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

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#include <stdio.h>
#include <engine/graphics.h>
#include <engine/keys.h> //temp
#include <engine/shared/config.h>
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#include <game/layers.h>
#include <game/client/gameclient.h>
#include <game/client/component.h>
#include <game/client/render.h>
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#include <game/client/components/camera.h>
#include <game/client/components/mapimages.h>
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#include "maplayers.h"
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CMapLayers::CMapLayers(int t)
{
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m_Type = t;
m_pLayers = 0;
}
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void CMapLayers::OnInit()
{
m_pLayers = Layers();
}
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void CMapLayers::MapScreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup)
{
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float Points[4];
RenderTools()->MapscreenToWorld(CenterX, CenterY, pGroup->m_ParallaxX/100.0f, pGroup->m_ParallaxY/100.0f,
pGroup->m_OffsetX, pGroup->m_OffsetY, Graphics()->ScreenAspect(), 1.0f, Points);
Graphics()->MapScreen(Points[0], Points[1], Points[2], Points[3]);
}
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void CMapLayers::EnvelopeEval(float TimeOffset, int Env, float *pChannels, void *pUser)
{
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CMapLayers *pThis = (CMapLayers *)pUser;
pChannels[0] = 0;
pChannels[1] = 0;
pChannels[2] = 0;
pChannels[3] = 0;
CEnvPoint *pPoints = 0;
{
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int Start, Num;
pThis->m_pLayers->Map()->GetType(MAPITEMTYPE_ENVPOINTS, &Start, &Num);
if(Num)
pPoints = (CEnvPoint *)pThis->m_pLayers->Map()->GetItem(Start, 0, 0);
}
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int Start, Num;
pThis->m_pLayers->Map()->GetType(MAPITEMTYPE_ENVELOPE, &Start, &Num);
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if(Env >= Num)
return;
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CMapItemEnvelope *pItem = (CMapItemEnvelope *)pThis->m_pLayers->Map()->GetItem(Start+Env, 0, 0);
pThis->RenderTools()->RenderEvalEnvelope(pPoints+pItem->m_StartPoint, pItem->m_NumPoints, 4, pThis->Client()->LocalTime()+TimeOffset, pChannels);
}
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void CMapLayers::OnRender()
{
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if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK)
return;
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CUIRect Screen;
Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h);
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vec2 Center = m_pClient->m_pCamera->m_Center;
//float center_x = gameclient.camera->center.x;
//float center_y = gameclient.camera->center.y;
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bool PassedGameLayer = false;
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for(int g = 0; g < m_pLayers->NumGroups(); g++)
{
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CMapItemGroup *pGroup = m_pLayers->GetGroup(g);
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if(!g_Config.m_GfxNoclip && pGroup->m_Version >= 2 && pGroup->m_UseClipping)
{
// set clipping
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float Points[4];
MapScreenToGroup(Center.x, Center.y, m_pLayers->GameGroup());
Graphics()->GetScreen(&Points[0], &Points[1], &Points[2], &Points[3]);
float x0 = (pGroup->m_ClipX - Points[0]) / (Points[2]-Points[0]);
float y0 = (pGroup->m_ClipY - Points[1]) / (Points[3]-Points[1]);
float x1 = ((pGroup->m_ClipX+pGroup->m_ClipW) - Points[0]) / (Points[2]-Points[0]);
float y1 = ((pGroup->m_ClipY+pGroup->m_ClipH) - Points[1]) / (Points[3]-Points[1]);
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Graphics()->ClipEnable((int)(x0*Graphics()->ScreenWidth()), (int)(y0*Graphics()->ScreenHeight()),
(int)((x1-x0)*Graphics()->ScreenWidth()), (int)((y1-y0)*Graphics()->ScreenHeight()));
}
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MapScreenToGroup(Center.x, Center.y, pGroup);
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for(int l = 0; l < pGroup->m_NumLayers; l++)
{
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CMapItemLayer *pLayer = m_pLayers->GetLayer(pGroup->m_StartLayer+l);
bool Render = false;
bool IsGameLayer = false;
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if(pLayer == (CMapItemLayer*)m_pLayers->GameLayer())
{
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IsGameLayer = true;
PassedGameLayer = 1;
}
// skip rendering if detail layers if not wanted
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if(pLayer->m_Flags&LAYERFLAG_DETAIL && !g_Config.m_GfxHighDetail && !IsGameLayer)
continue;
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if(m_Type == -1)
Render = true;
else if(m_Type == 0)
{
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if(PassedGameLayer)
return;
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Render = true;
}
else
{
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if(PassedGameLayer && !IsGameLayer)
Render = true;
}
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if(pLayer->m_Type == LAYERTYPE_TILES && Input()->KeyPressed(KEY_KP0))
{
CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer;
CTile *pTiles = (CTile *)m_pLayers->Map()->GetData(pTMap->m_Data);
char buf[256];
str_format(buf, sizeof(buf), "%d%d_%dx%d", g, l, pTMap->m_Width, pTMap->m_Height);
FILE *f = fopen(buf, "w");
for(int y = 0; y < pTMap->m_Height; y++)
{
for(int x = 0; x < pTMap->m_Width; x++)
fprintf(f, "%d,", pTiles[y*pTMap->m_Width + x].m_Index);
fprintf(f, "\n");
}
fclose(f);
}
if(Render && !IsGameLayer)
{
//layershot_begin();
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if(pLayer->m_Type == LAYERTYPE_TILES)
{
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CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer;
if(pTMap->m_Image == -1)
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Graphics()->TextureSet(-1);
else
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Graphics()->TextureSet(m_pClient->m_pMapimages->Get(pTMap->m_Image));
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CTile *pTiles = (CTile *)m_pLayers->Map()->GetData(pTMap->m_Data);
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Graphics()->BlendNone();
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RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, vec4(1,1,1,1), TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_OPAQUE);
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Graphics()->BlendNormal();
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RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, vec4(1,1,1,1), TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_TRANSPARENT);
}
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else if(pLayer->m_Type == LAYERTYPE_QUADS)
{
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CMapItemLayerQuads *pQLayer = (CMapItemLayerQuads *)pLayer;
if(pQLayer->m_Image == -1)
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Graphics()->TextureSet(-1);
else
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Graphics()->TextureSet(m_pClient->m_pMapimages->Get(pQLayer->m_Image));
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CQuad *pQuads = (CQuad *)m_pLayers->Map()->GetDataSwapped(pQLayer->m_Data);
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Graphics()->BlendNone();
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RenderTools()->RenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_OPAQUE, EnvelopeEval, this);
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Graphics()->BlendNormal();
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RenderTools()->RenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_TRANSPARENT, EnvelopeEval, this);
}
//layershot_end();
}
}
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if(!g_Config.m_GfxNoclip)
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Graphics()->ClipDisable();
}
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if(!g_Config.m_GfxNoclip)
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Graphics()->ClipDisable();
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// reset the screen like it was before
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Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h);
}