ddnet/src/game/client/gc_render.cpp

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2008-01-12 17:09:00 +00:00
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <math.h>
#include <engine/e_interface.h>
#include <engine/e_config.h>
#include <game/generated/gc_data.h>
#include <game/g_protocol.h>
#include <game/g_math.h>
#include <game/g_layers.h>
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#include "gc_render.h"
#include "gc_anim.h"
#include "gc_client.h"
#include "gc_map_image.h"
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static float sprite_w_scale;
static float sprite_h_scale;
void select_sprite(sprite *spr, int flags, int sx, int sy)
{
int x = spr->x+sx;
int y = spr->y+sy;
int w = spr->w;
int h = spr->h;
int cx = spr->set->gridx;
int cy = spr->set->gridy;
float f = sqrtf(h*h + w*w);
sprite_w_scale = w/f;
sprite_h_scale = h/f;
float x1 = x/(float)cx;
float x2 = (x+w)/(float)cx;
float y1 = y/(float)cy;
float y2 = (y+h)/(float)cy;
float temp = 0;
if(flags&SPRITE_FLAG_FLIP_Y)
{
temp = y1;
y1 = y2;
y2 = temp;
}
if(flags&SPRITE_FLAG_FLIP_X)
{
temp = x1;
x1 = x2;
x2 = temp;
}
gfx_quads_setsubset(x1, y1, x2, y2);
}
void select_sprite(int id, int flags, int sx, int sy)
{
if(id < 0 || id > data->num_sprites)
return;
select_sprite(&data->sprites[id], flags, sx, sy);
}
void draw_sprite(float x, float y, float size)
{
gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale);
}
void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners)
{
int num = 8;
for(int i = 0; i < num; i+=2)
{
float a1 = i/(float)num * pi/2;
float a2 = (i+1)/(float)num * pi/2;
float a3 = (i+2)/(float)num * pi/2;
float ca1 = cosf(a1);
float ca2 = cosf(a2);
float ca3 = cosf(a3);
float sa1 = sinf(a1);
float sa2 = sinf(a2);
float sa3 = sinf(a3);
if(corners&1) // TL
gfx_quads_draw_freeform(
x+r, y+r,
x+(1-ca1)*r, y+(1-sa1)*r,
x+(1-ca3)*r, y+(1-sa3)*r,
x+(1-ca2)*r, y+(1-sa2)*r);
if(corners&2) // TR
gfx_quads_draw_freeform(
x+w-r, y+r,
x+w-r+ca1*r, y+(1-sa1)*r,
x+w-r+ca3*r, y+(1-sa3)*r,
x+w-r+ca2*r, y+(1-sa2)*r);
if(corners&4) // BL
gfx_quads_draw_freeform(
x+r, y+h-r,
x+(1-ca1)*r, y+h-r+sa1*r,
x+(1-ca3)*r, y+h-r+sa3*r,
x+(1-ca2)*r, y+h-r+sa2*r);
if(corners&8) // BR
gfx_quads_draw_freeform(
x+w-r, y+h-r,
x+w-r+ca1*r, y+h-r+sa1*r,
x+w-r+ca3*r, y+h-r+sa3*r,
x+w-r+ca2*r, y+h-r+sa2*r);
}
gfx_quads_drawTL(x+r, y+r, w-r*2, h-r*2); // center
gfx_quads_drawTL(x+r, y, w-r*2, r); // top
gfx_quads_drawTL(x+r, y+h-r, w-r*2, r); // bottom
gfx_quads_drawTL(x, y+r, r, h-r*2); // left
gfx_quads_drawTL(x+w-r, y+r, r, h-r*2); // right
if(!(corners&1)) gfx_quads_drawTL(x, y, r, r); // TL
if(!(corners&2)) gfx_quads_drawTL(x+w, y, -r, r); // TR
if(!(corners&4)) gfx_quads_drawTL(x, y+h, r, -r); // BL
if(!(corners&8)) gfx_quads_drawTL(x+w, y+h, -r, -r); // BR
}
void draw_round_rect(float x, float y, float w, float h, float r)
{
draw_round_rect_ext(x,y,w,h,r,0xf);
}
void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos)
{
vec2 direction = dir;
vec2 position = pos;
//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
gfx_texture_set(info->texture);
gfx_quads_begin();
//gfx_quads_draw(pos.x, pos.y-128, 128, 128);
// first pass we draw the outline
// second pass we draw the filling
for(int p = 0; p < 2; p++)
{
int outline = p==0 ? 1 : 0;
for(int f = 0; f < 2; f++)
{
float animscale = info->size * 1.0f/64.0f;
float basesize = info->size;
if(f == 1)
{
gfx_quads_setrotation(anim->body.angle*pi*2);
// draw body
gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a);
vec2 body_pos = position + vec2(anim->body.x, anim->body.y)*animscale;
select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0);
gfx_quads_draw(body_pos.x, body_pos.y, basesize, basesize);
// draw eyes
if(p == 1)
{
switch (emote)
{
case EMOTE_PAIN:
select_sprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0);
break;
case EMOTE_HAPPY:
select_sprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0);
break;
case EMOTE_SURPRISE:
select_sprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0);
break;
case EMOTE_ANGRY:
select_sprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0);
break;
default:
select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0);
break;
}
float eyescale = basesize*0.40f;
float h = emote == EMOTE_BLINK ? basesize*0.15f : eyescale;
float eyeseparation = (0.075f - 0.010f*fabs(direction.x))*basesize;
vec2 offset = vec2(direction.x*0.125f, -0.05f+direction.y*0.10f)*basesize;
gfx_quads_draw(body_pos.x-eyeseparation+offset.x, body_pos.y+offset.y, eyescale, h);
gfx_quads_draw(body_pos.x+eyeseparation+offset.x, body_pos.y+offset.y, -eyescale, h);
}
}
// draw feet
gfx_setcolor(info->color_feet.r, info->color_feet.g, info->color_feet.b, info->color_feet.a);
select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, 0);
keyframe *foot = f ? &anim->front_foot : &anim->back_foot;
float w = basesize;
float h = basesize/2;
gfx_quads_setrotation(foot->angle*pi*2);
gfx_quads_draw(position.x+foot->x*animscale, position.y+foot->y*animscale, w, h);
}
}
gfx_quads_end();
}
static void calc_screen_params(float amount, float wmax, float hmax, float aspect, float *w, float *h)
{
float f = sqrt(amount) / sqrt(aspect);
*w = f*aspect;
*h = f;
// limit the view
if(*w > wmax)
{
*w = wmax;
*h = *w/aspect;
}
if(*h > hmax)
{
*h = hmax;
*w = *h*aspect;
}
}
void mapscreen_to_world(float center_x, float center_y, float parallax_x, float parallax_y,
float offset_x, float offset_y, float aspect, float zoom, float *points)
{
float width, height;
calc_screen_params(1300*1000, 1500, 1050, aspect, &width, &height);
center_x *= parallax_x;
center_y *= parallax_y;
width *= zoom;
height *= zoom;
points[0] = offset_x+center_x-width/2;
points[1] = offset_y+center_y-height/2;
points[2] = offset_x+center_x+width/2;
points[3] = offset_y+center_y+height/2;
}
static void mapscreen_to_group(float center_x, float center_y, MAPITEM_GROUP *group)
{
float points[4];
mapscreen_to_world(center_x, center_y, group->parallax_x/100.0f, group->parallax_y/100.0f,
group->offset_x, group->offset_y, gfx_screenaspect(), 1.0f, points);
gfx_mapscreen(points[0], points[1], points[2], points[3]);
}
void render_layers(float center_x, float center_y, int pass)
{
bool passed_gamelayer = false;
for(int g = 0; g < layers_num_groups(); g++)
{
MAPITEM_GROUP *group = layers_get_group(g);
mapscreen_to_group(center_x, center_y, group);
for(int l = 0; l < group->num_layers; l++)
{
MAPITEM_LAYER *layer = layers_get_layer(group->start_layer+l);
bool render = false;
bool is_game_layer = false;
if(layer == (MAPITEM_LAYER*)layers_game())
{
is_game_layer = true;
passed_gamelayer = 1;
}
if(pass == 0)
{
if(passed_gamelayer)
return;
render = true;
}
else
{
if(passed_gamelayer && !is_game_layer)
render = true;
}
if(render)
{
if(layer->type == LAYERTYPE_TILES)
{
MAPITEM_LAYER_TILEMAP *tmap = (MAPITEM_LAYER_TILEMAP *)layer;
if(tmap->image == -1)
gfx_texture_set(-1);
else
gfx_texture_set(img_get(tmap->image));
TILE *tiles = (TILE *)map_get_data(tmap->data);
render_tilemap(tiles, tmap->width, tmap->height, 32.0f, 1);
}
else if(layer->type == LAYERTYPE_QUADS)
{
MAPITEM_LAYER_QUADS *qlayer = (MAPITEM_LAYER_QUADS *)layer;
if(qlayer->image == -1)
gfx_texture_set(-1);
else
gfx_texture_set(img_get(qlayer->image));
QUAD *quads = (QUAD *)map_get_data_swapped(qlayer->data);
render_quads(quads, qlayer->num_quads);
}
}
}
}
}
// renders the complete game world
void render_world(float center_x, float center_y, float zoom)
{
// render background layers
render_layers(center_x, center_y, 0);
// render items
{
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
SNAP_ITEM item;
const void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PROJECTILE)
{
//const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
//if(prev)
render_projectile((const obj_projectile *)data, item.id);
}
else if(item.type == OBJTYPE_POWERUP)
{
const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_powerup((const obj_powerup *)prev, (const obj_powerup *)data);
}
else if(item.type == OBJTYPE_FLAG)
{
const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if (prev)
render_flag((const obj_flag *)prev, (const obj_flag *)data);
}
}
}
// render players above all
{
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
SNAP_ITEM item;
const void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PLAYER_CHARACTER)
{
const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
const void *prev_info = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_INFO, item.id);
const void *info = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_INFO, item.id);
if(prev && prev_info && info)
{
render_player(
(const obj_player_character *)prev,
(const obj_player_character *)data,
(const obj_player_info *)prev_info,
(const obj_player_info *)info
);
}
}
}
}
// render particles
//temp_system.update(client_frametime());
//temp_system.render();
// render foreground layers
render_layers(center_x, center_y, 1);
// render damage indications
render_damage_indicators();
}