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@ -3,7 +3,7 @@ |
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olcPixelGameEngine.h |
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+-------------------------------------------------------------+ |
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| OneLoneCoder Pixel Game Engine v2.23 | |
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| OneLoneCoder Pixel Game Engine v2.25 | |
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| "What do you need? Pixels... Lots of Pixels..." - javidx9 | |
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+-------------------------------------------------------------+ |
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@ -193,11 +193,11 @@ |
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Special thanks to my Patreons too - I wont name you on here, but I've |
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certainly enjoyed my tea and flapjacks :D |
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- In Memory of SaladinAkara 25.06.2023 - |
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Author |
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~~~~~~ |
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David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022 |
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David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022, 2023, 2024 |
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*/ |
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#pragma endregion |
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@ -315,11 +315,11 @@ |
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+FillTexturedTriangle() - Software rasterizes a textured, coloured, triangle |
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+FillTexturedPolygon() - Hijacks DecalStructure for configuration |
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+olc::vf2d arguments for Sprite::Sample() functions |
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SIG Updates: |
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The following additions are included in Sig's version of the PGE header (this is a sig version) |
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+GetAnyKey() - Returns when a key is activated |
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+GetAnyKeyPress() - Returns when a key is pressed down (and if a keyboard key, which key it was) |
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2.22: = Fix typo on dragged file buffers for unicode builds |
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2.23: Fixed Emscripten host sizing errors - Thanks Moros |
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Fixed v2d_generic.clamp() function |
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2.24: Fix FillTexturedTriangle() to remove const-ref |
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2.25: +DrawPolygonDecal(pos, tex, w, col) |
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!! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !! |
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!! Volunteers willing to help appreciated, though PRs are manually integrated with credit !! |
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@ -399,7 +399,7 @@ int main() |
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#include <cstring> |
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#pragma endregion |
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#define PGE_VER 223 |
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#define PGE_VER 225 |
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// O------------------------------------------------------------------------------O
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// | COMPILER CONFIGURATION ODDITIES |
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@ -580,6 +580,7 @@ namespace olc |
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// O------------------------------------------------------------------------------O
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// | olc::Pixel - Represents a 32-Bit RGBA colour |
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// O------------------------------------------------------------------------------O
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#if !defined(OLC_IGNORE_PIXEL) |
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struct Pixel |
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{ |
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union |
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@ -625,7 +626,7 @@ namespace olc |
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BLUE(0, 0, 255), DARK_BLUE(0, 0, 128), VERY_DARK_BLUE(0, 0, 64), |
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MAGENTA(255, 0, 255), DARK_MAGENTA(128, 0, 128), VERY_DARK_MAGENTA(64, 0, 64), |
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WHITE(255, 255, 255), BLACK(0, 0, 0), BLANK(0, 0, 0, 0); |
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#endif |
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// Thanks to scripticuk and others for updating the key maps
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// NOTE: The GLUT platform will need updating, open to contributions ;)
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enum Key |
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@ -851,7 +852,6 @@ namespace olc |
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STENCIL, |
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ILLUMINATE, |
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WIREFRAME, |
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MODEL3D, |
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}; |
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enum class DecalStructure |
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@ -892,10 +892,12 @@ namespace olc |
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std::vector<olc::vf2d> pos; |
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std::vector<olc::vf2d> uv; |
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std::vector<float> w; |
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std::vector<float> z; |
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std::vector<olc::Pixel> tint; |
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olc::DecalMode mode = olc::DecalMode::NORMAL; |
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olc::DecalStructure structure = olc::DecalStructure::FAN; |
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uint32_t points = 0; |
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bool depth = false; |
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}; |
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struct LayerDesc |
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@ -976,8 +978,6 @@ namespace olc |
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virtual bool OnUserUpdate(float fElapsedTime); |
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// Called once on application termination, so you can be one clean coder
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virtual bool OnUserDestroy(); |
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virtual void GetAnyKey(); |
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virtual void GetAnyKeyPress(olc::Key pressedKey); |
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// Called when a text entry is confirmed with "enter" key
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virtual void OnTextEntryComplete(const std::string& sText); |
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@ -1090,7 +1090,7 @@ namespace olc |
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void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE); |
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void FillTriangle(const olc::vi2d& pos1, const olc::vi2d& pos2, const olc::vi2d& pos3, Pixel p = olc::WHITE); |
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// Fill a textured and coloured triangle
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void FillTexturedTriangle(const std::vector<olc::vf2d>& vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex); |
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void FillTexturedTriangle(std::vector<olc::vf2d> vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex); |
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void FillTexturedPolygon(const std::vector<olc::vf2d>& vPoints, const std::vector<olc::vf2d>& vTex, const std::vector<olc::Pixel>& vColour, olc::Sprite* sprTex, olc::DecalStructure structure = olc::DecalStructure::LIST); |
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// Draws an entire sprite at location (x,y)
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void DrawSprite(int32_t x, int32_t y, Sprite* sprite, uint32_t scale = 1, uint8_t flip = olc::Sprite::NONE); |
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@ -1142,6 +1142,8 @@ namespace olc |
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void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = olc::WHITE); |
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void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& tint); |
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void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& colours, const olc::Pixel tint); |
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void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& colours, const olc::Pixel tint); |
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// Draws a line in Decal Space
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void DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p = olc::WHITE); |
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void DrawRotatedStringDecal(const olc::vf2d& pos, const std::string& sText, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f }); |
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@ -1191,6 +1193,7 @@ namespace olc |
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// Draws a vector of vertices, interprted as individual triangles
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void LW3D_DrawTriangles(olc::Decal* decal, const std::vector<std::array<float,3>>& pos, const std::vector<olc::vf2d>& tex, const std::vector<olc::Pixel>& col); |
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void LW3D_DrawWarpedDecal(olc::Decal* decal, const std::vector<std::array<float, 3>>& pos, const olc::Pixel& tint); |
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void LW3D_ModelTranslate(const float x, const float y, const float z); |
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@ -1460,6 +1463,7 @@ namespace olc |
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// O------------------------------------------------------------------------------O
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// | olc::Pixel IMPLEMENTATION |
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// O------------------------------------------------------------------------------O
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#if !defined(OLC_IGNORE_PIXEL) |
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Pixel::Pixel() |
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{ r = 0; g = 0; b = 0; a = nDefaultAlpha; } |
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@ -1570,7 +1574,7 @@ namespace olc |
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Pixel PixelLerp(const olc::Pixel& p1, const olc::Pixel& p2, float t) |
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{ return (p2 * t) + p1 * (1.0f - t); } |
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#endif |
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// O------------------------------------------------------------------------------O
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// | olc::Sprite IMPLEMENTATION |
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// O------------------------------------------------------------------------------O
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@ -2191,8 +2195,8 @@ namespace olc |
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auto rol = [&](void) { pattern = (pattern << 1) | (pattern >> 31); return pattern & 1; }; |
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olc::vi2d p1(x1, y1), p2(x2, y2); |
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//if (!ClipLineToScreen(p1, p2))
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// return;
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if (!ClipLineToScreen(p1, p2)) |
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return; |
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x1 = p1.x; y1 = p1.y; |
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x2 = p2.x; y2 = p2.y; |
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@ -2584,7 +2588,7 @@ namespace olc |
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} |
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} |
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void PixelGameEngine::FillTexturedTriangle(const std::vector<olc::vf2d>& vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex) |
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void PixelGameEngine::FillTexturedTriangle(std::vector<olc::vf2d> vPoints, std::vector<olc::vf2d> vTex, std::vector<olc::Pixel> vColour, olc::Sprite* sprTex) |
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{ |
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olc::vi2d p1 = vPoints[0]; |
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olc::vi2d p2 = vPoints[1]; |
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@ -3000,7 +3004,28 @@ namespace olc |
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di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; |
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di.uv[i] = uv[i]; |
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di.tint[i] = tint; |
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di.w[i] = 1.0f; |
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di.w[i] = depth[i]; |
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} |
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di.mode = nDecalMode; |
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di.structure = nDecalStructure; |
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vLayers[nTargetLayer].vecDecalInstance.push_back(di); |
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} |
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void PixelGameEngine::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<float>& depth, const std::vector<olc::vf2d>& uv, const std::vector<olc::Pixel>& colours, const olc::Pixel tint) |
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{ |
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DecalInstance di; |
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di.decal = decal; |
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di.points = uint32_t(pos.size()); |
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di.pos.resize(di.points); |
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di.uv.resize(di.points); |
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di.w.resize(di.points); |
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di.tint.resize(di.points); |
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for (uint32_t i = 0; i < di.points; i++) |
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{ |
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di.pos[i] = { (pos[i].x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i].y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; |
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di.uv[i] = uv[i]; |
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di.tint[i] = colours[i] * tint; |
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di.w[i] = depth[i]; |
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} |
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di.mode = nDecalMode; |
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di.structure = nDecalStructure; |
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@ -3017,17 +3042,64 @@ namespace olc |
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di.pos.resize(di.points); |
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di.uv.resize(di.points); |
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di.w.resize(di.points); |
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di.z.resize(di.points); |
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di.tint.resize(di.points); |
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for (uint32_t i = 0; i < di.points; i++) |
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{ |
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di.pos[i] = { pos[i][0], pos[i][1] }; |
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di.w[i] = pos[i][2]; |
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di.z[i] = pos[i][2]; |
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di.uv[i] = tex[i]; |
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di.tint[i] = col[i];
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} |
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di.mode = DecalMode::MODEL3D; |
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di.mode = nDecalMode; |
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di.structure = DecalStructure::LIST; |
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di.depth = true; |
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vLayers[nTargetLayer].vecDecalInstance.push_back(di); |
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} |
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void PixelGameEngine::LW3D_DrawWarpedDecal(olc::Decal* decal, const std::vector<std::array<float, 3>>& pos, const olc::Pixel& tint) |
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{ |
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// Thanks Nathan Reed, a brilliant article explaining whats going on here
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// http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/
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DecalInstance di; |
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di.points = 4; |
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di.decal = decal; |
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di.tint = { tint, tint, tint, tint }; |
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di.w = { 1, 1, 1, 1 }; |
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di.z = { 1, 1, 1, 1 }; |
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di.pos.resize(4); |
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di.uv = { { 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f} }; |
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olc::vf2d center; |
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float rd = ((pos[2][0] - pos[0][0]) * (pos[3][1] - pos[1][1]) - (pos[3][0] - pos[1][0]) * (pos[2][1] - pos[0][1])); |
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if (rd != 0) |
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{ |
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rd = 1.0f / rd; |
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float rn = ((pos[3][0] - pos[1][0]) * (pos[0][1] - pos[1][1]) - (pos[3][1] - pos[1][1]) * (pos[0][0] - pos[1][0])) * rd; |
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float sn = ((pos[2][0] - pos[0][0]) * (pos[0][1] - pos[1][1]) - (pos[2][1] - pos[0][1]) * (pos[0][0] - pos[1][0])) * rd; |
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if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) |
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{ |
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center.x = pos[0][0] + rn * (pos[2][0] - pos[0][0]); |
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center.y = pos[0][1] + rn * (pos[2][1] - pos[0][1]); |
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} |
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float d[4]; |
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for (int i = 0; i < 4; i++) |
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d[i] = std::sqrt((pos[i][0] - center.x) * (pos[i][0] - center.x) + (pos[i][1] - center.y) * (pos[i][1] - center.y)); |
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for (int i = 0; i < 4; i++) |
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{ |
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float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; |
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di.uv[i] *= q;
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di.w[i] *= q; |
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di.z[i] = pos[i][2]; |
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di.pos[i] = { (pos[i][0] * vInvScreenSize.x) * 2.0f - 1.0f, ((pos[i][1] * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f }; |
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} |
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di.mode = nDecalMode; |
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di.structure = nDecalStructure; |
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di.depth = true; |
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vLayers[nTargetLayer].vecDecalInstance.push_back(di); |
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} |
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} |
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#endif |
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void PixelGameEngine::DrawLineDecal(const olc::vf2d& pos1, const olc::vf2d& pos2, Pixel p) |
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@ -3682,9 +3754,6 @@ namespace olc |
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bool PixelGameEngine::OnUserDestroy() |
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{ return true; } |
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void PixelGameEngine::GetAnyKey(){}; |
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void PixelGameEngine::GetAnyKeyPress(olc::Key pressedKey){}; |
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void PixelGameEngine::OnTextEntryComplete(const std::string& sText) { UNUSED(sText); } |
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bool PixelGameEngine::OnConsoleCommand(const std::string& sCommand) { UNUSED(sCommand); return false; } |
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@ -3842,10 +3911,8 @@ namespace olc |
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platform->HandleSystemEvent(); |
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// Compare hardware input states from previous frame
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auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount,bool keyboard=true) |
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auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount) |
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{ |
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bool pressed=false; |
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int key; |
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for (uint32_t i = 0; i < nKeyCount; i++) |
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{ |
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pKeys[i].bPressed = false; |
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@ -3854,8 +3921,6 @@ namespace olc |
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{ |
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if (pStateNew[i]) |
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{ |
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pressed=true; |
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key=i; |
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pKeys[i].bPressed = !pKeys[i].bHeld; |
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pKeys[i].bHeld = true; |
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} |
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@ -3864,18 +3929,13 @@ namespace olc |
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pKeys[i].bReleased = true; |
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pKeys[i].bHeld = false; |
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} |
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GetAnyKey(); |
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} |
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pStateOld[i] = pStateNew[i]; |
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} |
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if (pressed) { |
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if (keyboard) {GetAnyKeyPress((olc::Key)key);} |
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else {GetAnyKeyPress(olc::Key::NONE);} |
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} |
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}; |
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ScanHardware(pKeyboardState, pKeyOldState, pKeyNewState, 256); |
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ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons, false); |
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ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons); |
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// Cache mouse coordinates so they remain consistent during frame
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vMousePos = vMousePosCache; |
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@ -4382,7 +4442,6 @@ namespace olc |
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switch (mode) |
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{ |
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case olc::DecalMode::NORMAL: |
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case olc::DecalMode::MODEL3D: |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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break; |
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case olc::DecalMode::ADDITIVE: |
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@ -4430,59 +4489,36 @@ namespace olc |
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else |
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glBindTexture(GL_TEXTURE_2D, decal.decal->id); |
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if (nDecalMode == DecalMode::MODEL3D) |
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if (decal.depth) |
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|
{ |
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|
#ifdef OLC_ENABLE_EXPERIMENTAL |
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glMatrixMode(GL_PROJECTION); glPushMatrix(); |
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glMatrixMode(GL_MODELVIEW); glPushMatrix(); |
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glEnable(GL_DEPTH_TEST); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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|
glFrustum(-1.0f, 1.0f, -1.0f, 1.0f, 1, 1000); |
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|
#pragma comment (lib, "winmm.lib") |
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|
} |
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|
glMatrixMode(GL_MODELVIEW); |
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|
glLoadIdentity(); |
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|
glTranslatef(0, -40, -200); |
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|
glRotatef(float(clock()) * 0.1f, 1, 0, 0); |
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|
glRotatef(float(clock()) * 0.1f * 2, 0, 1, 0); |
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|
|
glEnable(GL_BLEND); |
|
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|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|
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|
|
if (nDecalMode == DecalMode::WIREFRAME) |
|
|
|
|
glBegin(GL_LINE_LOOP); |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
if(decal.structure == olc::DecalStructure::FAN) |
|
|
|
|
glBegin(GL_TRIANGLE_FAN); |
|
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|
|
else if(decal.structure == olc::DecalStructure::STRIP) |
|
|
|
|
glBegin(GL_TRIANGLE_STRIP); |
|
|
|
|
else if(decal.structure == olc::DecalStructure::LIST) |
|
|
|
|
glBegin(GL_TRIANGLES); |
|
|
|
|
} |
|
|
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|
|
|
|
|
|
glBegin(GL_TRIANGLES); |
|
|
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|
|
|
|
|
|
if (decal.depth) |
|
|
|
|
{ |
|
|
|
|
|
|
|
|
|
// Render as 3D Spatial Entity
|
|
|
|
|
for (uint32_t n = 0; n < decal.points; n++) |
|
|
|
|
{ |
|
|
|
|
glColor4ub(decal.tint[n].r, decal.tint[n].g, decal.tint[n].b, decal.tint[n].a); |
|
|
|
|
glTexCoord2f(decal.uv[n].x, decal.uv[n].y); |
|
|
|
|
glVertex3f(decal.pos[n].x, decal.pos[n].y, decal.w[n]); |
|
|
|
|
glTexCoord4f(decal.uv[n].x, decal.uv[n].y, 0.0f, decal.w[n]); |
|
|
|
|
glVertex3f(decal.pos[n].x, decal.pos[n].y, decal.z[n]); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
glEnd(); |
|
|
|
|
|
|
|
|
|
glMatrixMode(GL_PROJECTION); glPopMatrix(); |
|
|
|
|
glMatrixMode(GL_MODELVIEW); glPopMatrix(); |
|
|
|
|
glDisable(GL_DEPTH_TEST); |
|
|
|
|
#endif |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
if (nDecalMode == DecalMode::WIREFRAME) |
|
|
|
|
glBegin(GL_LINE_LOOP); |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
if(decal.structure == olc::DecalStructure::FAN) |
|
|
|
|
glBegin(GL_TRIANGLE_FAN); |
|
|
|
|
else if(decal.structure == olc::DecalStructure::STRIP) |
|
|
|
|
glBegin(GL_TRIANGLE_STRIP); |
|
|
|
|
else if(decal.structure == olc::DecalStructure::LIST) |
|
|
|
|
glBegin(GL_TRIANGLES); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Render as 2D Spatial entity
|
|
|
|
|
for (uint32_t n = 0; n < decal.points; n++) |
|
|
|
|
{ |
|
|
|
@ -4490,12 +4526,15 @@ namespace olc |
|
|
|
|
glTexCoord4f(decal.uv[n].x, decal.uv[n].y, 0.0f, decal.w[n]); |
|
|
|
|
glVertex2f(decal.pos[n].x, decal.pos[n].y); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
glEnd(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//glDisable(GL_DEPTH_TEST);
|
|
|
|
|
glEnd(); |
|
|
|
|
|
|
|
|
|
if (decal.depth) |
|
|
|
|
{ |
|
|
|
|
glDisable(GL_DEPTH_TEST); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
uint32_t CreateTexture(const uint32_t width, const uint32_t height, const bool filtered, const bool clamp) override |
|
|
|
|