ddnet/src/game/client/components/maplayers.cpp

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#include <game/layers.hpp>
#include <game/client/gameclient.hpp>
#include <game/client/component.hpp>
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#include <game/client/render.hpp>
#include <game/client/components/camera.hpp>
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#include <game/client/components/mapimages.hpp>
#include "maplayers.hpp"
MAPLAYERS::MAPLAYERS(int t)
{
type = t;
}
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]);
}
static void envelope_eval(float time_offset, int env, float *channels)
{
channels[0] = 0;
channels[1] = 0;
channels[2] = 0;
channels[3] = 0;
ENVPOINT *points;
{
int start, num;
map_get_type(MAPITEMTYPE_ENVPOINTS, &start, &num);
if(num)
points = (ENVPOINT *)map_get_item(start, 0, 0);
}
int start, num;
map_get_type(MAPITEMTYPE_ENVELOPE, &start, &num);
if(env >= num)
return;
MAPITEM_ENVELOPE *item = (MAPITEM_ENVELOPE *)map_get_item(start+env, 0, 0);
render_eval_envelope(points+item->start_point, item->num_points, 4, client_localtime()+time_offset, channels);
}
void MAPLAYERS::on_render()
{
if(client_state() != CLIENTSTATE_ONLINE && client_state() != CLIENTSTATE_DEMOPLAYBACK)
return;
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RECT screen;
gfx_getscreen(&screen.x, &screen.y, &screen.w, &screen.h);
vec2 center = gameclient.camera->center;
//float center_x = gameclient.camera->center.x;
//float center_y = gameclient.camera->center.y;
bool passed_gamelayer = false;
for(int g = 0; g < layers_num_groups(); g++)
{
MAPITEM_GROUP *group = layers_get_group(g);
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if(!config.gfx_noclip && group->version >= 2 && group->use_clipping)
{
// set clipping
float points[4];
mapscreen_to_group(center.x, center.y, layers_game_group());
gfx_getscreen(&points[0], &points[1], &points[2], &points[3]);
float x0 = (group->clip_x - points[0]) / (points[2]-points[0]);
float y0 = (group->clip_y - points[1]) / (points[3]-points[1]);
float x1 = ((group->clip_x+group->clip_w) - points[0]) / (points[2]-points[0]);
float y1 = ((group->clip_y+group->clip_h) - points[1]) / (points[3]-points[1]);
gfx_clip_enable((int)(x0*gfx_screenwidth()), (int)(y0*gfx_screenheight()),
(int)((x1-x0)*gfx_screenwidth()), (int)((y1-y0)*gfx_screenheight()));
}
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;
// skip rendering if detail layers if not wanted
if(layer->flags&LAYERFLAG_DETAIL && !config.gfx_high_detail)
continue;
if(layer == (MAPITEM_LAYER*)layers_game_layer())
{
is_game_layer = true;
passed_gamelayer = 1;
}
if(type == -1)
render = true;
else if(type == 0)
{
if(passed_gamelayer)
return;
render = true;
}
else
{
if(passed_gamelayer && !is_game_layer)
render = true;
}
if(render && !is_game_layer)
{
//layershot_begin();
if(layer->type == LAYERTYPE_TILES)
{
MAPITEM_LAYER_TILEMAP *tmap = (MAPITEM_LAYER_TILEMAP *)layer;
if(tmap->image == -1)
gfx_texture_set(-1);
else
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gfx_texture_set(gameclient.mapimages->get(tmap->image));
TILE *tiles = (TILE *)map_get_data(tmap->data);
gfx_blend_none();
render_tilemap(tiles, tmap->width, tmap->height, 32.0f, vec4(1,1,1,1), TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_OPAQUE);
gfx_blend_normal();
render_tilemap(tiles, tmap->width, tmap->height, 32.0f, vec4(1,1,1,1), TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_TRANSPARENT);
}
else if(layer->type == LAYERTYPE_QUADS)
{
MAPITEM_LAYER_QUADS *qlayer = (MAPITEM_LAYER_QUADS *)layer;
if(qlayer->image == -1)
gfx_texture_set(-1);
else
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gfx_texture_set(gameclient.mapimages->get(qlayer->image));
QUAD *quads = (QUAD *)map_get_data_swapped(qlayer->data);
gfx_blend_none();
render_quads(quads, qlayer->num_quads, envelope_eval, LAYERRENDERFLAG_OPAQUE);
gfx_blend_normal();
render_quads(quads, qlayer->num_quads, envelope_eval, LAYERRENDERFLAG_TRANSPARENT);
}
//layershot_end();
}
}
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if(!config.gfx_noclip)
gfx_clip_disable();
}
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if(!config.gfx_noclip)
gfx_clip_disable();
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// reset the screen like it was before
gfx_mapscreen(screen.x, screen.y, screen.w, screen.h);
}