ddnet/src/game/client/render.h

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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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#ifndef GAME_CLIENT_RENDER_H
#define GAME_CLIENT_RENDER_H
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#include <base/color.h>
#include <base/vmath.h>
#include <game/client/skin.h>
#include <game/client/ui_rect.h>
class CSpeedupTile;
class CSwitchTile;
class CTeleTile;
class CTile;
class CTuneTile;
namespace client_data7 {
struct CDataSprite;
}
struct CDataSprite;
struct CEnvPoint;
struct CMapItemGroup;
struct CMapItemGroupEx;
struct CQuad;
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class CTeeRenderInfo
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{
public:
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CTeeRenderInfo()
{
m_ColorBody = ColorRGBA(1, 1, 1);
m_ColorFeet = ColorRGBA(1, 1, 1);
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m_Size = 1.0f;
m_GotAirJump = 1;
m_TeeRenderFlags = 0;
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};
CSkin::SSkinTextures m_OriginalRenderSkin;
CSkin::SSkinTextures m_ColorableRenderSkin;
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CSkin::SSkinMetrics m_SkinMetrics;
bool m_CustomColoredSkin;
ColorRGBA m_BloodColor;
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ColorRGBA m_ColorBody;
ColorRGBA m_ColorFeet;
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float m_Size;
int m_GotAirJump;
int m_TeeRenderFlags;
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bool m_FeetFlipped;
};
// Tee Render Flags
enum
{
TEE_EFFECT_FROZEN = 1,
TEE_NO_WEAPON = 2,
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};
// sprite renderings
enum
{
SPRITE_FLAG_FLIP_Y = 1,
SPRITE_FLAG_FLIP_X = 2,
LAYERRENDERFLAG_OPAQUE = 1,
LAYERRENDERFLAG_TRANSPARENT = 2,
TILERENDERFLAG_EXTEND = 4,
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};
typedef void (*ENVELOPE_EVAL)(int TimeOffsetMillis, int Env, ColorRGBA &Channels, void *pUser);
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class CRenderTools
{
class IGraphics *m_pGraphics;
class ITextRender *m_pTextRender;
int m_TeeQuadContainerIndex;
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void GetRenderTeeBodyScale(float BaseSize, float &BodyScale);
void GetRenderTeeFeetScale(float BaseSize, float &FeetScaleWidth, float &FeetScaleHeight);
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public:
class IGraphics *Graphics() const { return m_pGraphics; }
class ITextRender *TextRender() const { return m_pTextRender; }
void Init(class IGraphics *pGraphics, class ITextRender *pTextRender);
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void SelectSprite(CDataSprite *pSprite, int Flags = 0, int sx = 0, int sy = 0);
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void SelectSprite(int Id, int Flags = 0, int sx = 0, int sy = 0);
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void GetSpriteScale(client_data7::CDataSprite *pSprite, float &ScaleX, float &ScaleY);
void GetSpriteScale(CDataSprite *pSprite, float &ScaleX, float &ScaleY);
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void GetSpriteScale(int Id, float &ScaleX, float &ScaleY);
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void GetSpriteScaleImpl(int Width, int Height, float &ScaleX, float &ScaleY);
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void DrawSprite(float x, float y, float size);
void DrawSprite(float x, float y, float ScaledWidth, float ScaledHeight);
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void RenderCursor(vec2 Center, float Size);
void RenderIcon(int ImageId, int SpriteId, const CUIRect *pRect, const ColorRGBA *pColor = nullptr);
int QuadContainerAddSprite(int QuadContainerIndex, float x, float y, float size);
int QuadContainerAddSprite(int QuadContainerIndex, float size);
int QuadContainerAddSprite(int QuadContainerIndex, float Width, float Height);
int QuadContainerAddSprite(int QuadContainerIndex, float X, float Y, float Width, float Height);
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// larger rendering methods
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void GetRenderTeeBodySize(class CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &BodyOffset, float &Width, float &Height);
void GetRenderTeeFeetSize(class CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &FeetOffset, float &Width, float &Height);
void GetRenderTeeAnimScaleAndBaseSize(class CAnimState *pAnim, CTeeRenderInfo *pInfo, float &AnimScale, float &BaseSize);
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// returns the offset to use, to render the tee with @see RenderTee exactly in the mid
void GetRenderTeeOffsetToRenderedTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &TeeOffsetToMid);
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// object render methods
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void RenderTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos, float Alpha = 1.0f);
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// map render methods (render_map.cpp)
static void RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, std::chrono::nanoseconds TimeNanos, ColorRGBA &Result);
void RenderQuads(CQuad *pQuads, int NumQuads, int Flags, ENVELOPE_EVAL pfnEval, void *pUser);
void ForceRenderQuads(CQuad *pQuads, int NumQuads, int Flags, ENVELOPE_EVAL pfnEval, void *pUser, float Alpha = 1.0f);
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void RenderTilemap(CTile *pTiles, int w, int h, float Scale, ColorRGBA Color, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset);
// render a rectangle made of IndexIn tiles, over a background made of IndexOut tiles
// the rectangle include all tiles in [RectX, RectX+RectW-1] x [RectY, RectY+RectH-1]
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void RenderTileRectangle(int RectX, int RectY, int RectW, int RectH, unsigned char IndexIn, unsigned char IndexOut, float Scale, ColorRGBA Color, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset);
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// helpers
void CalcScreenParams(float Aspect, float Zoom, float *pWidth, float *pHeight);
void MapScreenToWorld(float CenterX, float CenterY, float ParallaxX, float ParallaxY,
float ParallaxZoom, float OffsetX, float OffsetY, float Aspect, float Zoom, float *pPoints);
void MapScreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup, CMapItemGroupEx *pGroupEx, float Zoom);
void MapScreenToInterface(float CenterX, float CenterY);
// DDRace
void RenderTeleOverlay(CTeleTile *pTele, int w, int h, float Scale, float Alpha = 1.0f);
void RenderSpeedupOverlay(CSpeedupTile *pSpeedup, int w, int h, float Scale, float Alpha = 1.0f);
void RenderSwitchOverlay(CSwitchTile *pSwitch, int w, int h, float Scale, float Alpha = 1.0f);
void RenderTuneOverlay(CTuneTile *pTune, int w, int h, float Scale, float Alpha = 1.0f);
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void RenderTelemap(CTeleTile *pTele, int w, int h, float Scale, ColorRGBA Color, int RenderFlags);
void RenderSpeedupmap(CSpeedupTile *pSpeedup, int w, int h, float Scale, ColorRGBA Color, int RenderFlags);
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void RenderSwitchmap(CSwitchTile *pSwitch, int w, int h, float Scale, ColorRGBA Color, int RenderFlags);
void RenderTunemap(CTuneTile *pTune, int w, int h, float Scale, ColorRGBA Color, int RenderFlags);
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};
#endif