opengl.GLContext;
import org.newdawn.slick.Color;
import org.newdawn.slick.Image;
import org.newdawn.slick.util.Log;
@ -37,9 +39,9 @@ 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;
/** Whether OpenGL 3.0 is supported. */
private static boolean openGL30 = false;
/** The associated HitObject. */
protected HitObject hitObject;
@ -48,8 +50,8 @@ public abstract class Curve {
/** The scaled slider x, y coordinate lists. */
protected float[] sliderX, sliderY;
/** Per-curve render-state used for the new style curve renders*/
/** Per-curve render-state used for the new style curve renders. */
private CurveRenderState renderState;
/** Points along the curve (set by inherited classes). */
@ -70,18 +72,22 @@ public abstract class Curve {
}
/**
* Set the width and height of the container that Curves get drawn into
* 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
* @param width the container width
* @param height the container height
* @param circleSize the circle size
*/
public static void init(int width, int height, float circleSize)
{
containerWidth = width;
containerHeight = height;
CurveRenderState.init(width, height, circleSize);
public static void init(int width, int height, float circleSize) {
openGL30 = GLContext.getCapabilities().OpenGL30;
if (openGL30)
CurveRenderState.init(width, height, circleSize);
else {
if (Options.getSkin().getSliderStyle() != Skin.STYLE_PEPPYSLIDER)
Log.warn("New slider style requires OpenGL 3.0, which is not supported.");
}
}
/**
* Returns the point on the curve at a value t.
* @param t the t value [0, 1]
@ -94,23 +100,24 @@ public abstract class Curve {
* @param color the color filter
*/
public void draw(Color color) {
if (curve == null) {
if (curve == null)
return;
}
if (Options.GameOption.NEW_SLIDER.getBooleanValue()) {
if (renderState == null) {
renderState = new CurveRenderState(hitObject);
}
renderState.draw(color, curve);
} else {
// peppysliders
if (Options.getSkin().getSliderStyle() == Skin.STYLE_PEPPYSLIDER || !openGL30) {
Image hitCircle = GameImage.HITCIRCLE.getImage();
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
for (int i = 0; i < curve.length; i++) {
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++) {
for (int i = 0; i < curve.length; i++)
hitCircle.drawCentered(curve[i].x, curve[i].y, color);
}
}
// mmsliders
else {
if (renderState == null)
renderState = new CurveRenderState(hitObject);
renderState.draw(color, curve);
}
}
@ -143,8 +150,11 @@ public abstract class Curve {
return a * (1 - t) + b * t;
}
/**
* Discards the slider cache (only used for mmsliders).
*/
public void discardCache() {
if(renderState != null)
if (renderState != null)
renderState.discardCache();
}
}

View File

@ -18,12 +18,13 @@
package itdelatrisu.opsu.render;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.Utils;
import itdelatrisu.opsu.beatmap.HitObject;
import itdelatrisu.opsu.objects.curves.Vec2f;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
@ -38,45 +39,46 @@ import org.newdawn.slick.util.Log;
/**
* Hold the temporary render state that needs to be restored again after the new
* style curves are drawn.
*
* @author Bigpet {@literal <dravorek (at) gmail.com>}
*/
public class CurveRenderState {
/** The width and height of the display container this curve gets drawn into */
/** 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 */
/** Thickness of the curve. */
protected static int scale;
/** The HitObject associated with the curve to be drawn */
HitObject hitObject;
/** Static state that's needed to draw the new style curves */
/** Static state that's needed to draw the new style curves. */
private static final NewCurveStyleState staticState = new NewCurveStyleState();
/** Cached drawn slider, only used if new style sliders are activated. */
public Rendertarget fbo;
/** The HitObject associated with the curve to be drawn. */
protected HitObject hitObject;
/**
* Set the width and height of the container that Curves get drawn into
* 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
* @param width the container width
* @param height the container height
* @param circleSize the circle size
*/
public static void init(int width, int height, float circleSize)
{
public static void init(int width, int height, float circleSize) {
containerWidth = width;
containerHeight = height;
//equivalent to what happens in Slider.init
// 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
//scale = scale * 118 / 128; //for curves exactly 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
* @param hitObject the HitObject that represents this curve, just used as a unique ID
*/
public CurveRenderState(HitObject hitObject) {
fbo = null;
@ -92,13 +94,13 @@ public class CurveRenderState {
*/
public void draw(Color color, Vec2f[] curve) {
float alpha = color.a;
//if this curve hasn't been drawn, draw it and cache the result
// if this curve hasn't been drawn, draw it and cache the result
if (fbo == null) {
FrameBufferCache cache = FrameBufferCache.getInstance();
Rendertarget mapping = cache.get(hitObject);
if (mapping == null) {
if (mapping == null)
mapping = cache.insert(hitObject);
}
fbo = mapping;
int old_fb = GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING);
@ -116,8 +118,8 @@ public class CurveRenderState {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, old_fb);
Utils.COLOR_WHITE_FADE.a = alpha;
}
//draw a fullscreen quad with the texture that contains the curve
// draw a fullscreen quad with the texture that contains the curve
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_TEXTURE_1D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID());
@ -134,15 +136,18 @@ public class CurveRenderState {
GL11.glEnd();
}
/**
* Discard the cache.
*/
public void discardCache() {
fbo = null;
FrameBufferCache.getInstance().freeMappingFor(hitObject);
}
/**
* Just a structure to hold all the important OpenGL state that needs to be
* 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
* so that the code outside of this (mainly Slick2D) doesn't break.
*/
private class RenderState {
boolean smoothedPoly;
@ -157,8 +162,7 @@ public class CurveRenderState {
/**
* Backup the current state of the relevant OpenGL state and change it to
* what's needed to draw the curve
* @return
* what's needed to draw the curve.
*/
private RenderState startRender() {
RenderState state = new RenderState();
@ -182,7 +186,7 @@ public class CurveRenderState {
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
GL20.glUseProgram(0);
GL11.glMatrixMode(GL11.GL_PROJECTION);
@ -196,7 +200,7 @@ public class CurveRenderState {
}
/**
* Restore the old OpenGL state that's backed up in {@code 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) {
@ -208,21 +212,16 @@ public class CurveRenderState {
GL20.glUseProgram(state.oldProgram);
GL13.glActiveTexture(state.texUnit);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer);
if (!state.depthWriteEnabled) {
if (!state.depthWriteEnabled)
GL11.glDepthMask(false);
}
if (!state.depthEnabled) {
if (!state.depthEnabled)
GL11.glDisable(GL11.GL_DEPTH_TEST);
}
if (state.texEnabled) {
if (state.texEnabled)
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
if (state.smoothedPoly) {
if (state.smoothedPoly)
GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
}
if (!state.blendEnabled) {
if (!state.blendEnabled)
GL11.glDisable(GL11.GL_BLEND);
}
}
/**
@ -234,14 +233,14 @@ public class CurveRenderState {
staticState.initGradient();
RenderState state = startRender();
int vtx_buf;
//The size is: 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();
vtx_buf = GL15.glGenBuffers();
for (int i = 0; i < curve.length; ++i) {
float x = curve[i].x;
float y = curve[i].y;
//if(i == 0 || i==curve.length-1){
//if (i == 0 || i == curve.length - 1){
fillCone(buff, x, y, NewCurveStyleState.DIVIDES);
if (i != 0) {
float last_x = curve[i - 1].x;
@ -265,9 +264,8 @@ public class CurveRenderState {
//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) {
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);
@ -277,7 +275,7 @@ public class CurveRenderState {
/**
* Fill {@code buff} with the texture coordinates and positions for a cone
* with {@code DIVIDES} ground corners that has its center at the coordinates
* {@code (x1,y1)}
* {@code (x1,y1)}.
* @param buff the buffer to be filled
* @param x1 x-coordinate of the cone
* @param y1 y-coordinate of the cone
@ -332,57 +330,53 @@ public class CurveRenderState {
* @author Bigpet {@literal <dravorek (at) gmail.com>}
*/
private static class NewCurveStyleState {
/**
* used for new style Slider rendering, defines how many vertices the
* base of the cone has that is used to draw the curve
* Used for new style Slider rendering, defines how many vertices the
* base of the cone has that is used to draw the curve.
*/
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 shader uniform location of the texture sampler attribute */
/** OpenGL shader uniform location of the texture sampler attribute. */
protected int texLoc = 0;
/** OpenGL texture id for the gradient texture for the curve */
/** OpenGL texture id for the gradient texture for the curve. */
protected int gradientTexture = 0;
/**
* Reads the first row of the slider gradient texture and upload it as
* a 1D texture to OpenGL if it hasn't already been done
* a 1D texture to OpenGL if it hasn't already been done.
*/
public void initGradient()
{
if(gradientTexture == 0)
{
Image slider = GameImage.SLIDER_GRADIENT.getImage().getScaledCopy(1.0f/GameImage.getUIscale());
public void initGradient() {
if (gradientTexture == 0) {
Image slider = GameImage.SLIDER_GRADIENT.getImage().getScaledCopy(1.0f / GameImage.getUIscale());
staticState.gradientTexture = GL11.glGenTextures();
ByteBuffer buff = BufferUtils.createByteBuffer(slider.getWidth()*4);
for(int i=0 ; i< slider.getWidth(); ++i)
{
ByteBuffer buff = BufferUtils.createByteBuffer(slider.getWidth() * 4);
for (int i = 0; i < slider.getWidth(); ++i) {
Color col = slider.getColor(i, 0);
buff.put((byte)(255*col.r));
buff.put((byte)(255*col.g));
buff.put((byte)(255*col.b));
buff.put((byte)(255*col.a));
buff.put((byte) (255 * col.r));
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);
GL11.glTexImage1D(GL11.GL_TEXTURE_1D,0,GL11.GL_RGBA,slider.getWidth(),0,GL11.GL_RGBA,GL11.GL_UNSIGNED_BYTE,buff);
GL11.glTexImage1D(GL11.GL_TEXTURE_1D, 0, GL11.GL_RGBA, slider.getWidth(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buff);
GL30.glGenerateMipmap(GL11.GL_TEXTURE_1D);
}
}
/**
* Compiles and links the shader program for the new style curve objects
* if it hasn't already been compiled and linked.
@ -407,7 +401,7 @@ public class CurveRenderState {
int res = GL20.glGetShaderi(vtxShdr, GL20.GL_COMPILE_STATUS);
if (res != GL11.GL_TRUE) {
String error = GL20.glGetShaderInfoLog(vtxShdr, 1024);
Log.error("Vertex Shader compilation failed", new Exception(error));
Log.error("Vertex Shader compilation failed.", new Exception(error));
}
GL20.glShaderSource(frgShdr, "#version 330\n"
+ "\n"
@ -429,7 +423,7 @@ public class CurveRenderState {
res = GL20.glGetShaderi(frgShdr, GL20.GL_COMPILE_STATUS);
if (res != GL11.GL_TRUE) {
String error = GL20.glGetShaderInfoLog(frgShdr, 1024);
Log.error("Fragment Shader compilation failed", new Exception(error));
Log.error("Fragment Shader compilation failed.", new Exception(error));
}
GL20.glAttachShader(program, vtxShdr);
GL20.glAttachShader(program, frgShdr);
@ -437,7 +431,7 @@ public class CurveRenderState {
res = GL20.glGetProgrami(program, GL20.GL_LINK_STATUS);
if (res != GL11.GL_TRUE) {
String error = GL20.glGetProgramInfoLog(program, 1024);
Log.error("Program linking failed", new Exception(error));
Log.error("Program linking failed.", new Exception(error));
}
attribLoc = GL20.glGetAttribLocation(program, "in_position");
texCoordLoc = GL20.glGetAttribLocation(program, "in_tex_coord");

View File

@ -17,57 +17,68 @@
*/
package itdelatrisu.opsu.render;
import itdelatrisu.opsu.Opsu;
import itdelatrisu.opsu.Options;
import itdelatrisu.opsu.beatmap.HitObject;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;
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 (at) gmail.com>}
*/
public class FrameBufferCache {
private static final int INITIAL_CACHE_SIZE = 4;
/** The initial cache size. */
//private static final int INITIAL_CACHE_SIZE = 4;
/** The single framebuffer cache instance. */
private static FrameBufferCache instance = null;
/** The mapping from hit objects to framebuffers. */
private Map<HitObject, Rendertarget> cacheMap;
/** */
private ArrayList<Rendertarget> cache;
public static int width;
public static int height;
/** Container dimensions. */
public static int 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
* @param width the container width
* @param height the container height
*/
public static void init(int width, int height)
{
public static void init(int width, int height) {
FrameBufferCache.width = width;
FrameBufferCache.height = height;
}
/**
* Constructor.
*/
private FrameBufferCache() {
cache = new ArrayList<>();
cacheMap = new HashMap<>();
cache = new ArrayList<Rendertarget>();
cacheMap = new HashMap<HitObject, Rendertarget>();
}
/**
* Check if there is a framebuffer object mapped to the {@code HitObject obj}
* @param obj
* @return true if there is a framebuffer mapped for this HitObject, else false
* Check if there is a framebuffer object mapped to {@code obj}.
* @param obj the hit object
* @return true if there is a framebuffer mapped for this {@code HitObject}, else false
*/
public boolean contains(HitObject obj) {
return cacheMap.containsKey(obj);
}
/**
* Get the {@code Rendertarget} mapped to {@code obj}
* @param obj
* Get the {@code Rendertarget} mapped to {@code obj}.
* @param obj the hit object
* @return the {@code Rendertarget} if there's one mapped to {@code obj}, otherwise null
*/
public Rendertarget get(HitObject obj) {
@ -75,8 +86,8 @@ public class FrameBufferCache {
}
/**
* Clear the mapping for {@code obj} to free it up to get used by another {@code HitObject}
* @param obj
* Clear the mapping for {@code obj} to free it up to get used by another {@code HitObject}.
* @param obj the hit object
* @return true if there was a mapping for {@code obj} and false if there was no mapping for it.
*/
public boolean freeMappingFor(HitObject obj) {
@ -95,11 +106,11 @@ public class FrameBufferCache {
* Create a mapping from {@code obj} to a framebuffer. If there was already
* a mapping from {@code obj} this will associate another framebuffer with it
* (thereby freeing up the previously mapped framebuffer).
* @param obj
* @param obj the hit object
* @return the {@code Rendertarget} newly mapped to {@code obj}
*/
public Rendertarget insert(HitObject obj) {
//find first RTTFramebuffer that's not mapped to anything and return it
// find first RTTFramebuffer that's not mapped to anything and return it
Rendertarget buffer;
for (int i = 0; i < cache.size(); ++i) {
buffer = cache.get(i);
@ -108,7 +119,8 @@ public class FrameBufferCache {
return buffer;
}
}
//no unmapped RTTFramebuffer found, create a new one
// no unmapped RTTFramebuffer found, create a new one
buffer = Rendertarget.createRTTFramebuffer(width, height);
cache.add(buffer);
Log.warn("Framebuffer cache was not large enough, possible resource leak.");
@ -117,15 +129,14 @@ public class FrameBufferCache {
}
/**
* There should only ever be one framebuffer cache, this function returns that one framebuffer cache instance.
* There should only ever be one framebuffer cache, this function returns
* that one framebuffer cache instance.
* If there was no instance created already then this function creates it.
* @return the instance of FrameBufferCache
*/
public static FrameBufferCache getInstance() {
if (instance == null) {
if (instance == null)
instance = new FrameBufferCache();
}
return instance;
}
}

View File

@ -24,64 +24,70 @@ import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GL32;
/**
* Represents a rendertarget. For now this maps to an OpenGL FBO via LWJGL.
*
* Represents a rendertarget. For now this maps to an OpenGL FBO via LWJGL
* @author Bigpet {@literal <dravorek (at) gmail.com>}
*/
public class Rendertarget {
public final int width;
public final int height;
/** The dimensions. */
public final int width, height;
/** The FBO ID. */
private final int fboID;
/** The texture ID. */
private final int textureID;
/**
* Create a new FBO
*
* @param width
* @param height
* Create a new FBO.
* @param width the width
* @param height the height
*/
private Rendertarget(int width, int height)
{
private Rendertarget(int width, int height) {
this.width = width;
this.height = height;
fboID = GL30.glGenFramebuffers();
textureID = GL11.glGenTextures();
}
/**
* Bind this rendertarget as the primary framebuffer.
*/
public void bind()
{
public void bind() {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, fboID);
}
//use judiciously, try to avoid if possible and consider adding a method to
//this class if you find yourself calling this repeatedly
public int getID()
{
/**
* Returns the FBO ID.
*/
// NOTE: use judiciously, try to avoid if possible and consider adding a
// method to this class if you find yourself calling this repeatedly.
public int getID() {
return fboID;
}
//try not to use, could be moved into seperate class
public int getTextureID()
{
/**
* Returns the texture ID.
*/
// NOTE: try not to use, could be moved into separate class.
public int getTextureID() {
return textureID;
}
/**
* Bind the default framebuffer
* Bind the default framebuffer.
*/
public static void unbind()
{
public static void unbind() {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0);
}
/**
* Creates a Rendertarget with a Texture that it renders the color buffer in
* and a renderbuffer that it renders the depth to.
* @param width the width
* @param height the height
*/
public static Rendertarget createRTTFramebuffer(int width, int height)
{
public static Rendertarget createRTTFramebuffer(int width, int height) {
int old_framebuffer = GL11.glGetInteger(GL30.GL_READ_FRAMEBUFFER_BINDING);
int old_texture = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
Rendertarget buffer = new Rendertarget(width,height);
@ -104,7 +110,6 @@ public class Rendertarget {
GL11.glBindTexture(GL11.GL_TEXTURE_2D, old_texture);
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, old_framebuffer);
return buffer;
}
}

View File

@ -31,10 +31,10 @@ public class Skin {
/** Slider styles. */
public static final byte
STYLE_PEPPYSLIDER = 1,
STYLE_MMSLIDER = 2,
STYLE_TOONSLIDER = 3,
STYLE_OPENGLSLIDER = 4;
STYLE_PEPPYSLIDER = 1, // fallback
STYLE_MMSLIDER = 2, // default (requires OpenGL 3.0)
STYLE_TOONSLIDER = 3, // not implemented
STYLE_OPENGLSLIDER = 4; // not implemented
/** The latest skin version. */
protected static final int LATEST_VERSION = 2;
@ -133,7 +133,7 @@ public class Skin {
protected boolean comboBurstRandom = false;
/** The slider style to use (see STYLE_* constants). */
protected byte sliderStyle = 2;
protected byte sliderStyle = STYLE_MMSLIDER;
/**
* [Colours]

View File

@ -31,8 +31,8 @@ import itdelatrisu.opsu.audio.MusicController;
import itdelatrisu.opsu.audio.SoundController;
import itdelatrisu.opsu.audio.SoundEffect;
import itdelatrisu.opsu.beatmap.Beatmap;
import itdelatrisu.opsu.beatmap.HitObject;
import itdelatrisu.opsu.beatmap.BeatmapParser;
import itdelatrisu.opsu.beatmap.HitObject;
import itdelatrisu.opsu.beatmap.TimingPoint;
import itdelatrisu.opsu.db.BeatmapDB;
import itdelatrisu.opsu.db.ScoreDB;
@ -1025,7 +1025,7 @@ public class Game extends BasicGameState {
if (beatmap == null || beatmap.objects == null)
throw new RuntimeException("Running game with no beatmap loaded.");
//free all previously cached hitobject to framebuffer mappings if some still exist
// free all previously cached hitobject to framebuffer mappings if some still exist
FrameBufferCache.getInstance().freeMap();
// grab the mouse (not working for touchscreen)
@ -1393,7 +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);
Curve.init(container.getWidth(), container.getHeight(), circleSize);
// approachRate (hit object approach time)
if (approachRate < 5)

View File

@ -59,8 +59,7 @@ public class OptionsMenu extends BasicGameState {
GameOption.SCREENSHOT_FORMAT,
GameOption.NEW_CURSOR,
GameOption.DYNAMIC_BACKGROUND,
GameOption.LOAD_VERBOSE,
GameOption.NEW_SLIDER
GameOption.LOAD_VERBOSE
}),
MUSIC ("Music", new GameOption[] {
GameOption.MASTER_VOLUME,