Merge pull request #212 from mad-s/master
Fix falling sliders with new slider style.
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commit
db73fc9e14
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@ -456,7 +456,6 @@ public class CurveRenderState {
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GL20.glUseProgram(staticState.program);
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GL20.glUseProgram(staticState.program);
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GL20.glEnableVertexAttribArray(staticState.attribLoc);
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GL20.glEnableVertexAttribArray(staticState.attribLoc);
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GL20.glEnableVertexAttribArray(staticState.texCoordLoc);
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GL20.glEnableVertexAttribArray(staticState.texCoordLoc);
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GL20.glUniform2f(staticState.invSSLoc, 2.f/containerWidth, -2.f/containerHeight);
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GL20.glUniform1i(staticState.texLoc, 0);
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GL20.glUniform1i(staticState.texLoc, 0);
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GL20.glUniform4f(staticState.colLoc, color.r, color.g, color.b, color.a);
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GL20.glUniform4f(staticState.colLoc, color.r, color.g, color.b, color.a);
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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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@ -501,9 +500,6 @@ public class CurveRenderState {
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/** OpenGL shader attribute location of the texture coordinate attribute. */
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/** OpenGL shader attribute location of the texture coordinate attribute. */
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protected int texCoordLoc = 0;
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protected int texCoordLoc = 0;
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/** OpenGL shader uniform location of the inverse screen size attribute. */
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protected int invSSLoc = 0;
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/** OpenGL shader uniform location of the color attribute. */
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/** OpenGL shader uniform location of the color attribute. */
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protected int colLoc = 0;
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protected int colLoc = 0;
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@ -556,7 +552,6 @@ public class CurveRenderState {
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int vtxShdr = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
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int vtxShdr = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
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int frgShdr = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
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int frgShdr = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
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GL20.glShaderSource(vtxShdr, "#version 110\n"
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GL20.glShaderSource(vtxShdr, "#version 110\n"
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+ "uniform vec2 inv_screensize;\n"
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+ "\n"
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+ "\n"
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+ "attribute vec4 in_position;\n"
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+ "attribute vec4 in_position;\n"
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+ "attribute vec2 in_tex_coord;\n"
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+ "attribute vec2 in_tex_coord;\n"
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@ -564,7 +559,7 @@ public class CurveRenderState {
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+ "varying vec2 tex_coord;\n"
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+ "varying vec2 tex_coord;\n"
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+ "void main()\n"
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+ "void main()\n"
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+ "{\n"
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+ "{\n"
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+ " gl_Position = vec4(vec2(-1.0,1.0)+inv_screensize*in_position.xy,in_position.zw);\n"
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+ " gl_Position = gl_ModelViewProjectionMatrix * in_position;\n"
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+ " tex_coord = in_tex_coord;\n"
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+ " tex_coord = in_tex_coord;\n"
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+ "}");
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+ "}");
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GL20.glCompileShader(vtxShdr);
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GL20.glCompileShader(vtxShdr);
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@ -607,7 +602,6 @@ public class CurveRenderState {
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GL20.glDeleteShader(frgShdr);
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GL20.glDeleteShader(frgShdr);
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attribLoc = GL20.glGetAttribLocation(program, "in_position");
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attribLoc = GL20.glGetAttribLocation(program, "in_position");
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texCoordLoc = GL20.glGetAttribLocation(program, "in_tex_coord");
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texCoordLoc = GL20.glGetAttribLocation(program, "in_tex_coord");
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invSSLoc = GL20.glGetUniformLocation(program, "inv_screensize");
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texLoc = GL20.glGetUniformLocation(program, "tex");
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texLoc = GL20.glGetUniformLocation(program, "tex");
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colLoc = GL20.glGetUniformLocation(program, "col_tint");
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colLoc = GL20.glGetUniformLocation(program, "col_tint");
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colBorderLoc = GL20.glGetUniformLocation(program, "col_border");
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colBorderLoc = GL20.glGetUniformLocation(program, "col_border");
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@ -628,7 +622,6 @@ public class CurveRenderState {
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program = 0;
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program = 0;
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attribLoc = 0;
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attribLoc = 0;
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texCoordLoc = 0;
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texCoordLoc = 0;
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invSSLoc = 0;
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colLoc = 0;
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colLoc = 0;
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colBorderLoc = 0;
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colBorderLoc = 0;
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texLoc = 0;
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texLoc = 0;
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@ -1507,7 +1507,7 @@ public class Game extends BasicGameState {
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// translate and rotate the object
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// translate and rotate the object
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g.translate(0, dt * dt * container.getHeight());
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g.translate(0, dt * dt * container.getHeight());
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Vec2f rotationCenter = gameObj.getPointAt(beatmap.objects[idx].getTime());
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Vec2f rotationCenter = gameObj.getPointAt((beatmap.objects[idx].getTime() + beatmap.objects[idx].getEndTime()) / 2);
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g.rotate(rotationCenter.x, rotationCenter.y, rotSpeed * dt);
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g.rotate(rotationCenter.x, rotationCenter.y, rotSpeed * dt);
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gameObj.draw(g, trackPosition);
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gameObj.draw(g, trackPosition);
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