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

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#include <base/system.h>
#include <engine/shared/config.h>
#include <engine/map.h>
#include <engine/graphics.h>
#include <game/client/components/camera.h>
#include <game/client/components/maplayers.h>
#include <game/client/components/mapimages.h>
#include "background.h"
CBackground::CBackground()
{
m_pLayers = new CMapLayers(CMapLayers::TYPE_BACKGROUND);
m_pLayers->m_pLayers = new CLayers;
m_pBackgroundLayers = m_pLayers->m_pLayers;
m_pImages = new CMapImages;
m_pBackgroundImages = m_pImages;
m_pMap = CreateEngineMap();
m_pBackgroundMap = m_pMap;
m_Loaded = false;
m_aMapName[0] = '\0';
}
CBackground::~CBackground()
{
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if(m_pLayers->m_pLayers != GameClient()->Layers())
{
delete m_pLayers->m_pLayers;
delete m_pLayers;
delete m_pImages;
}
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}
void CBackground::OnInit()
{
m_pImages->m_pClient = GameClient();
m_pLayers->m_pClient = GameClient();
Kernel()->ReregisterInterface(static_cast<IEngineMap*>(m_pMap));
str_format(m_aMapName, sizeof(m_aMapName), "%s", g_Config.m_ClBackgroundEntities);
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if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT))
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LoadBackground();
}
void CBackground::LoadBackground()
{
if(time_get()-m_LastLoad < 10*time_freq())
return;
if(m_Loaded && m_pMap == m_pBackgroundMap)
m_pMap->Unload();
m_Loaded = false;
m_pMap = m_pBackgroundMap;
m_pLayers->m_pLayers = m_pBackgroundLayers;
m_pImages = m_pBackgroundImages;
str_format(m_aMapName, sizeof(m_aMapName), "%s", g_Config.m_ClBackgroundEntities);
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "maps/%s", g_Config.m_ClBackgroundEntities);
if(m_pMap->Load(aBuf))
{
m_pLayers->m_pLayers->InitBackground(m_pMap);
m_pImages->LoadBackground(m_pMap);
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RenderTools()->RenderTilemapGenerateSkip(m_pLayers->m_pLayers);
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m_Loaded = true;
}
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else if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT) == 0)
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{
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m_pMap = Kernel()->RequestInterface<IEngineMap>();
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m_pLayers->m_pLayers = GameClient()->Layers();
m_pImages = GameClient()->m_pMapimages;
m_Loaded = true;
}
m_LastLoad = time_get();
}
void CBackground::OnMapLoad()
{
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if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT) == 0 || str_comp(g_Config.m_ClBackgroundEntities, m_aMapName))
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LoadBackground();
}
//code is from CMapLayers::OnRender()
void CBackground::OnRender()
{
//probably not the best place for this
if(str_comp(g_Config.m_ClBackgroundEntities, m_aMapName))
LoadBackground();
if(!m_Loaded)
return;
if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK)
return;
if(g_Config.m_ClOverlayEntities != 100)
return;
CUIRect Screen;
Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h);
vec2 Center = m_pClient->m_pCamera->m_Center;
bool PassedGameLayer = false;
for(int g = 0; g < m_pLayers->m_pLayers->NumGroups() && !PassedGameLayer; g++)
{
CMapItemGroup *pGroup = m_pLayers->m_pLayers->GetGroup(g);
if(!pGroup)
{
dbg_msg("MapLayers", "Error:Group was null, Group Number = %d, Total Groups = %d", g, m_pLayers->m_pLayers->NumGroups());
dbg_msg("MapLayers", "This is here to prevent a crash but the source of this is unknown, please report this for it to get fixed");
dbg_msg("MapLayers", "we need mapname and crc and the map that caused this if possible, and anymore info you think is relevant");
continue;
}
if(!g_Config.m_GfxNoclip && pGroup->m_Version >= 2 && pGroup->m_UseClipping)
{
// set clipping
float Points[4];
m_pLayers->MapScreenToGroup(Center.x, Center.y, m_pLayers->m_pLayers->GameGroup(), m_pClient->m_pCamera->m_Zoom);
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]);
Graphics()->ClipEnable((int)(x0*Graphics()->ScreenWidth()), (int)(y0*Graphics()->ScreenHeight()),
(int)((x1-x0)*Graphics()->ScreenWidth()), (int)((y1-y0)*Graphics()->ScreenHeight()));
}
if(!g_Config.m_ClZoomBackgroundLayers && !pGroup->m_ParallaxX && !pGroup->m_ParallaxY)
m_pLayers->MapScreenToGroup(Center.x, Center.y, pGroup, 1.0);
else
m_pLayers->MapScreenToGroup(Center.x, Center.y, pGroup, m_pClient->m_pCamera->m_Zoom);
for(int l = 0; l < pGroup->m_NumLayers; l++)
{
CMapItemLayer *pLayer = m_pLayers->m_pLayers->GetLayer(pGroup->m_StartLayer+l);
// skip rendering if detail layers if not wanted
if(pLayer->m_Flags&LAYERFLAG_DETAIL && !g_Config.m_GfxHighDetail)
continue;
if(pLayer == (CMapItemLayer*)m_pLayers->m_pLayers->GameLayer())
{
PassedGameLayer = true;
break;
}
if(pLayer->m_Type == LAYERTYPE_TILES && g_Config.m_ClBackgroundShowTilesLayers)
{
CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer;
if(pTMap->m_Image == -1)
Graphics()->TextureSet(-1);
else
Graphics()->TextureSet(m_pImages->Get(pTMap->m_Image));
CTile *pTiles = (CTile *)m_pMap->GetData(pTMap->m_Data);
unsigned int Size = m_pMap->GetUncompressedDataSize(pTMap->m_Data);
if (Size >= pTMap->m_Width*pTMap->m_Height*sizeof(CTile))
{
Graphics()->BlendNone();
vec4 Color = vec4(pTMap->m_Color.r/255.0f, pTMap->m_Color.g/255.0f, pTMap->m_Color.b/255.0f, pTMap->m_Color.a/255.0f);
RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_OPAQUE,
m_pLayers->EnvelopeEval, m_pLayers, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset);
Graphics()->BlendNormal();
RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_TRANSPARENT,
m_pLayers->EnvelopeEval, m_pLayers, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset);
}
}
else if(pLayer->m_Type == LAYERTYPE_QUADS && g_Config.m_ClShowQuads)
{
CMapItemLayerQuads *pQLayer = (CMapItemLayerQuads *)pLayer;
if(pQLayer->m_Image == -1)
Graphics()->TextureSet(-1);
else
Graphics()->TextureSet(m_pImages->Get(pQLayer->m_Image));
CQuad *pQuads = (CQuad *)m_pMap->GetDataSwapped(pQLayer->m_Data);
Graphics()->BlendNone();
RenderTools()->ForceRenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_OPAQUE, m_pLayers->EnvelopeEval, m_pLayers);
Graphics()->BlendNormal();
RenderTools()->ForceRenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_TRANSPARENT, m_pLayers->EnvelopeEval, m_pLayers);
}
}
if(!g_Config.m_GfxNoclip)
Graphics()->ClipDisable();
}
// reset the screen like it was before
Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h);
}