Persistent mode
This commit is contained in:
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d352a10d80
commit
bb99efdedf
@ -24,8 +24,8 @@ extern "C"
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}
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#ifndef OGLI
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#define VIDXRES XRES+BARSIZE
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#define VIDYRES YRES+MENUSIZE
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#define VIDXRES (XRES+BARSIZE)
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#define VIDYRES (YRES+MENUSIZE)
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#else
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#define VIDXRES XRES
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#define VIDYRES YRES
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@ -37,11 +37,35 @@ extern "C"
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void Renderer::RenderBegin()
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{
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#ifndef OGLR
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if(display_mode & DISPLAY_PERS)
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{
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std::copy(persistentVid, persistentVid+(VIDXRES*YRES), vid);
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}
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#endif
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draw_air();
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draw_grav();
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render_parts();
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render_fire();
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#ifndef OGLR
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if(display_mode & DISPLAY_PERS)
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{
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int i,r,g,b;
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for (i = 0; i < VIDXRES*YRES; i++)
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{
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r = PIXR(vid[i]);
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g = PIXG(vid[i]);
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b = PIXB(vid[i]);
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if (r>0)
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r--;
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if (g>0)
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g--;
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if (b>0)
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b--;
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persistentVid[i] = PIXRGB(r,g,b);
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}
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}
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#endif
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DrawWalls();
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draw_grav_zones();
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DrawSigns();
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@ -69,9 +93,9 @@ void Renderer::clearScreen(float alpha)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
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}
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else
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{
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}
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else
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{
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glColor4f(1.0f, 1.0f, 1.0f, alpha);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
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@ -84,12 +108,12 @@ void Renderer::clearScreen(float alpha)
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glEnd();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
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glBlendEquation(GL_FUNC_ADD);
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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#endif
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#ifdef OGLI
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std::fill(vid, vid+(VIDXRES*VIDYRES), 0);
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std::fill(vid, vid+(VIDXRES*VIDYRES), 0);
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#endif
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}
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#ifdef OGLR
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@ -1259,57 +1283,57 @@ void Renderer::render_parts()
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if(pixel_mode & PMODE_FLAT)
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{
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#ifdef OGLR
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flatV[cflatV++] = nx;
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flatV[cflatV++] = ny;
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flatC[cflatC++] = ((float)colr)/255.0f;
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flatC[cflatC++] = ((float)colg)/255.0f;
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flatC[cflatC++] = ((float)colb)/255.0f;
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flatC[cflatC++] = 1.0f;
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cflat++;
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flatV[cflatV++] = nx;
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flatV[cflatV++] = ny;
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flatC[cflatC++] = ((float)colr)/255.0f;
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flatC[cflatC++] = ((float)colg)/255.0f;
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flatC[cflatC++] = ((float)colb)/255.0f;
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flatC[cflatC++] = 1.0f;
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cflat++;
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#else
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vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
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vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
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#endif
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}
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if(pixel_mode & PMODE_BLEND)
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{
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#ifdef OGLR
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flatV[cflatV++] = nx;
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flatV[cflatV++] = ny;
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flatC[cflatC++] = ((float)colr)/255.0f;
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flatC[cflatC++] = ((float)colg)/255.0f;
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flatC[cflatC++] = ((float)colb)/255.0f;
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flatC[cflatC++] = ((float)cola)/255.0f;
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cflat++;
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flatV[cflatV++] = nx;
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flatV[cflatV++] = ny;
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flatC[cflatC++] = ((float)colr)/255.0f;
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flatC[cflatC++] = ((float)colg)/255.0f;
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flatC[cflatC++] = ((float)colb)/255.0f;
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flatC[cflatC++] = ((float)cola)/255.0f;
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cflat++;
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#else
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blendpixel(nx, ny, colr, colg, colb, cola);
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blendpixel(nx, ny, colr, colg, colb, cola);
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#endif
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}
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if(pixel_mode & PMODE_ADD)
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{
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#ifdef OGLR
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addV[caddV++] = nx;
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addV[caddV++] = ny;
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addC[caddC++] = ((float)colr)/255.0f;
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addC[caddC++] = ((float)colg)/255.0f;
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addC[caddC++] = ((float)colb)/255.0f;
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addC[caddC++] = ((float)cola)/255.0f;
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cadd++;
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addV[caddV++] = nx;
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addV[caddV++] = ny;
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addC[caddC++] = ((float)colr)/255.0f;
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addC[caddC++] = ((float)colg)/255.0f;
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addC[caddC++] = ((float)colb)/255.0f;
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addC[caddC++] = ((float)cola)/255.0f;
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cadd++;
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#else
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addpixel(nx, ny, colr, colg, colb, cola);
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addpixel(nx, ny, colr, colg, colb, cola);
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#endif
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}
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if(pixel_mode & PMODE_BLOB)
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{
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#ifdef OGLR
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blobV[cblobV++] = nx;
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blobV[cblobV++] = ny;
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blobC[cblobC++] = ((float)colr)/255.0f;
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blobC[cblobC++] = ((float)colg)/255.0f;
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blobC[cblobC++] = ((float)colb)/255.0f;
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blobC[cblobC++] = 1.0f;
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cblob++;
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blobV[cblobV++] = nx;
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blobV[cblobV++] = ny;
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blobC[cblobC++] = ((float)colr)/255.0f;
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blobC[cblobC++] = ((float)colg)/255.0f;
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blobC[cblobC++] = ((float)colb)/255.0f;
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blobC[cblobC++] = 1.0f;
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cblob++;
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#else
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vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
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vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
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blendpixel(nx+1, ny, colr, colg, colb, 223);
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blendpixel(nx-1, ny, colr, colg, colb, 223);
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@ -1326,19 +1350,19 @@ void Renderer::render_parts()
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{
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int cola1 = (5*cola)/255;
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#ifdef OGLR
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glowV[cglowV++] = nx;
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glowV[cglowV++] = ny;
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glowC[cglowC++] = ((float)colr)/255.0f;
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glowC[cglowC++] = ((float)colg)/255.0f;
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glowC[cglowC++] = ((float)colb)/255.0f;
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glowC[cglowC++] = 1.0f;
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cglow++;
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glowV[cglowV++] = nx;
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glowV[cglowV++] = ny;
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glowC[cglowC++] = ((float)colr)/255.0f;
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glowC[cglowC++] = ((float)colg)/255.0f;
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glowC[cglowC++] = ((float)colb)/255.0f;
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glowC[cglowC++] = 1.0f;
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cglow++;
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#else
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addpixel(nx, ny, colr, colg, colb, (192*cola)/255);
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addpixel(nx+1, ny, colr, colg, colb, (96*cola)/255);
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addpixel(nx-1, ny, colr, colg, colb, (96*cola)/255);
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addpixel(nx, ny+1, colr, colg, colb, (96*cola)/255);
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addpixel(nx, ny-1, colr, colg, colb, (96*cola)/255);
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addpixel(nx, ny, colr, colg, colb, (192*cola)/255);
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addpixel(nx+1, ny, colr, colg, colb, (96*cola)/255);
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addpixel(nx-1, ny, colr, colg, colb, (96*cola)/255);
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addpixel(nx, ny+1, colr, colg, colb, (96*cola)/255);
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addpixel(nx, ny-1, colr, colg, colb, (96*cola)/255);
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for (x = 1; x < 6; x++) {
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addpixel(nx, ny-x, colr, colg, colb, cola1);
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@ -1359,13 +1383,13 @@ void Renderer::render_parts()
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if(pixel_mode & PMODE_BLUR)
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{
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#ifdef OGLR
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blurV[cblurV++] = nx;
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blurV[cblurV++] = ny;
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blurC[cblurC++] = ((float)colr)/255.0f;
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blurC[cblurC++] = ((float)colg)/255.0f;
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blurC[cblurC++] = ((float)colb)/255.0f;
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blurC[cblurC++] = 1.0f;
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cblur++;
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blurV[cblurV++] = nx;
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blurV[cblurV++] = ny;
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blurC[cblurC++] = ((float)colr)/255.0f;
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blurC[cblurC++] = ((float)colg)/255.0f;
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blurC[cblurC++] = ((float)colb)/255.0f;
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blurC[cblurC++] = 1.0f;
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cblur++;
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#else
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for (x=-3; x<4; x++)
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{
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@ -1386,53 +1410,53 @@ void Renderer::render_parts()
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flicker = rand()%20;
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#ifdef OGLR
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//Oh god, this is awful
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx-5;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx-5;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 1.0f - ((float)flicker)/30;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 1.0f - ((float)flicker)/30;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx+5;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx+5;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny-5;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny-5;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 1.0f - ((float)flicker)/30;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 1.0f - ((float)flicker)/30;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny+5;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny+5;
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cline++;
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#else
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gradv = 4*sim->parts[i].life + flicker;
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for (x = 0; gradv>0.5; x++) {
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@ -1450,53 +1474,53 @@ void Renderer::render_parts()
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flicker = rand()%20;
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#ifdef OGLR
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//Oh god, this is awful
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx-10;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx-10;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 1.0f - ((float)flicker)/40;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 1.0f - ((float)flicker)/40;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx+10;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx+10;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny-10;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 0.0f;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny-10;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 1.0f - ((float)flicker)/30;
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lineV[clineV++] = fnx;
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lineV[clineV++] = fny;
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cline++;
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lineC[clineC++] = ((float)colr)/255.0f;
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lineC[clineC++] = ((float)colg)/255.0f;
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lineC[clineC++] = ((float)colb)/255.0f;
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lineC[clineC++] = 1.0f - ((float)flicker)/30;
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lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny+10;
|
||||
cline++;
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny+10;
|
||||
cline++;
|
||||
#else
|
||||
gradv = flicker + fabs(parts[i].vx)*17 + fabs(sim->parts[i].vy)*17;
|
||||
blendpixel(nx, ny, colr, colg, colb, (gradv*4)>255?255:(gradv*4) );
|
||||
@ -1523,53 +1547,53 @@ void Renderer::render_parts()
|
||||
flicker = rand()%20;
|
||||
#ifdef OGLR
|
||||
//Oh god, this is awful
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx-70;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx-70;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 1.0f - ((float)flicker)/30;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 1.0f - ((float)flicker)/30;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx+70;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx+70;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny-70;
|
||||
cline++;
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny-70;
|
||||
cline++;
|
||||
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 1.0f - ((float)flicker)/50;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 1.0f - ((float)flicker)/50;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny;
|
||||
cline++;
|
||||
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny+70;
|
||||
cline++;
|
||||
lineC[clineC++] = ((float)colr)/255.0f;
|
||||
lineC[clineC++] = ((float)colg)/255.0f;
|
||||
lineC[clineC++] = ((float)colb)/255.0f;
|
||||
lineC[clineC++] = 0.0f;
|
||||
lineV[clineV++] = fnx;
|
||||
lineV[clineV++] = fny+70;
|
||||
cline++;
|
||||
#else
|
||||
gradv = flicker + fabs(parts[i].vx)*17 + fabs(parts[i].vy)*17;
|
||||
blendpixel(nx, ny, colr, colg, colb, (gradv*4)>255?255:(gradv*4) );
|
||||
@ -1650,13 +1674,13 @@ void Renderer::render_parts()
|
||||
if(firea && (pixel_mode & FIRE_BLEND))
|
||||
{
|
||||
#ifdef OGLR
|
||||
smokeV[csmokeV++] = nx;
|
||||
smokeV[csmokeV++] = ny;
|
||||
smokeC[csmokeC++] = ((float)firer)/255.0f;
|
||||
smokeC[csmokeC++] = ((float)fireg)/255.0f;
|
||||
smokeC[csmokeC++] = ((float)fireb)/255.0f;
|
||||
smokeC[csmokeC++] = ((float)firea)/255.0f;
|
||||
csmoke++;
|
||||
smokeV[csmokeV++] = nx;
|
||||
smokeV[csmokeV++] = ny;
|
||||
smokeC[csmokeC++] = ((float)firer)/255.0f;
|
||||
smokeC[csmokeC++] = ((float)fireg)/255.0f;
|
||||
smokeC[csmokeC++] = ((float)fireb)/255.0f;
|
||||
smokeC[csmokeC++] = ((float)firea)/255.0f;
|
||||
csmoke++;
|
||||
#else
|
||||
firea /= 2;
|
||||
fire_r[ny/CELL][nx/CELL] = (firea*firer + (255-firea)*fire_r[ny/CELL][nx/CELL]) >> 8;
|
||||
@ -1667,13 +1691,13 @@ void Renderer::render_parts()
|
||||
if(firea && (pixel_mode & FIRE_ADD))
|
||||
{
|
||||
#ifdef OGLR
|
||||
fireV[cfireV++] = nx;
|
||||
fireV[cfireV++] = ny;
|
||||
fireC[cfireC++] = ((float)firer)/255.0f;
|
||||
fireC[cfireC++] = ((float)fireg)/255.0f;
|
||||
fireC[cfireC++] = ((float)fireb)/255.0f;
|
||||
fireC[cfireC++] = ((float)firea)/255.0f;
|
||||
cfire++;
|
||||
fireV[cfireV++] = nx;
|
||||
fireV[cfireV++] = ny;
|
||||
fireC[cfireC++] = ((float)firer)/255.0f;
|
||||
fireC[cfireC++] = ((float)fireg)/255.0f;
|
||||
fireC[cfireC++] = ((float)fireb)/255.0f;
|
||||
fireC[cfireC++] = ((float)firea)/255.0f;
|
||||
cfire++;
|
||||
#else
|
||||
firea /= 8;
|
||||
firer = ((firea*firer) >> 8) + fire_r[ny/CELL][nx/CELL];
|
||||
@ -1697,46 +1721,46 @@ void Renderer::render_parts()
|
||||
}
|
||||
#ifdef OGLR
|
||||
|
||||
//Go into array mode
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
//Go into array mode
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
if(cflat)
|
||||
if(cflat)
|
||||
{
|
||||
// -- BEGIN FLAT -- //
|
||||
//Set point size (size of fire texture)
|
||||
glPointSize(1.0f);
|
||||
|
||||
glColorPointer(4, GL_FLOAT, 0, &flatC[0]);
|
||||
glVertexPointer(2, GL_INT, 0, &flatV[0]);
|
||||
glColorPointer(4, GL_FLOAT, 0, &flatC[0]);
|
||||
glVertexPointer(2, GL_INT, 0, &flatV[0]);
|
||||
|
||||
glDrawArrays(GL_POINTS, 0, cflat);
|
||||
glDrawArrays(GL_POINTS, 0, cflat);
|
||||
|
||||
//Clear some stuff we set
|
||||
// -- END FLAT -- //
|
||||
}
|
||||
//Clear some stuff we set
|
||||
// -- END FLAT -- //
|
||||
}
|
||||
|
||||
if(cblob)
|
||||
if(cblob)
|
||||
{
|
||||
// -- BEGIN BLOB -- //
|
||||
// -- BEGIN BLOB -- //
|
||||
glEnable( GL_POINT_SMOOTH ); //Blobs!
|
||||
glPointSize(2.5f);
|
||||
|
||||
glColorPointer(4, GL_FLOAT, 0, &blobC[0]);
|
||||
glVertexPointer(2, GL_INT, 0, &blobV[0]);
|
||||
glColorPointer(4, GL_FLOAT, 0, &blobC[0]);
|
||||
glVertexPointer(2, GL_INT, 0, &blobV[0]);
|
||||
|
||||
glDrawArrays(GL_POINTS, 0, cblob);
|
||||
glDrawArrays(GL_POINTS, 0, cblob);
|
||||
|
||||
//Clear some stuff we set
|
||||
glDisable( GL_POINT_SMOOTH );
|
||||
// -- END BLOB -- //
|
||||
//Clear some stuff we set
|
||||
glDisable( GL_POINT_SMOOTH );
|
||||
// -- END BLOB -- //
|
||||
}
|
||||
|
||||
if(cglow || cblur)
|
||||
{
|
||||
// -- BEGIN GLOW -- //
|
||||
if(cglow || cblur)
|
||||
{
|
||||
// -- BEGIN GLOW -- //
|
||||
//Start and prepare fire program
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glUseProgram(fireProg);
|
||||
@ -1778,46 +1802,46 @@ void Renderer::render_parts()
|
||||
glDrawArrays(GL_POINTS, 0, cblur);
|
||||
}
|
||||
|
||||
//Clear some stuff we set
|
||||
glDisable(GL_POINT_SPRITE);
|
||||
//Clear some stuff we set
|
||||
glDisable(GL_POINT_SPRITE);
|
||||
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
glUseProgram(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
// -- END GLOW -- //
|
||||
}
|
||||
// -- END GLOW -- //
|
||||
}
|
||||
|
||||
if(cadd)
|
||||
if(cadd)
|
||||
{
|
||||
// -- BEGIN ADD -- //
|
||||
//Set point size (size of fire texture)
|
||||
glPointSize(1.0f);
|
||||
|
||||
glColorPointer(4, GL_FLOAT, 0, &addC[0]);
|
||||
glVertexPointer(2, GL_INT, 0, &addV[0]);
|
||||
glColorPointer(4, GL_FLOAT, 0, &addC[0]);
|
||||
glVertexPointer(2, GL_INT, 0, &addV[0]);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glDrawArrays(GL_POINTS, 0, cadd);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
//Clear some stuff we set
|
||||
// -- END ADD -- //
|
||||
}
|
||||
glDrawArrays(GL_POINTS, 0, cadd);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
//Clear some stuff we set
|
||||
// -- END ADD -- //
|
||||
}
|
||||
|
||||
if(cline)
|
||||
if(cline)
|
||||
{
|
||||
// -- BEGIN LINES -- //
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glEnable( GL_LINE_SMOOTH );
|
||||
glColorPointer(4, GL_FLOAT, 0, &lineC[0]);
|
||||
glVertexPointer(2, GL_FLOAT, 0, &lineV[0]);
|
||||
glColorPointer(4, GL_FLOAT, 0, &lineC[0]);
|
||||
glVertexPointer(2, GL_FLOAT, 0, &lineV[0]);
|
||||
|
||||
glDrawArrays(GL_LINE_STRIP, 0, cline);
|
||||
glDrawArrays(GL_LINE_STRIP, 0, cline);
|
||||
|
||||
//Clear some stuff we set
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_LINE_SMOOTH);
|
||||
// -- END LINES -- //
|
||||
}
|
||||
//Clear some stuff we set
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_LINE_SMOOTH);
|
||||
// -- END LINES -- //
|
||||
}
|
||||
|
||||
if(cfire || csmoke)
|
||||
{
|
||||
@ -1857,23 +1881,23 @@ void Renderer::render_parts()
|
||||
glDrawArrays(GL_POINTS, 0, csmoke);
|
||||
}
|
||||
|
||||
//Clear some stuff we set
|
||||
glDisable(GL_POINT_SPRITE);
|
||||
//Clear some stuff we set
|
||||
glDisable(GL_POINT_SPRITE);
|
||||
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
glUseProgram(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
// -- END FIRE -- //
|
||||
}
|
||||
// -- END FIRE -- //
|
||||
}
|
||||
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
//Reset FBO
|
||||
glTranslated(0, -MENUSIZE, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
|
||||
//Reset FBO
|
||||
glTranslated(0, -MENUSIZE, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
|
||||
|
||||
glBlendFunc(origBlendSrc, origBlendDst);
|
||||
glBlendFunc(origBlendSrc, origBlendDst);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -2047,44 +2071,44 @@ void Renderer::draw_air()
|
||||
return;
|
||||
}
|
||||
|
||||
glEnable( GL_TEXTURE_2D );
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
|
||||
glTranslated(0, MENUSIZE, 0);
|
||||
glEnable( GL_TEXTURE_2D );
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
|
||||
glTranslated(0, MENUSIZE, 0);
|
||||
|
||||
glUseProgram(airProg);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, airVX);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_RED, GL_FLOAT, sim->air->vx);
|
||||
glUniform1i(glGetUniformLocation(airProg, "airX"), 0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, airVY);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_GREEN, GL_FLOAT, sim->air->vy);
|
||||
glUniform1i(glGetUniformLocation(airProg, "airY"), 1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, airPV);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_BLUE, GL_FLOAT, sim->air->pv);
|
||||
glUniform1i(glGetUniformLocation(airProg, "airP"), 2);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, airVX);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_RED, GL_FLOAT, sim->air->vx);
|
||||
glUniform1i(glGetUniformLocation(airProg, "airX"), 0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, airVY);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_GREEN, GL_FLOAT, sim->air->vy);
|
||||
glUniform1i(glGetUniformLocation(airProg, "airY"), 1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, airPV);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_BLUE, GL_FLOAT, sim->air->pv);
|
||||
glUniform1i(glGetUniformLocation(airProg, "airP"), 2);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2d(1, 1);
|
||||
glVertex3f(XRES*sdl_scale, YRES*sdl_scale, 1.0);
|
||||
glTexCoord2d(0, 1);
|
||||
glVertex3f(0, YRES*sdl_scale, 1.0);
|
||||
glTexCoord2d(0, 0);
|
||||
glVertex3f(0, 0, 1.0);
|
||||
glTexCoord2d(1, 0);
|
||||
glVertex3f(XRES*sdl_scale, 0, 1.0);
|
||||
glEnd();
|
||||
glTexCoord2d(1, 1);
|
||||
glVertex3f(XRES*sdl_scale, YRES*sdl_scale, 1.0);
|
||||
glTexCoord2d(0, 1);
|
||||
glVertex3f(0, YRES*sdl_scale, 1.0);
|
||||
glTexCoord2d(0, 0);
|
||||
glVertex3f(0, 0, 1.0);
|
||||
glTexCoord2d(1, 0);
|
||||
glVertex3f(XRES*sdl_scale, 0, 1.0);
|
||||
glEnd();
|
||||
|
||||
glUseProgram(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glTranslated(0, -MENUSIZE, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
|
||||
glDisable( GL_TEXTURE_2D );
|
||||
glUseProgram(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glTranslated(0, -MENUSIZE, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
|
||||
glDisable( GL_TEXTURE_2D );
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -2146,6 +2170,7 @@ Renderer::Renderer(Graphics * g, Simulation * sim):
|
||||
#else
|
||||
vid = g->vid;
|
||||
#endif
|
||||
persistentVid = new pixel[VIDXRES*YRES];
|
||||
#endif
|
||||
|
||||
memset(fire_r, 0, sizeof(fire_r));
|
||||
@ -2325,6 +2350,7 @@ void Renderer::ClearAccumulation()
|
||||
std::fill(fire_r[0]+0, fire_r[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
|
||||
std::fill(fire_g[0]+0, fire_g[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
|
||||
std::fill(fire_b[0]+0, fire_b[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
|
||||
std::fill(persistentVid, persistentVid+(VIDXRES*YRES), 0);
|
||||
}
|
||||
|
||||
void Renderer::AddRenderMode(unsigned int mode)
|
||||
|
@ -87,6 +87,7 @@ public:
|
||||
void loadShaders();
|
||||
#else
|
||||
pixel * vid;
|
||||
pixel * persistentVid;
|
||||
void blendpixel(int x, int y, int r, int g, int b, int a);
|
||||
void addpixel(int x, int y, int r, int g, int b, int a);
|
||||
|
||||
|
Reference in New Issue
Block a user