fix outfit problems

master
Eduardo Bart 12 years ago
parent 87236ee780
commit 437f515e7c

@ -11,24 +11,19 @@ uniform vec4 bodyColor;
uniform vec4 legsColor;
uniform vec4 feetColor;
const vec4 yellow = vec4(1.0, 1.0, 0.0, 1.0);
const vec4 red = vec4(1.0, 0.0, 0.0, 1.0);
const vec4 green = vec4(0.0, 1.0, 0.0, 1.0);
const vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);
vec4 calcOutfitPixel()
{
vec4 pixel = texture2D(texture, textureCoords);
vec4 maskColor = texture2D(maskTexture, textureCoords);
vec4 outColor = vec4(1.0, 1.0, 1.0, 1.0);
if(maskColor == yellow)
if(maskColor.r > 0.1 && maskColor.g > 0.1)
outColor = headColor;
else if(maskColor == red)
else if(maskColor.r > 0.1)
outColor = bodyColor;
else if(maskColor == green)
else if(maskColor.g > 0.1)
outColor = legsColor;
else if(maskColor == blue)
else if(maskColor.b > 0.1)
outColor = feetColor;
return pixel * outColor;

@ -60,8 +60,8 @@ void Painter::drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer&
return;
program->setProjectionMatrix(m_projectionMatrix);
program->setOpacity(m_currentOpacity);
program->setColor(m_currentColor);
program->setOpacity(m_opacity);
program->setColor(m_color);
program->draw(coordsBuffer, drawMode);
}
@ -141,4 +141,32 @@ void Painter::setCompositionMode(Painter::CompositionMode compositionMode)
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
break;
}
m_compostionMode = compositionMode;
}
void Painter::saveAndResetState()
{
m_oldCustomProgram = m_customProgram;
m_oldProjectionMatrix = m_projectionMatrix;
m_oldColor = m_color;
m_oldOpacity = m_opacity;
m_oldCompostionMode = m_compostionMode;
releaseCustomProgram();
setColor(Fw::white);
setOpacity(1);
setCompositionMode(CompositionMode_Normal);
}
void Painter::restoreSavedState()
{
setCustomProgram(m_oldCustomProgram);
setColor(m_oldColor);
setOpacity(m_oldOpacity);
setCompositionMode(m_oldCompostionMode);
m_oldCustomProgram = nullptr;
m_oldColor = Fw::white;
m_oldOpacity = 1;
m_oldCompostionMode = CompositionMode_Normal;
}

@ -50,11 +50,11 @@ public:
void drawFilledRect(const Rect& dest);
void drawBoundingRect(const Rect& dest, int innerLineWidth = 1);
void setColor(const Color& color) { m_currentColor = color; }
Color getColor() { return m_currentColor; }
void setColor(const Color& color) { m_color = color; }
Color getColor() { return m_color; }
void setOpacity(float opacity) { m_currentOpacity = opacity; }
float getOpacity() { return m_currentOpacity; }
void setOpacity(float opacity) { m_opacity = opacity; }
float getOpacity() { return m_opacity; }
void setCustomProgram(PainterShaderProgramPtr program);
void releaseCustomProgram() { m_customProgram = nullptr; }
@ -64,14 +64,24 @@ public:
void setProjectionMatrix(const Matrix3& projectionMatrix) { m_projectionMatrix = projectionMatrix; }
Matrix3 getProjectionMatrix() { return m_projectionMatrix; }
void saveAndResetState();
void restoreSavedState();
private:
PainterShaderProgramPtr m_drawTexturedProgram;
PainterShaderProgramPtr m_drawSolidColorProgram;
PainterShaderProgramPtr m_customProgram;
Matrix3 m_projectionMatrix;
Color m_currentColor;
float m_currentOpacity;
Color m_color;
float m_opacity;
CompositionMode m_compostionMode;
CoordsBuffer m_coordsBuffer;
PainterShaderProgramPtr m_oldCustomProgram;
Matrix3 m_oldProjectionMatrix;
Color m_oldColor;
float m_oldOpacity;
CompositionMode m_oldCompostionMode;
};
extern Painter g_painter;

@ -26,6 +26,11 @@
#include "texturemanager.h"
#include <framework/core/clock.h>
PainterShaderProgram::PainterShaderProgram()
{
m_textures.fill(std::make_tuple(-1, 0));
}
bool PainterShaderProgram::link()
{
bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
@ -63,12 +68,9 @@ void PainterShaderProgram::setOpacity(float opacity)
void PainterShaderProgram::setUniformTexture(int location, const TexturePtr& texture, int index)
{
if(index > 0)
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, texture ? texture->getId() : 0);
if(index > 0)
glActiveTexture(GL_TEXTURE0);
setUniformValue(location, index);
assert(index >= 0 && index <= 1);
m_textures[index] = std::make_tuple(location, texture ? texture->getId() : 0);
}
void PainterShaderProgram::setTexture(const TexturePtr& texture)
@ -112,6 +114,18 @@ void PainterShaderProgram::draw(const CoordsBuffer& coordsBuffer, DrawMode drawM
mustDisableTexCoordsArray = true;
}
for(int i=0;i<(int)m_textures.size();++i) {
int location = std::get<0>(m_textures[i]);
if(location == -1)
break;
int id = std::get<1>(m_textures[i]);
setUniformValue(location, i);
glActiveTexture(GL_TEXTURE0+i);
glBindTexture(GL_TEXTURE_2D, id);
}
glActiveTexture(GL_TEXTURE0);
glDrawArrays(drawMode, 0, numVertices);
if(mustDisableVertexArray)

@ -45,6 +45,8 @@ public:
TriangleStrip = GL_TRIANGLE_STRIP
};
PainterShaderProgram();
bool link();
void setProjectionMatrix(const Matrix3& projectionMatrix);
@ -57,6 +59,7 @@ public:
private:
DrawMode m_drawMode;
Timer m_startTimer;
std::array<std::tuple<int, int>, 4> m_textures;
};
#endif

@ -122,8 +122,10 @@ std::vector<uint8> Texture::getPixels()
FrameBufferPtr fb(new FrameBuffer(m_size));
std::vector<uint8> pixels(m_size.area()*4, 0);
fb->bind();
g_painter.saveAndResetState();
g_painter.drawTexturedRect(Rect(0,0,m_size), shared_from_this());
glReadPixels(0, 0, m_size.width(), m_size.height(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
g_painter.restoreSavedState();
fb->release();
return pixels;
}

@ -66,16 +66,15 @@ int MASK_TEXTURE_UNIFORM = 14;
void Creature::draw(const Point& dest, float scaleFactor)
{
int scaledTileSize = Otc::TILE_PIXELS * scaleFactor;
Point scaledWalkOffset = m_walkOffset * scaleFactor;
if(m_showVolatileSquare) {
g_painter.setColor(m_volatileSquareColor);
g_painter.drawBoundingRect(Rect(dest + scaledWalkOffset - (getDisplacement() + 3)*scaleFactor, Size(28*scaleFactor, 28*scaleFactor)), 2*scaleFactor);
g_painter.drawBoundingRect(Rect(dest + (m_walkOffset - getDisplacement() + 3)*scaleFactor, Size(28*scaleFactor, 28*scaleFactor)), 2*scaleFactor);
}
if(m_showStaticSquare) {
g_painter.setColor(m_staticSquareColor);
g_painter.drawBoundingRect(Rect(dest + scaledWalkOffset - (getDisplacement() + 1)*scaleFactor, Size(scaledTileSize, scaledTileSize)), 2*scaleFactor);
g_painter.drawBoundingRect(Rect(dest + (m_walkOffset - getDisplacement() + 1)*scaleFactor, Size(scaledTileSize, scaledTileSize)), 2*scaleFactor);
}
g_painter.setColor(Fw::white);
@ -116,14 +115,15 @@ void Creature::draw(const Point& dest, float scaleFactor)
if(!spriteTex)
continue;
TexturePtr maskTex;
if(getLayers() > 1) {
int maskId = getSpriteId(w, h, 1, m_xPattern, m_yPattern, m_zPattern, m_animation);
TexturePtr maskTex = g_sprites.getSpriteTexture(maskId);
outfitProgram->setUniformTexture(MASK_TEXTURE_UNIFORM, maskTex, 1);
maskTex = g_sprites.getSpriteTexture(maskId);
}
outfitProgram->setUniformTexture(MASK_TEXTURE_UNIFORM, maskTex, 1);
Rect drawRect((dest.x + scaledWalkOffset.x - w*scaledTileSize) - getDisplacementX()*scaleFactor,
(dest.y + scaledWalkOffset.y - h*scaledTileSize) - getDisplacementY()*scaleFactor,
Rect drawRect(dest.x + (m_walkOffset.x - w*Otc::TILE_PIXELS - getDisplacementX())*scaleFactor,
dest.y + (m_walkOffset.y - h*Otc::TILE_PIXELS - getDisplacementY())*scaleFactor,
scaledTileSize, scaledTileSize);
g_painter.drawTexturedRect(drawRect, spriteTex);
}
@ -134,10 +134,10 @@ void Creature::draw(const Point& dest, float scaleFactor)
}
else if(m_outfit.getCategory() == ThingsType::Item) {
for(int l = 0; l < getLayers(); l++)
internalDraw(dest + scaledWalkOffset, scaleFactor, l);
internalDraw(dest + m_walkOffset * scaleFactor, scaleFactor, l);
}
else if(m_outfit.getCategory() == ThingsType::Effect)
internalDraw(dest + scaledWalkOffset, scaleFactor, 0);
internalDraw(dest + m_walkOffset * scaleFactor, scaleFactor, 0);
}
void Creature::drawInformation(const Point& point, bool useGray, const Rect& parentRect)

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