Warp display with newer shader, Render options works in OpenGL
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8efd07a849
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2c5400a732
@ -2001,18 +2001,18 @@ Renderer::Renderer(Graphics * g, Simulation * sim):
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &partsTFX);
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glBindTexture(GL_TEXTURE_2D, partsTFX);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenTextures(1, &partsTFY);
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glBindTexture(GL_TEXTURE_2D, partsTFY);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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@ -865,6 +865,8 @@ void GameView::OnDraw()
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ren->render_fire();
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ren->draw_grav();
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ren->DrawWalls();
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ren->DrawSigns();
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ren->FinaliseParts();
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if(activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
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{
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if(drawMode==DrawRect && isMouseDown)
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@ -880,8 +882,6 @@ void GameView::OnDraw()
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activeBrush->RenderPoint(g, c->PointTranslate(currentMouse));
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}
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}
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ren->DrawSigns();
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ren->FinaliseParts();
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ren->RenderZoom();
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if(selectMode!=SelectNone)
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@ -239,9 +239,14 @@ void RenderView::OnDraw()
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g->clearrect(0, 0, XRES, YRES+MENUSIZE);
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if(ren)
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{
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ren->clearScreen(1.0f);
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ren->draw_air();
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ren->render_parts();
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ren->render_fire();
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ren->draw_grav();
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ren->DrawWalls();
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ren->DrawSigns();
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ren->FinaliseParts();
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}
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g->draw_line(0, YRES, XRES-1, YRES, 255, 255, 255, XRES+BARSIZE);
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g->draw_line(180, YRES, 180, YRES+MENUSIZE, 200, 200, 200, XRES+BARSIZE);
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18
src/simulation/tools/Grav.cpp
Normal file
18
src/simulation/tools/Grav.cpp
Normal file
@ -0,0 +1,18 @@
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#include "simulation/Tools.h"
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#include "simulation/Simulation.h"
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//#TPT-Directive ToolClass Tool_Grav TOOL_GRAV 4
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Tool_Grav::Tool_Grav()
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{
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Identifier = "DEFAULT_TOOL_GRAV";
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Name = "GRAV";
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Colour = PIXPACK(0xCCCCFF);
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Description = "Creates a short-lasting gravity well";
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}
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int Tool_Grav::Perform(Simulation * sim, Particle * cpart, int x, int y, float strength)
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{
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sim->gravmap[((y/CELL)*(XRES/CELL))+(x/CELL)] += 0.03f*strength;
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return 1;
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}
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Tool_Grav::~Tool_Grav() {}
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