add fallback line renderer (not yet used)
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@@ -24,6 +24,8 @@
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#include "GameConstantsAndTypes.h"
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#include "StepMania.h"
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#include <math.h>
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RageDisplay* DISPLAY = NULL;
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////////////
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@@ -456,7 +458,67 @@ void RageDisplay::DrawStrip( const RageVertex v[], int iNumVerts )
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g_iVertsRenderedSinceLastCheck += iNumVerts;
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}
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void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth )
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/* Draw a line as a quad. GL_LINES with antialiasing off can draw odd
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* ends at odd angles--they're forced to axis-alignment regardless of the
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* angle of the line. */
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void RageDisplay::DrawPolyLine(const RageVertex &p1, const RageVertex &p2, float LineWidth )
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{
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/* soh cah toa strikes strikes again! */
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float opp = p2.p.x - p1.p.x;
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float adj = p2.p.y - p1.p.y;
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float hyp = powf(opp*opp + adj*adj, 0.5f);
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float lsin = opp/hyp;
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float lcos = adj/hyp;
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RageVertex p[4];
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p[0] = p[1] = p1;
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p[2] = p[3] = p2;
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float ydist = lsin * LineWidth/2;
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float xdist = lcos * LineWidth/2;
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p[0].p.x += xdist;
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p[0].p.y -= ydist;
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p[1].p.x -= xdist;
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p[1].p.y += ydist;
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p[2].p.x -= xdist;
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p[2].p.y += ydist;
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p[3].p.x += xdist;
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p[3].p.y -= ydist;
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DrawQuad(p);
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}
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/* Draw a line loop with rounded corners using polys. This is used on
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* cards that have strange allergic reactions to antialiased points and
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* lines. */
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void RageDisplay::DrawLoop_Polys( const RageVertex v[], int iNumVerts, float LineWidth )
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{
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ASSERT( iNumVerts >= 3 );
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for(int i = 0; i < iNumVerts; ++i)
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DrawPolyLine(v[i], v[(i+1)%iNumVerts], LineWidth);
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/* Join the lines with circles so we get rounded corners. */
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GLUquadricObj *q = gluNewQuadric();
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for(int i = 0; i < iNumVerts; ++i)
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{
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glPushMatrix();
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glColor4fv(v[i].c);
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glTexCoord3fv(v[i].t);
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glTranslatef(v[i].p.x, v[i].p.y, v[i].p.z);
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gluDisk(q, 0, LineWidth/2, 32, 32);
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glPopMatrix();
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}
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gluDeleteQuadric(q);
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}
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/* Draw a nice AA'd line loop. One problem with this is that point and line
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* sizes don't always precisely match, which doesn't look quite right.
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* It's worth it for the AA, though. */
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void RageDisplay::DrawLoop_LinesAndPoints( const RageVertex v[], int iNumVerts, float LineWidth )
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{
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ASSERT( iNumVerts >= 3 );
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@@ -478,7 +540,6 @@ void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth
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* if lines are .5 and points are .25, we might want to snap the width to the
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* nearest .5, so the hardware doesn't snap them to different sizes. Does it
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* matter? */
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glLineWidth(LineWidth);
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/* Draw the line loop: */
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@@ -496,7 +557,9 @@ void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth
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* any points at all, since there's nothing to connect. That'll happen
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* if both scale factors in the matrix are ~0. (Actually, I think
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* it's true if two of the three scale factors are ~0, but we don't
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* use this for anything 3d at the moment anyway ...) */
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* use this for anything 3d at the moment anyway ...) This is needed
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* because points aren't scaled like regular polys--a zero-size point
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* will still be drawn. */
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RageMatrix mat;
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glGetFloatv( GL_MODELVIEW_MATRIX, (float*)mat );
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@@ -511,6 +574,13 @@ void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth
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glDisable(GL_POINT_SMOOTH);
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}
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void RageDisplay::DrawLoop( const RageVertex v[], int iNumVerts, float LineWidth )
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{
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/* XXX: need to autodetect voodoo 3500 (and any others that need this) */
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// DrawLoop_LinesAndPoints(v, iNumVerts, LineWidth);
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DrawLoop_Polys(v, iNumVerts, LineWidth);
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}
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void RageDisplay::PushMatrix()
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{
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glPushMatrix();
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@@ -97,6 +97,10 @@ protected:
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/* Don't use this to check extensions; use GetSpecs. */
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bool HasExtension(CString ext) const;
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void RageDisplay::DumpOpenGLDebugInfo();
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void DrawPolyLine(const RageVertex &p1, const RageVertex &p2, float LineWidth );
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void DrawLoop_LinesAndPoints( const RageVertex v[], int iNumVerts, float LineWidth );
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void DrawLoop_Polys( const RageVertex v[], int iNumVerts, float LineWidth );
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};
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