Merge pull request #1359 from MrThatKid/no-static-temp-effect-state

Backport commit cd5df01 from master branch
This commit is contained in:
Kyzentun
2016-11-30 13:43:27 -07:00
committed by GitHub
2 changed files with 37 additions and 39 deletions
+36 -39
View File
@@ -425,17 +425,14 @@ void Actor::PreDraw() // calculate actor properties
// Somthing below may set m_pTempState to tempState
m_pTempState = &m_current;
// set temporary drawing properties based on Effects
static TweenState tempState;
// todo: account for SSC_FUTURES -aj
if( m_Effect == no_effect )
{
}
else
{
m_pTempState = &tempState;
tempState = m_current;
m_pTempState= & m_current_with_effects;
m_current_with_effects= m_current;
const float fTotalPeriod = GetEffectPeriod();
ASSERT( fTotalPeriod > 0 );
@@ -474,77 +471,77 @@ void Actor::PreDraw() // calculate actor properties
float fPercentBetweenColors = RageFastSin( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f;
ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1,
ssprintf("PercentBetweenColors: %f, PercentThroughEffect: %f", fPercentBetweenColors, fPercentThroughEffect) );
float fOriginalAlpha = tempState.diffuse[0].a;
float fOriginalAlpha = m_current_with_effects.diffuse[0].a;
// todo: account for SSC_FUTURES -aj
switch( m_Effect )
{
case diffuse_blink:
/* XXX: Should diffuse_blink and diffuse_shift multiply the tempState color?
/* XXX: Should diffuse_blink and diffuse_shift multiply the m_current_with_effects color?
* (That would have the same effect with 1,1,1,1, and allow tweening the diffuse
* while blinking and shifting.) */
for(int i=0; i<NUM_DIFFUSE_COLORS; i++)
{
tempState.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2;
tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
m_current_with_effects.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2;
m_current_with_effects.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
}
break;
case diffuse_shift:
for(int i=0; i<NUM_DIFFUSE_COLORS; i++)
{
tempState.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
m_current_with_effects.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
m_current_with_effects.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
}
break;
case diffuse_ramp:
for(int i=0; i<NUM_DIFFUSE_COLORS; i++)
{
tempState.diffuse[i] = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
m_current_with_effects.diffuse[i] = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
m_current_with_effects.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
}
break;
case glow_blink:
tempState.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
m_current_with_effects.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
m_current_with_effects.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
break;
case glow_shift:
tempState.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
m_current_with_effects.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
m_current_with_effects.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
break;
case glow_ramp:
tempState.glow = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
m_current_with_effects.glow = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
m_current_with_effects.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
break;
case rainbow:
tempState.diffuse[0] = RageColor(
m_current_with_effects.diffuse[0] = RageColor(
RageFastCos( fPercentBetweenColors*2*PI ) * 0.5f + 0.5f,
RageFastCos( fPercentBetweenColors*2*PI + PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
RageFastCos( fPercentBetweenColors*2*PI + PI * 4.0f / 3.0f) * 0.5f + 0.5f,
fOriginalAlpha );
for( int i=1; i<NUM_DIFFUSE_COLORS; i++ )
tempState.diffuse[i] = tempState.diffuse[0];
m_current_with_effects.diffuse[i] = m_current_with_effects.diffuse[0];
break;
case wag:
tempState.rotation += m_vEffectMagnitude * RageFastSin( fPercentThroughEffect * 2.0f * PI );
m_current_with_effects.rotation += m_vEffectMagnitude * RageFastSin( fPercentThroughEffect * 2.0f * PI );
break;
case spin:
// nothing needs to be here
break;
case vibrate:
tempState.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom();
tempState.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom();
tempState.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom();
m_current_with_effects.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom();
m_current_with_effects.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom();
m_current_with_effects.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom();
break;
case bounce:
{
float fPercentOffset = RageFastSin( fPercentThroughEffect*PI );
tempState.pos += m_vEffectMagnitude * fPercentOffset;
m_current_with_effects.pos += m_vEffectMagnitude * fPercentOffset;
}
break;
case bob:
{
float fPercentOffset = RageFastSin( fPercentThroughEffect*PI*2 );
tempState.pos += m_vEffectMagnitude * fPercentOffset;
m_current_with_effects.pos += m_vEffectMagnitude * fPercentOffset;
}
break;
case pulse:
@@ -553,13 +550,13 @@ void Actor::PreDraw() // calculate actor properties
float fMaxZoom = m_vEffectMagnitude[1];
float fPercentOffset = RageFastSin( fPercentThroughEffect*PI );
float fZoom = SCALE( fPercentOffset, 0.f, 1.f, fMinZoom, fMaxZoom );
tempState.scale *= fZoom;
m_current_with_effects.scale *= fZoom;
// Use the color as a Vector3 to scale the effect for added control
RageColor c = SCALE( fPercentOffset, 0.f, 1.f, m_effectColor1, m_effectColor2 );
tempState.scale.x *= c.r;
tempState.scale.y *= c.g;
tempState.scale.z *= c.b;
m_current_with_effects.scale.x *= c.r;
m_current_with_effects.scale.y *= c.g;
m_current_with_effects.scale.z *= c.b;
}
break;
default:
@@ -572,28 +569,28 @@ void Actor::PreDraw() // calculate actor properties
if( m_internalDiffuse != RageColor(1, 1, 1, 1) )
{
if( m_pTempState != &tempState )
if( m_pTempState != &m_current_with_effects )
{
m_pTempState = &tempState;
tempState = m_current;
m_pTempState = &m_current_with_effects;
m_current_with_effects = m_current;
}
for( int i=0; i<NUM_DIFFUSE_COLORS; i++ )
{
tempState.diffuse[i] *= m_internalDiffuse;
m_current_with_effects.diffuse[i] *= m_internalDiffuse;
}
}
if( m_internalGlow.a > 0 )
{
if( m_pTempState != &tempState )
if( m_pTempState != &m_current_with_effects )
{
m_pTempState = &tempState;
tempState = m_current;
m_pTempState = &m_current_with_effects;
m_current_with_effects = m_current;
}
// Blend using Screen mode
tempState.glow = tempState.glow + m_internalGlow - m_internalGlow * tempState.glow;
m_current_with_effects.glow = m_current_with_effects.glow + m_internalGlow - m_internalGlow * m_current_with_effects.glow;
}
}
+1
View File
@@ -660,6 +660,7 @@ protected:
RageVector2 m_size;
TweenState m_current;
TweenState m_start;
TweenState m_current_with_effects;
struct TweenStateAndInfo
{
TweenState state;