Persistent mode

This commit is contained in:
Simon Robertshaw 2012-08-09 00:57:35 +01:00
parent d352a10d80
commit bb99efdedf
2 changed files with 313 additions and 286 deletions

View File

@ -24,8 +24,8 @@ extern "C"
}
#ifndef OGLI
#define VIDXRES XRES+BARSIZE
#define VIDYRES YRES+MENUSIZE
#define VIDXRES (XRES+BARSIZE)
#define VIDYRES (YRES+MENUSIZE)
#else
#define VIDXRES XRES
#define VIDYRES YRES
@ -37,11 +37,35 @@ extern "C"
void Renderer::RenderBegin()
{
#ifndef OGLR
if(display_mode & DISPLAY_PERS)
{
std::copy(persistentVid, persistentVid+(VIDXRES*YRES), vid);
}
#endif
draw_air();
draw_grav();
render_parts();
render_fire();
#ifndef OGLR
if(display_mode & DISPLAY_PERS)
{
int i,r,g,b;
for (i = 0; i < VIDXRES*YRES; i++)
{
r = PIXR(vid[i]);
g = PIXG(vid[i]);
b = PIXB(vid[i]);
if (r>0)
r--;
if (g>0)
g--;
if (b>0)
b--;
persistentVid[i] = PIXRGB(r,g,b);
}
}
#endif
DrawWalls();
draw_grav_zones();
DrawSigns();
@ -69,9 +93,9 @@ void Renderer::clearScreen(float alpha)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
}
else
{
}
else
{
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glColor4f(1.0f, 1.0f, 1.0f, alpha);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
@ -84,12 +108,12 @@ void Renderer::clearScreen(float alpha)
glEnd();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
glBlendEquation(GL_FUNC_ADD);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
#endif
#ifdef OGLI
std::fill(vid, vid+(VIDXRES*VIDYRES), 0);
std::fill(vid, vid+(VIDXRES*VIDYRES), 0);
#endif
}
#ifdef OGLR
@ -1259,57 +1283,57 @@ void Renderer::render_parts()
if(pixel_mode & PMODE_FLAT)
{
#ifdef OGLR
flatV[cflatV++] = nx;
flatV[cflatV++] = ny;
flatC[cflatC++] = ((float)colr)/255.0f;
flatC[cflatC++] = ((float)colg)/255.0f;
flatC[cflatC++] = ((float)colb)/255.0f;
flatC[cflatC++] = 1.0f;
cflat++;
flatV[cflatV++] = nx;
flatV[cflatV++] = ny;
flatC[cflatC++] = ((float)colr)/255.0f;
flatC[cflatC++] = ((float)colg)/255.0f;
flatC[cflatC++] = ((float)colb)/255.0f;
flatC[cflatC++] = 1.0f;
cflat++;
#else
vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
#endif
}
if(pixel_mode & PMODE_BLEND)
{
#ifdef OGLR
flatV[cflatV++] = nx;
flatV[cflatV++] = ny;
flatC[cflatC++] = ((float)colr)/255.0f;
flatC[cflatC++] = ((float)colg)/255.0f;
flatC[cflatC++] = ((float)colb)/255.0f;
flatC[cflatC++] = ((float)cola)/255.0f;
cflat++;
flatV[cflatV++] = nx;
flatV[cflatV++] = ny;
flatC[cflatC++] = ((float)colr)/255.0f;
flatC[cflatC++] = ((float)colg)/255.0f;
flatC[cflatC++] = ((float)colb)/255.0f;
flatC[cflatC++] = ((float)cola)/255.0f;
cflat++;
#else
blendpixel(nx, ny, colr, colg, colb, cola);
blendpixel(nx, ny, colr, colg, colb, cola);
#endif
}
if(pixel_mode & PMODE_ADD)
{
#ifdef OGLR
addV[caddV++] = nx;
addV[caddV++] = ny;
addC[caddC++] = ((float)colr)/255.0f;
addC[caddC++] = ((float)colg)/255.0f;
addC[caddC++] = ((float)colb)/255.0f;
addC[caddC++] = ((float)cola)/255.0f;
cadd++;
addV[caddV++] = nx;
addV[caddV++] = ny;
addC[caddC++] = ((float)colr)/255.0f;
addC[caddC++] = ((float)colg)/255.0f;
addC[caddC++] = ((float)colb)/255.0f;
addC[caddC++] = ((float)cola)/255.0f;
cadd++;
#else
addpixel(nx, ny, colr, colg, colb, cola);
addpixel(nx, ny, colr, colg, colb, cola);
#endif
}
if(pixel_mode & PMODE_BLOB)
{
#ifdef OGLR
blobV[cblobV++] = nx;
blobV[cblobV++] = ny;
blobC[cblobC++] = ((float)colr)/255.0f;
blobC[cblobC++] = ((float)colg)/255.0f;
blobC[cblobC++] = ((float)colb)/255.0f;
blobC[cblobC++] = 1.0f;
cblob++;
blobV[cblobV++] = nx;
blobV[cblobV++] = ny;
blobC[cblobC++] = ((float)colr)/255.0f;
blobC[cblobC++] = ((float)colg)/255.0f;
blobC[cblobC++] = ((float)colb)/255.0f;
blobC[cblobC++] = 1.0f;
cblob++;
#else
vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
blendpixel(nx+1, ny, colr, colg, colb, 223);
blendpixel(nx-1, ny, colr, colg, colb, 223);
@ -1326,19 +1350,19 @@ void Renderer::render_parts()
{
int cola1 = (5*cola)/255;
#ifdef OGLR
glowV[cglowV++] = nx;
glowV[cglowV++] = ny;
glowC[cglowC++] = ((float)colr)/255.0f;
glowC[cglowC++] = ((float)colg)/255.0f;
glowC[cglowC++] = ((float)colb)/255.0f;
glowC[cglowC++] = 1.0f;
cglow++;
glowV[cglowV++] = nx;
glowV[cglowV++] = ny;
glowC[cglowC++] = ((float)colr)/255.0f;
glowC[cglowC++] = ((float)colg)/255.0f;
glowC[cglowC++] = ((float)colb)/255.0f;
glowC[cglowC++] = 1.0f;
cglow++;
#else
addpixel(nx, ny, colr, colg, colb, (192*cola)/255);
addpixel(nx+1, ny, colr, colg, colb, (96*cola)/255);
addpixel(nx-1, ny, colr, colg, colb, (96*cola)/255);
addpixel(nx, ny+1, colr, colg, colb, (96*cola)/255);
addpixel(nx, ny-1, colr, colg, colb, (96*cola)/255);
addpixel(nx, ny, colr, colg, colb, (192*cola)/255);
addpixel(nx+1, ny, colr, colg, colb, (96*cola)/255);
addpixel(nx-1, ny, colr, colg, colb, (96*cola)/255);
addpixel(nx, ny+1, colr, colg, colb, (96*cola)/255);
addpixel(nx, ny-1, colr, colg, colb, (96*cola)/255);
for (x = 1; x < 6; x++) {
addpixel(nx, ny-x, colr, colg, colb, cola1);
@ -1359,13 +1383,13 @@ void Renderer::render_parts()
if(pixel_mode & PMODE_BLUR)
{
#ifdef OGLR
blurV[cblurV++] = nx;
blurV[cblurV++] = ny;
blurC[cblurC++] = ((float)colr)/255.0f;
blurC[cblurC++] = ((float)colg)/255.0f;
blurC[cblurC++] = ((float)colb)/255.0f;
blurC[cblurC++] = 1.0f;
cblur++;
blurV[cblurV++] = nx;
blurV[cblurV++] = ny;
blurC[cblurC++] = ((float)colr)/255.0f;
blurC[cblurC++] = ((float)colg)/255.0f;
blurC[cblurC++] = ((float)colb)/255.0f;
blurC[cblurC++] = 1.0f;
cblur++;
#else
for (x=-3; x<4; x++)
{
@ -1386,53 +1410,53 @@ 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-5;
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-5;
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+5;
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+5;
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-5;
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-5;
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;
lineV[clineV++] = fny+5;
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+5;
cline++;
#else
gradv = 4*sim->parts[i].life + flicker;
for (x = 0; gradv>0.5; x++) {
@ -1450,53 +1474,53 @@ 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-10;
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-10;
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)/40;
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)/40;
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+10;
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+10;
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++;
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;
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)

View File

@ -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);