make internal diffuse apply to bmt attributes

diffuse from BitmapText attributes were not receiving internal diffuse
from their parent ActorFrames. This change waits until after the draw
cycle to reset the internal diffuse and glow, so any color applications
separate from generic diffuse can use the internal diffuse when desired.
This commit is contained in:
sigatrev
2014-08-16 16:38:26 -05:00
parent 4ac7e2ad2d
commit d8b86fa3c5
3 changed files with 35 additions and 9 deletions
+8 -3
View File
@@ -288,7 +288,7 @@ void Actor::Draw()
this->PreDraw(); this->PreDraw();
ASSERT( m_pTempState != NULL ); ASSERT( m_pTempState != NULL );
if( m_pTempState->diffuse[0].a != 0 || m_pTempState->diffuse[1].a != 0 || m_pTempState->diffuse[2].a != 0 || m_pTempState->diffuse[3].a != 0 || m_pTempState->glow.a != 0 ) // This Actor is not fully transparent if( m_pTempState->diffuse[0].a > 0 || m_pTempState->diffuse[1].a > 0 || m_pTempState->diffuse[2].a > 0 || m_pTempState->diffuse[3].a > 0 || m_pTempState->glow.a > 0 ) // This Actor is not fully transparent
{ {
// call the most-derived versions // call the most-derived versions
this->BeginDraw(); this->BeginDraw();
@@ -296,9 +296,16 @@ void Actor::Draw()
this->EndDraw(); this->EndDraw();
} }
this->PostDraw();
m_pTempState = NULL; m_pTempState = NULL;
} }
void Actor::PostDraw() // reset internal diffuse and glow
{
m_internalDiffuse = RageColor(1, 1, 1, 1);
m_internalGlow.a = 0;
}
void Actor::PreDraw() // calculate actor properties void Actor::PreDraw() // calculate actor properties
{ {
// Somthing below may set m_pTempState to tempState // Somthing below may set m_pTempState to tempState
@@ -468,7 +475,6 @@ void Actor::PreDraw() // calculate actor properties
{ {
tempState.diffuse[i] *= m_internalDiffuse; tempState.diffuse[i] *= m_internalDiffuse;
} }
m_internalDiffuse = RageColor(1, 1, 1, 1);
} }
if( m_internalGlow.a > 0 ) if( m_internalGlow.a > 0 )
@@ -481,7 +487,6 @@ void Actor::PreDraw() // calculate actor properties
// Blend using Screen mode // Blend using Screen mode
tempState.glow = tempState.glow + m_internalGlow - m_internalGlow * tempState.glow; tempState.glow = tempState.glow + m_internalGlow - m_internalGlow * tempState.glow;
m_internalGlow.a = 0;
} }
} }
+2
View File
@@ -244,6 +244,8 @@ public:
virtual bool EarlyAbortDraw() const { return false; } virtual bool EarlyAbortDraw() const { return false; }
/** @brief Calculate values that may be needed for drawing. */ /** @brief Calculate values that may be needed for drawing. */
virtual void PreDraw(); virtual void PreDraw();
/** @brief Reset internal diffuse and glow. */
virtual void PostDraw();
/** @brief Start the drawing and push the transform on the world matrix stack. */ /** @brief Start the drawing and push the transform on the world matrix stack. */
virtual void BeginDraw(); virtual void BeginDraw();
/** /**
+24 -5
View File
@@ -659,10 +659,20 @@ void BitmapText::DrawPrimitives()
iEnd = min( iEnd, m_aVertices.size() ); iEnd = min( iEnd, m_aVertices.size() );
for( ; i < iEnd; i += 4 ) for( ; i < iEnd; i += 4 )
{ {
m_aVertices[i+0].c = attr.diffuse[0]; // top left if( m_internalDiffuse != RageColor(1, 1, 1, 1) )
m_aVertices[i+1].c = attr.diffuse[2]; // bottom left {
m_aVertices[i+2].c = attr.diffuse[3]; // bottom right m_aVertices[i+0].c = attr.diffuse[0] * m_internalDiffuse;
m_aVertices[i+3].c = attr.diffuse[1]; // top right m_aVertices[i+1].c = attr.diffuse[2] * m_internalDiffuse;
m_aVertices[i+2].c = attr.diffuse[3] * m_internalDiffuse;
m_aVertices[i+3].c = attr.diffuse[1] * m_internalDiffuse;
}
else
{
m_aVertices[i+0].c = attr.diffuse[0]; // top left
m_aVertices[i+1].c = attr.diffuse[2]; // bottom left
m_aVertices[i+2].c = attr.diffuse[3]; // bottom right
m_aVertices[i+3].c = attr.diffuse[1]; // top right
}
} }
} }
} }
@@ -729,7 +739,16 @@ void BitmapText::DrawPrimitives()
iEnd = i + attr.length*4; iEnd = i + attr.length*4;
iEnd = min( iEnd, m_aVertices.size() ); iEnd = min( iEnd, m_aVertices.size() );
for( ; i < iEnd; ++i ) for( ; i < iEnd; ++i )
m_aVertices[i].c = attr.glow; {
if( m_internalGlow.a > 0 )
{
m_aVertices[i].c = attr.glow * m_internalGlow;
}
else
{
m_aVertices[i].c = attr.glow;
}
}
} }
/* Draw glow using the base texture and the glow texture. Otherwise, /* Draw glow using the base texture and the glow texture. Otherwise,
* glow looks too tame on BitmapText that has a stroke. - Chris Danford */ * glow looks too tame on BitmapText that has a stroke. - Chris Danford */