ddnet/src/game/client/render.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <math.h>
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#include <base/math.h>
#include "animstate.h"
#include "render.h"
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#include <engine/graphics.h>
#include <engine/map.h>
#include <engine/shared/config.h>
#include <game/client/components/skins.h>
#include <game/client/gameclient.h>
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#include <game/generated/client_data.h>
#include <game/generated/client_data7.h>
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#include <game/generated/protocol.h>
#include <game/layers.h>
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static float gs_SpriteWScale;
static float gs_SpriteHScale;
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void CRenderTools::Init(IGraphics *pGraphics, CUI *pUI, CGameClient *pGameClient)
{
m_pGraphics = pGraphics;
m_pUI = pUI;
m_pGameClient = (CGameClient *)pGameClient;
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m_TeeQuadContainerIndex = Graphics()->CreateQuadContainer(false);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, -32.f, -16.f, 64.f, 32.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, -32.f, -16.f, 64.f, 32.f);
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Graphics()->QuadContainerUpload(m_TeeQuadContainerIndex);
}
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void CRenderTools::SelectSprite(CDataSprite *pSpr, int Flags, int sx, int sy)
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{
int x = pSpr->m_X + sx;
int y = pSpr->m_Y + sy;
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int w = pSpr->m_W;
int h = pSpr->m_H;
int cx = pSpr->m_pSet->m_Gridx;
int cy = pSpr->m_pSet->m_Gridy;
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GetSpriteScaleImpl(w, h, gs_SpriteWScale, gs_SpriteHScale);
float x1 = x / (float)cx + 0.5f / (float)(cx * 32);
float x2 = (x + w) / (float)cx - 0.5f / (float)(cx * 32);
float y1 = y / (float)cy + 0.5f / (float)(cy * 32);
float y2 = (y + h) / (float)cy - 0.5f / (float)(cy * 32);
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float Temp = 0;
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if(Flags & SPRITE_FLAG_FLIP_Y)
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{
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Temp = y1;
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y1 = y2;
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y2 = Temp;
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}
if(Flags & SPRITE_FLAG_FLIP_X)
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{
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Temp = x1;
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x1 = x2;
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x2 = Temp;
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}
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Graphics()->QuadsSetSubset(x1, y1, x2, y2);
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}
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void CRenderTools::SelectSprite(int Id, int Flags, int sx, int sy)
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{
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if(Id < 0 || Id >= g_pData->m_NumSprites)
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return;
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SelectSprite(&g_pData->m_aSprites[Id], Flags, sx, sy);
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}
void CRenderTools::GetSpriteScale(client_data7::CDataSprite *pSprite, float &ScaleX, float &ScaleY)
{
int w = pSprite->m_W;
int h = pSprite->m_H;
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GetSpriteScaleImpl(w, h, ScaleX, ScaleY);
}
void CRenderTools::GetSpriteScale(struct CDataSprite *pSprite, float &ScaleX, float &ScaleY)
{
int w = pSprite->m_W;
int h = pSprite->m_H;
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GetSpriteScaleImpl(w, h, ScaleX, ScaleY);
}
void CRenderTools::GetSpriteScale(int id, float &ScaleX, float &ScaleY)
{
GetSpriteScale(&g_pData->m_aSprites[id], ScaleX, ScaleY);
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}
void CRenderTools::GetSpriteScaleImpl(int Width, int Height, float &ScaleX, float &ScaleY)
{
float f = sqrtf(Height * Height + Width * Width);
ScaleX = Width / f;
ScaleY = Height / f;
}
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void CRenderTools::DrawSprite(float x, float y, float Size)
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{
IGraphics::CQuadItem QuadItem(x, y, Size * gs_SpriteWScale, Size * gs_SpriteHScale);
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Graphics()->QuadsDraw(&QuadItem, 1);
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}
void CRenderTools::DrawSprite(float x, float y, float ScaledWidth, float ScaledHeight)
{
IGraphics::CQuadItem QuadItem(x, y, ScaledWidth, ScaledHeight);
Graphics()->QuadsDraw(&QuadItem, 1);
}
void CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float x, float y, float Size)
{
IGraphics::CQuadItem QuadItem(x, y, Size, Size);
Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1);
}
void CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float Size)
{
IGraphics::CQuadItem QuadItem(-(Size) / 2.f, -(Size) / 2.f, (Size), (Size));
Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1);
}
void CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float Width, float Height)
{
IGraphics::CQuadItem QuadItem(-(Width) / 2.f, -(Height) / 2.f, (Width), (Height));
Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1);
}
void CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float X, float Y, float Width, float Height)
{
IGraphics::CQuadItem QuadItem(X, Y, Width, Height);
Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1);
}
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void CRenderTools::DrawRoundRectExt(float x, float y, float w, float h, float r, int Corners)
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{
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int NumItems = 0;
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const int Num = 8;
IGraphics::CFreeformItem ArrayF[Num * 4];
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for(int i = 0; i < Num; i += 2)
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{
float a1 = i / (float)Num * pi / 2;
float a2 = (i + 1) / (float)Num * pi / 2;
float a3 = (i + 2) / (float)Num * pi / 2;
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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
ArrayF[NumItems++] = IGraphics::CFreeformItem(
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
ArrayF[NumItems++] = IGraphics::CFreeformItem(
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
ArrayF[NumItems++] = IGraphics::CFreeformItem(
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
ArrayF[NumItems++] = IGraphics::CFreeformItem(
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);
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}
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Graphics()->QuadsDrawFreeform(ArrayF, NumItems);
IGraphics::CQuadItem ArrayQ[9];
NumItems = 0;
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + r, y + r, w - r * 2, h - r * 2); // center
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + r, y, w - r * 2, r); // top
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + r, y + h - r, w - r * 2, r); // bottom
ArrayQ[NumItems++] = IGraphics::CQuadItem(x, y + r, r, h - r * 2); // left
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + w - r, y + r, r, h - r * 2); // right
if(!(Corners & 1))
ArrayQ[NumItems++] = IGraphics::CQuadItem(x, y, r, r); // TL
if(!(Corners & 2))
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + w, y, -r, r); // TR
if(!(Corners & 4))
ArrayQ[NumItems++] = IGraphics::CQuadItem(x, y + h, r, -r); // BL
if(!(Corners & 8))
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + w, y + h, -r, -r); // BR
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Graphics()->QuadsDrawTL(ArrayQ, NumItems);
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}
void CRenderTools::DrawRoundRectExt4(float x, float y, float w, float h, vec4 ColorTopLeft, vec4 ColorTopRight, vec4 ColorBottomLeft, vec4 ColorBottomRight, float r, int Corners)
{
int Num = 8;
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for(int i = 0; i < Num; i += 2)
{
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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);
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if(Corners & 1) // TL
{
Graphics()->SetColor(ColorTopLeft.r, ColorTopLeft.g, ColorTopLeft.b, ColorTopLeft.a);
IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem(
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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);
Graphics()->QuadsDrawFreeform(&ItemF, 1);
}
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if(Corners & 2) // TR
{
Graphics()->SetColor(ColorTopRight.r, ColorTopRight.g, ColorTopRight.b, ColorTopRight.a);
IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem(
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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);
Graphics()->QuadsDrawFreeform(&ItemF, 1);
}
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if(Corners & 4) // BL
{
Graphics()->SetColor(ColorBottomLeft.r, ColorBottomLeft.g, ColorBottomLeft.b, ColorBottomLeft.a);
IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem(
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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);
Graphics()->QuadsDrawFreeform(&ItemF, 1);
}
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if(Corners & 8) // BR
{
Graphics()->SetColor(ColorBottomRight.r, ColorBottomRight.g, ColorBottomRight.b, ColorBottomRight.a);
IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem(
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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);
Graphics()->QuadsDrawFreeform(&ItemF, 1);
}
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if(Corners & 16) // ITL
{
Graphics()->SetColor(ColorTopLeft.r, ColorTopLeft.g, ColorTopLeft.b, ColorTopLeft.a);
IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem(
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x, y,
x + (1 - Ca1) * r, y - r + Sa1 * r,
x + (1 - Ca3) * r, y - r + Sa3 * r,
x + (1 - Ca2) * r, y - r + Sa2 * r);
Graphics()->QuadsDrawFreeform(&ItemF, 1);
}
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if(Corners & 32) // ITR
{
Graphics()->SetColor(ColorTopRight.r, ColorTopRight.g, ColorTopRight.b, ColorTopRight.a);
IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem(
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x + w, y,
x + w - r + Ca1 * r, y - r + Sa1 * r,
x + w - r + Ca3 * r, y - r + Sa3 * r,
x + w - r + Ca2 * r, y - r + Sa2 * r);
Graphics()->QuadsDrawFreeform(&ItemF, 1);
}
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if(Corners & 64) // IBL
{
Graphics()->SetColor(ColorBottomLeft.r, ColorBottomLeft.g, ColorBottomLeft.b, ColorBottomLeft.a);
IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem(
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x, y + h,
x + (1 - Ca1) * r, y + h + (1 - Sa1) * r,
x + (1 - Ca3) * r, y + h + (1 - Sa3) * r,
x + (1 - Ca2) * r, y + h + (1 - Sa2) * r);
Graphics()->QuadsDrawFreeform(&ItemF, 1);
}
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if(Corners & 128) // IBR
{
Graphics()->SetColor(ColorBottomRight.r, ColorBottomRight.g, ColorBottomRight.b, ColorBottomRight.a);
IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem(
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x + w, y + h,
x + w - r + Ca1 * r, y + h + (1 - Sa1) * r,
x + w - r + Ca3 * r, y + h + (1 - Sa3) * r,
x + w - r + Ca2 * r, y + h + (1 - Sa2) * r);
Graphics()->QuadsDrawFreeform(&ItemF, 1);
}
}
Graphics()->SetColor4(ColorTopLeft, ColorTopRight, ColorBottomLeft, ColorBottomRight);
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IGraphics::CQuadItem ItemQ = IGraphics::CQuadItem(x + r, y + r, w - r * 2, h - r * 2); // center
Graphics()->QuadsDrawTL(&ItemQ, 1);
Graphics()->SetColor4(ColorTopLeft, ColorTopRight, ColorTopLeft, ColorTopRight);
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ItemQ = IGraphics::CQuadItem(x + r, y, w - r * 2, r); // top
Graphics()->QuadsDrawTL(&ItemQ, 1);
Graphics()->SetColor4(ColorBottomLeft, ColorBottomRight, ColorBottomLeft, ColorBottomRight);
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ItemQ = IGraphics::CQuadItem(x + r, y + h - r, w - r * 2, r); // bottom
Graphics()->QuadsDrawTL(&ItemQ, 1);
Graphics()->SetColor4(ColorTopLeft, ColorTopLeft, ColorBottomLeft, ColorBottomLeft);
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ItemQ = IGraphics::CQuadItem(x, y + r, r, h - r * 2); // left
Graphics()->QuadsDrawTL(&ItemQ, 1);
Graphics()->SetColor4(ColorTopRight, ColorTopRight, ColorBottomRight, ColorBottomRight);
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ItemQ = IGraphics::CQuadItem(x + w - r, y + r, r, h - r * 2); // right
Graphics()->QuadsDrawTL(&ItemQ, 1);
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if(!(Corners & 1))
{
Graphics()->SetColor(ColorTopLeft.r, ColorTopLeft.g, ColorTopLeft.b, ColorTopLeft.a);
IGraphics::CQuadItem ItemQ = IGraphics::CQuadItem(x, y, r, r); // TL
Graphics()->QuadsDrawTL(&ItemQ, 1);
}
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if(!(Corners & 2))
{
Graphics()->SetColor(ColorTopRight.r, ColorTopRight.g, ColorTopRight.b, ColorTopRight.a);
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IGraphics::CQuadItem ItemQ = IGraphics::CQuadItem(x + w, y, -r, r); // TR
Graphics()->QuadsDrawTL(&ItemQ, 1);
}
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if(!(Corners & 4))
{
Graphics()->SetColor(ColorBottomLeft.r, ColorBottomLeft.g, ColorBottomLeft.b, ColorBottomLeft.a);
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IGraphics::CQuadItem ItemQ = IGraphics::CQuadItem(x, y + h, r, -r); // BL
Graphics()->QuadsDrawTL(&ItemQ, 1);
}
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if(!(Corners & 8))
{
Graphics()->SetColor(ColorBottomRight.r, ColorBottomRight.g, ColorBottomRight.b, ColorBottomRight.a);
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IGraphics::CQuadItem ItemQ = IGraphics::CQuadItem(x + w, y + h, -r, -r); // BR
Graphics()->QuadsDrawTL(&ItemQ, 1);
}
}
int CRenderTools::CreateRoundRectQuadContainer(float x, float y, float w, float h, float r, int Corners)
{
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int ContainerIndex = Graphics()->CreateQuadContainer(false);
IGraphics::CFreeformItem ArrayF[32];
int NumItems = 0;
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
ArrayF[NumItems++] = IGraphics::CFreeformItem(
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
ArrayF[NumItems++] = IGraphics::CFreeformItem(
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
ArrayF[NumItems++] = IGraphics::CFreeformItem(
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
ArrayF[NumItems++] = IGraphics::CFreeformItem(
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);
}
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if(NumItems > 0)
Graphics()->QuadContainerAddQuads(ContainerIndex, ArrayF, NumItems);
IGraphics::CQuadItem ArrayQ[9];
NumItems = 0;
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + r, y + r, w - r * 2, h - r * 2); // center
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + r, y, w - r * 2, r); // top
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + r, y + h - r, w - r * 2, r); // bottom
ArrayQ[NumItems++] = IGraphics::CQuadItem(x, y + r, r, h - r * 2); // left
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + w - r, y + r, r, h - r * 2); // right
if(!(Corners & 1))
ArrayQ[NumItems++] = IGraphics::CQuadItem(x, y, r, r); // TL
if(!(Corners & 2))
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + w, y, -r, r); // TR
if(!(Corners & 4))
ArrayQ[NumItems++] = IGraphics::CQuadItem(x, y + h, r, -r); // BL
if(!(Corners & 8))
ArrayQ[NumItems++] = IGraphics::CQuadItem(x + w, y + h, -r, -r); // BR
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if(NumItems > 0)
Graphics()->QuadContainerAddQuads(ContainerIndex, ArrayQ, NumItems);
Graphics()->QuadContainerUpload(ContainerIndex);
Graphics()->QuadContainerChangeAutomaticUpload(ContainerIndex, true);
return ContainerIndex;
}
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void CRenderTools::DrawUIElRect(CUIElement::SUIElementRect &ElUIRect, const CUIRect *pRect, ColorRGBA Color, int Corners, float Rounding)
{
bool NeedsRecreate = false;
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if(ElUIRect.m_UIRectQuadContainer == -1 || ElUIRect.m_X != pRect->x || ElUIRect.m_Y != pRect->y || ElUIRect.m_Width != pRect->w || ElUIRect.m_Height != pRect->h || mem_comp(&ElUIRect.m_QuadColor, &Color, sizeof(Color)) != 0)
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{
if(ElUIRect.m_UIRectQuadContainer != -1)
Graphics()->DeleteQuadContainer(ElUIRect.m_UIRectQuadContainer);
NeedsRecreate = true;
}
if(NeedsRecreate)
{
ElUIRect.m_X = pRect->x;
ElUIRect.m_Y = pRect->y;
ElUIRect.m_Width = pRect->w;
ElUIRect.m_Height = pRect->h;
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ElUIRect.m_QuadColor = Color;
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Graphics()->SetColor(Color);
ElUIRect.m_UIRectQuadContainer = CreateRoundRectQuadContainer(pRect->x, pRect->y, pRect->w, pRect->h, Rounding, Corners);
Graphics()->SetColor(1, 1, 1, 1);
}
Graphics()->TextureClear();
Graphics()->RenderQuadContainer(ElUIRect.m_UIRectQuadContainer, -1);
}
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void CRenderTools::DrawRoundRect(float x, float y, float w, float h, float r)
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{
DrawRoundRectExt(x, y, w, h, r, 0xf);
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}
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void CRenderTools::DrawUIRect(const CUIRect *r, ColorRGBA Color, int Corners, float Rounding)
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{
Graphics()->TextureClear();
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// TODO: FIX US
Graphics()->QuadsBegin();
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Graphics()->SetColor(Color);
DrawRoundRectExt(r->x, r->y, r->w, r->h, Rounding * UI()->Scale(), Corners);
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Graphics()->QuadsEnd();
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}
void CRenderTools::DrawUIRect4(const CUIRect *r, vec4 ColorTopLeft, vec4 ColorTopRight, vec4 ColorBottomLeft, vec4 ColorBottomRight, int Corners, float Rounding)
{
Graphics()->TextureClear();
Graphics()->QuadsBegin();
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DrawRoundRectExt4(r->x, r->y, r->w, r->h, ColorTopLeft, ColorTopRight, ColorBottomLeft, ColorBottomRight, Rounding, Corners);
Graphics()->QuadsEnd();
}
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void CRenderTools::DrawUIRect4NoRounding(const CUIRect *r, vec4 ColorTopLeft, vec4 ColorTopRight, vec4 ColorBottomLeft, vec4 ColorBottomRight)
{
Graphics()->TextureClear();
Graphics()->QuadsBegin();
Graphics()->SetColor4(ColorTopLeft, ColorTopRight, ColorBottomLeft, ColorBottomRight);
IGraphics::CQuadItem ItemQ = IGraphics::CQuadItem(r->x, r->y, r->w, r->h);
Graphics()->QuadsDrawTL(&ItemQ, 1);
Graphics()->QuadsEnd();
}
void CRenderTools::DrawCircle(float x, float y, float r, int Segments)
{
IGraphics::CFreeformItem Array[32];
int NumItems = 0;
float FSegments = (float)Segments;
for(int i = 0; i < Segments; i += 2)
{
float a1 = i / FSegments * 2 * pi;
float a2 = (i + 1) / FSegments * 2 * pi;
float a3 = (i + 2) / FSegments * 2 * pi;
float Ca1 = cosf(a1);
float Ca2 = cosf(a2);
float Ca3 = cosf(a3);
float Sa1 = sinf(a1);
float Sa2 = sinf(a2);
float Sa3 = sinf(a3);
Array[NumItems++] = IGraphics::CFreeformItem(
x, y,
x + Ca1 * r, y + Sa1 * r,
x + Ca3 * r, y + Sa3 * r,
x + Ca2 * r, y + Sa2 * r);
if(NumItems == 32)
{
Graphics()->QuadsDrawFreeform(Array, 32);
NumItems = 0;
}
}
if(NumItems)
Graphics()->QuadsDrawFreeform(Array, NumItems);
}
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void CRenderTools::GetRenderTeeAnimScaleAndBaseSize(CAnimState *pAnim, CTeeRenderInfo *pInfo, float &AnimScale, float &BaseSize)
{
AnimScale = pInfo->m_Size * 1.0f / 64.0f;
BaseSize = pInfo->m_Size;
}
void CRenderTools::GetRenderTeeBodyScale(float BaseSize, float &BodyScale)
{
BodyScale = g_Config.m_ClFatSkins ? BaseSize * 1.3f : BaseSize;
BodyScale /= 64.0f;
}
void CRenderTools::GetRenderTeeFeetScale(float BaseSize, float &FeetScaleWidth, float &FeetScaleHeight)
{
FeetScaleWidth = BaseSize / 64.0f;
FeetScaleHeight = (BaseSize / 2) / 32.0f;
}
void CRenderTools::GetRenderTeeBodySize(CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &BodyOffset, float &Width, float &Height)
{
float AnimScale, BaseSize;
GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize);
float BodyScale;
GetRenderTeeBodyScale(BaseSize, BodyScale);
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Width = pInfo->m_SkinMetrics.m_Body.WidthNormalized() * 64.0f * BodyScale;
Height = pInfo->m_SkinMetrics.m_Body.HeightNormalized() * 64.0f * BodyScale;
BodyOffset.x = pInfo->m_SkinMetrics.m_Body.OffsetXNormalized() * 64.0f * BodyScale;
BodyOffset.y = pInfo->m_SkinMetrics.m_Body.OffsetYNormalized() * 64.0f * BodyScale;
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}
void CRenderTools::GetRenderTeeFeetSize(CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &FeetOffset, float &Width, float &Height)
{
float AnimScale, BaseSize;
GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize);
float FeetScaleWidth, FeetScaleHeight;
GetRenderTeeFeetScale(BaseSize, FeetScaleWidth, FeetScaleHeight);
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Width = pInfo->m_SkinMetrics.m_Feet.WidthNormalized() * 64.0f * FeetScaleWidth;
Height = pInfo->m_SkinMetrics.m_Feet.HeightNormalized() * 32.0f * FeetScaleHeight;
FeetOffset.x = pInfo->m_SkinMetrics.m_Feet.OffsetXNormalized() * 64.0f * FeetScaleWidth;
FeetOffset.y = pInfo->m_SkinMetrics.m_Feet.OffsetYNormalized() * 32.0f * FeetScaleHeight;
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}
void CRenderTools::GetRenderTeeOffsetToRenderedTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &TeeOffsetToMid)
{
float AnimScale, BaseSize;
GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize);
vec2 BodyPos = vec2(pAnim->GetBody()->m_X, pAnim->GetBody()->m_Y) * AnimScale;
float AssumedScale = BaseSize / 64.0f;
// just use the lowest feet
vec2 FeetPos;
CAnimKeyframe *pFoot = pAnim->GetFrontFoot();
FeetPos = vec2(pFoot->m_X * AnimScale, pFoot->m_Y * AnimScale);
pFoot = pAnim->GetBackFoot();
FeetPos = vec2(FeetPos.x, maximum(FeetPos.y, pFoot->m_Y * AnimScale));
vec2 BodyOffset;
float BodyWidth, BodyHeight;
GetRenderTeeBodySize(pAnim, pInfo, BodyOffset, BodyWidth, BodyHeight);
// -32 is the assumed min relative position for the quad
float MinY = -32.0f * AssumedScale;
// the body pos shifts the body away from center
MinY += BodyPos.y;
// the actual body is smaller tho, bcs it doesnt use the full skin image in most cases
MinY += BodyOffset.y;
vec2 FeetOffset;
float FeetWidth, FeetHeight;
GetRenderTeeFeetSize(pAnim, pInfo, FeetOffset, FeetWidth, FeetHeight);
// MaxY builds up from the MinY
float MaxY = MinY + BodyHeight;
// if the body is smaller than the total feet offset, use feet
// since feets are smaller in height, respect the assumed relative position
MaxY = maximum(MaxY, (-16.0f * AssumedScale + FeetPos.y) + FeetOffset.y + FeetHeight);
// now we got the full rendered size
float FullHeight = (MaxY - MinY);
// next step is to calculate the offset that was created compared to the assumed relative positon
float MidOfRendered = MinY + FullHeight / 2.0f;
// TODO: x coordinate is ignored for now, bcs it's not really used yet anyway
TeeOffsetToMid.x = 0;
// negative value, because the calculation that uses this offset should work with addition.
TeeOffsetToMid.y = -MidOfRendered;
}
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void CRenderTools::RenderTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos, float Alpha)
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{
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vec2 Direction = Dir;
vec2 Position = Pos;
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const CSkin::SSkinTextures *pSkinTextures = pInfo->m_CustomColoredSkin ? &pInfo->m_ColorableRenderSkin : &pInfo->m_OriginalRenderSkin;
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// 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;
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for(int f = 0; f < 2; f++)
{
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float AnimScale, BaseSize;
GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize);
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if(f == 1)
{
Graphics()->QuadsSetRotation(pAnim->GetBody()->m_Angle * pi * 2);
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// draw body
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Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, Alpha);
vec2 BodyPos = Position + vec2(pAnim->GetBody()->m_X, pAnim->GetBody()->m_Y) * AnimScale;
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float BodyScale;
GetRenderTeeBodyScale(BaseSize, BodyScale);
Graphics()->TextureSet(OutLine == 1 ? pSkinTextures->m_BodyOutline : pSkinTextures->m_Body);
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Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, OutLine, BodyPos.x, BodyPos.y, BodyScale, BodyScale);
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// draw eyes
if(p == 1)
{
int QuadOffset = 2;
int EyeQuadOffset = 0;
int TeeEye = 0;
switch(Emote)
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{
case EMOTE_PAIN:
EyeQuadOffset = 0;
TeeEye = SPRITE_TEE_EYE_PAIN - SPRITE_TEE_EYE_NORMAL;
break;
case EMOTE_HAPPY:
EyeQuadOffset = 1;
TeeEye = SPRITE_TEE_EYE_HAPPY - SPRITE_TEE_EYE_NORMAL;
break;
case EMOTE_SURPRISE:
EyeQuadOffset = 2;
TeeEye = SPRITE_TEE_EYE_SURPRISE - SPRITE_TEE_EYE_NORMAL;
break;
case EMOTE_ANGRY:
EyeQuadOffset = 3;
TeeEye = SPRITE_TEE_EYE_ANGRY - SPRITE_TEE_EYE_NORMAL;
break;
default:
EyeQuadOffset = 4;
break;
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}
float EyeScale = BaseSize * 0.40f;
float h = Emote == EMOTE_BLINK ? BaseSize * 0.15f : EyeScale;
float EyeSeparation = (0.075f - 0.010f * absolute(Direction.x)) * BaseSize;
vec2 Offset = vec2(Direction.x * 0.125f, -0.05f + Direction.y * 0.10f) * BaseSize;
Graphics()->TextureSet(pSkinTextures->m_Eyes[TeeEye]);
Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, QuadOffset + EyeQuadOffset, BodyPos.x - EyeSeparation + Offset.x, BodyPos.y + Offset.y, EyeScale / (64.f * 0.4f), h / (64.f * 0.4f));
Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, QuadOffset + EyeQuadOffset, BodyPos.x + EyeSeparation + Offset.x, BodyPos.y + Offset.y, -EyeScale / (64.f * 0.4f), h / (64.f * 0.4f));
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}
}
// draw feet
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CAnimKeyframe *pFoot = f ? pAnim->GetFrontFoot() : pAnim->GetBackFoot();
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float w = BaseSize;
float h = BaseSize / 2;
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int QuadOffset = 7;
Graphics()->QuadsSetRotation(pFoot->m_Angle * pi * 2);
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bool Indicate = !pInfo->m_GotAirJump && g_Config.m_ClAirjumpindicator;
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float cs = 1.0f; // color scale
if(!OutLine)
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{
++QuadOffset;
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if(Indicate)
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cs = 0.5f;
}
Graphics()->SetColor(pInfo->m_ColorFeet.r * cs, pInfo->m_ColorFeet.g * cs, pInfo->m_ColorFeet.b * cs, Alpha);
Graphics()->TextureSet(OutLine == 1 ? pSkinTextures->m_FeetOutline : pSkinTextures->m_Feet);
Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, QuadOffset, Position.x + pFoot->m_X * AnimScale, Position.y + pFoot->m_Y * AnimScale, w / 64.f, h / 32.f);
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}
}
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
Graphics()->QuadsSetRotation(0);
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}
void CRenderTools::CalcScreenParams(float Aspect, float Zoom, float *w, float *h)
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{
const float Amount = 1150 * 1000;
const float WMax = 1500;
const float HMax = 1050;
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float f = sqrtf(Amount) / sqrtf(Aspect);
*w = f * Aspect;
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*h = f;
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// limit the view
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if(*w > WMax)
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{
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*w = WMax;
*h = *w / Aspect;
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}
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if(*h > HMax)
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{
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*h = HMax;
*w = *h * Aspect;
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}
*w *= Zoom;
*h *= Zoom;
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}
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void CRenderTools::MapscreenToWorld(float CenterX, float CenterY, float ParallaxX, float ParallaxY,
float OffsetX, float OffsetY, float Aspect, float Zoom, float *pPoints)
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{
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float Width, Height;
CalcScreenParams(Aspect, Zoom, &Width, &Height);
CenterX *= ParallaxX / 100.0f;
CenterY *= ParallaxY / 100.0f;
pPoints[0] = OffsetX + CenterX - Width / 2;
pPoints[1] = OffsetY + CenterY - Height / 2;
pPoints[2] = pPoints[0] + Width;
pPoints[3] = pPoints[1] + Height;
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}