avoid using very large texture coordinates

This commit is contained in:
Glenn Maynard
2005-03-30 08:36:55 +00:00
parent ba1e1e41b8
commit b4b4635e4b
2 changed files with 19 additions and 9 deletions
+17 -7
View File
@@ -741,6 +741,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bo
// top to bottom
bool bAllAreTransparent = true;
bool bLast = false;
float fVertTexCoordOffset = 0;
for( float fY = fDrawYBodyTop; !bLast; fY += fYStep )
{
if( fY >= fDrawYBodyBottom )
@@ -756,7 +757,12 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bo
const float fXRight = fX + fFrameWidth/2;
const float fDistFromBodyBottom = fYBodyBottom - fY;
const float fDistFromBodyTop = fY - fYBodyTop;
const float fTexCoordTop = SCALE( bAnchorToBottom ? fDistFromBodyTop : fDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
float fTexCoordTop = SCALE( bAnchorToBottom ? fDistFromBodyTop : fDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
/* For very large hold notes, shift the texture coordinates to be near 0, so we
* don't send very large values to the renderer. */
if( fY == fDrawYBodyTop ) // first
fVertTexCoordOffset = floorf( fTexCoordTop );
fTexCoordTop -= fVertTexCoordOffset;
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
@@ -868,7 +874,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iBeat, con
queue.Draw();
}
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow )
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
{
//
// Draw the tail
@@ -879,6 +885,8 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bo
const float fY = fYTail;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
if( fYOffset < fYStartOffset || fYOffset > fYEndOffset )
return;
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
@@ -920,7 +928,7 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bo
}
}
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow )
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
{
//
// Draw the head
@@ -932,6 +940,8 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bo
// draw with normal Sprite
const float fY = fYHead;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
if( fYOffset < fYStartOffset || fYOffset > fYEndOffset )
return;
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
@@ -1007,9 +1017,9 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iBeat, bool bIsBein
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
if( !cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
DrawHoldHead( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
if( !cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
DrawHoldTail( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
@@ -1026,9 +1036,9 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iBeat, bool bIsBein
/* These set the texture mode themselves. */
if( cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
DrawHoldTail( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
if( cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
DrawHoldHead( tn, iCol, iBeat, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset );
// now, draw the glow pass
if( !bDrawGlowOnly )
+2 -2
View File
@@ -41,8 +41,8 @@ protected:
void DrawHoldBottomCap( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldTopCap( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow );
void DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow );
void DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
void DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
const PlayerState* m_pPlayerState; // to look up PlayerOptions