Fading out at death works again

This commit is contained in:
mathusummut
2018-06-29 00:42:44 +02:00
parent b1760253fd
commit d142d80b05
8 changed files with 960 additions and 1056 deletions

View File

@@ -12,7 +12,6 @@
#ifndef _SHARED_GRAPHICS_GL_MODELRENDERERGL_H_
#define _SHARED_GRAPHICS_GL_MODELRENDERERGL_H_
#include <array>
#include "model_renderer.h"
#include "model.h"
#include "opengl.h"
@@ -24,6 +23,23 @@ using ::Shared::Graphics::Gl::Texture2DGl;
namespace Shared {
namespace Graphics {
namespace Gl {
class MeshCallback {
private:
const Texture *teamTexture;
public:
MeshCallback() {
teamTexture = NULL;
}
void setTeamTexture(const Texture *teamTexture) {
this->teamTexture = teamTexture;
}
void execute(const Mesh *mesh, float alpha);
static bool noTeamColors;
};
// =====================================================
// class ModelRendererGl
@@ -55,24 +71,6 @@ namespace Shared {
void renderMesh(Mesh *mesh, int renderMode = rmNormal, float alpha = 1.0f);
void renderMeshNormals(Mesh *mesh);
};
class MeshCallbackTeamColor : public MeshCallback {
private:
const Texture *teamTexture;
public:
MeshCallbackTeamColor() : MeshCallback() {
teamTexture = NULL;
}
void setTeamTexture(const Texture *teamTexture) {
this->teamTexture = teamTexture;
}
virtual void execute(const Mesh *mesh);
static bool noTeamColors;
};
}
}
}//end namespace

View File

@@ -18,30 +18,18 @@
namespace Shared {
namespace Graphics {
namespace Gl {
class MeshCallback;
}
enum RenderMode {
rmNormal,
rmSelection,
renderModeCount
};
class Texture;
// =====================================================
// class MeshCallback
//
/// This gets called before rendering mesh
// =====================================================
class MeshCallback {
public:
virtual ~MeshCallback() {
};
virtual void execute(const Mesh *mesh) = 0;
};
// =====================================================
// class ModelRenderer
// =====================================================
@@ -52,7 +40,7 @@ namespace Shared {
bool renderTextures;
bool renderColors;
bool colorPickingMode;
MeshCallback *meshCallback;
Gl::MeshCallback *meshCallback;
public:
ModelRenderer() {
@@ -67,7 +55,7 @@ namespace Shared {
virtual ~ModelRenderer() {
};
virtual void begin(bool renderNormals, bool renderTextures, bool renderColors, bool colorPickingMode, MeshCallback *meshCallback = NULL) = 0;
virtual void begin(bool renderNormals, bool renderTextures, bool renderColors, bool colorPickingMode, Gl::MeshCallback *meshCallback = NULL) = 0;
virtual void end() = 0;
virtual void render(Model *model, int renderMode = rmNormal, float alpha = 1.0f) = 0;
virtual void renderNormalsOnly(Model *model) = 0;

View File

@@ -22,12 +22,12 @@ using namespace Shared::Platform;
namespace Shared {
namespace Graphics {
namespace Gl {
bool MeshCallbackTeamColor::noTeamColors = false;
bool MeshCallback::noTeamColors = false;
void MeshCallbackTeamColor::execute(const Mesh *mesh) {
void MeshCallback::execute(const Mesh *mesh, float alpha) {
//team color
uint8 opacity = mesh->getFactionColorOpacity();
if (!mesh->getCustomTexture() || opacity == 0 || teamTexture == NULL || MeshCallbackTeamColor::noTeamColors) {
if (!mesh->getCustomTexture() || opacity == 0 || teamTexture == NULL || MeshCallback::noTeamColors) {
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
@@ -44,7 +44,7 @@ namespace Shared {
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
//set alpha to 1
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
@@ -56,10 +56,10 @@ namespace Shared {
GLuint handle = static_cast<const Texture2DGl*>(teamTexture)->getHandle();
glBindTexture(GL_TEXTURE_2D, handle);
float color[4];
color[0] = 1.0f; // Red
color[1] = 1.0f; // Green
color[2] = 1.0f; // Blue
color[3] = opacity * 0.00392156862f; // Alpha
color[0] = 1.0f; // Red
color[1] = 1.0f; // Green
color[2] = 1.0f; // Blue
color[3] = opacity * 0.00392156862f; // Alpha
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
@@ -72,14 +72,33 @@ namespace Shared {
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
//set alpha to 1
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
if (alpha < 1.f - FLT_EPSILON) {
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glMultiTexCoord2f(GL_TEXTURE1, 0.f, 0.f);
glBindTexture(GL_TEXTURE_2D, handle);
color[3] = alpha;
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
glActiveTexture(GL_TEXTURE0);
}
@@ -248,7 +267,7 @@ namespace Shared {
if (this->colorPickingMode == false) {
//set color
if (renderColors) {
Vec4f color(mesh->getDiffuseColor(), mesh->getOpacity() * alpha);
Vec4f color(mesh->getDiffuseColor(), mesh->getOpacity());
glColor4fv(color.ptr());
}
@@ -272,7 +291,7 @@ namespace Shared {
}
if (meshCallback != NULL) {
meshCallback->execute(mesh);
meshCallback->execute(mesh, alpha);
}
}