Make Ninja Bar Smooth

- Added new version of hud.png
This commit is contained in:
c0d3d3v 2022-03-24 21:31:27 +01:00
parent b942b7a72a
commit 63d4591fe5
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GPG key ID: 068AF680530DFF31
3 changed files with 99 additions and 22 deletions

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@ -825,8 +825,6 @@ void CHud::PreparePlayerStateQuads()
// Quads for displaying ninja bar // Quads for displaying ninja bar
m_NinjaBarFullLeftOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 6.f, 12.f); m_NinjaBarFullLeftOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 6.f, 12.f);
m_NinjaBarFullOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 1.f, 12.f);
m_NinjaBarEmptyOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 1.f, 12.f);
m_NinjaBarEmptyRightOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 6.f, 12.f); m_NinjaBarEmptyRightOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 6.f, 12.f);
} }
@ -1101,54 +1099,135 @@ void CHud::RenderPlayerState(const int ClientID)
void CHud::RenderNinjaBar(float x, float y, float Progress) void CHud::RenderNinjaBar(float x, float y, float Progress)
{ {
Progress = clamp(Progress, 0.0f, 1.0f); Progress = clamp(Progress, 0.0f, 1.0f);
// half of the ends are also used for the progress display
const float EndWidth = 6.0f; const float EndWidth = 6.0f;
const float BarHeight = 12.0f; const float BarHeight = 12.0f;
const float WholeBarWidth = 90.f; const float WholeBarWidth = 90.f;
const float MiddleBarWidth = WholeBarWidth - (EndWidth * 2.0f); const float MiddleBarWidth = WholeBarWidth - (EndWidth * 2.0f);
const float EndProgressWidth = EndWidth / 2.0f;
const float ProgressBarWidth = WholeBarWidth - (EndProgressWidth * 2.0f);
const float EndProgressProportion = EndProgressWidth / ProgressBarWidth;
const float MiddleProgressProportion = MiddleBarWidth / ProgressBarWidth;
// we cut 10% of both sides (right and left) of all sprites so we don't get edge bleeding
// beginning piece
float BeginningPieceProgress = 1;
if(Progress <= EndProgressProportion)
{
BeginningPieceProgress = Progress / EndProgressProportion;
}
const float BeginningPiecePercentVisible = 0.5f + 0.5f * BeginningPieceProgress;
// full
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarFullLeft); Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarFullLeft);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NinjaBarFullLeftOffset, x, y); Graphics()->QuadsBegin();
Graphics()->QuadsSetSubset(0.1f, 0, 0.1f + 0.8f * BeginningPiecePercentVisible, 1);
IGraphics::CQuadItem QuadFullBeginning(x, y, EndWidth * BeginningPiecePercentVisible, BarHeight);
Graphics()->QuadsDrawTL(&QuadFullBeginning, 1);
Graphics()->QuadsEnd();
if(BeginningPiecePercentVisible < 1.0f)
{
// empty
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarEmptyRight);
Graphics()->QuadsBegin();
Graphics()->QuadsSetSubset(0.1f, 1, 0.1f + 0.8f * (1.0f - BeginningPiecePercentVisible), 0);
Graphics()->QuadsSetRotation(pi);
IGraphics::CQuadItem QuadEmptyBeginning(x + (EndWidth * BeginningPiecePercentVisible), y, EndWidth * (1.0f - BeginningPiecePercentVisible), BarHeight);
Graphics()->QuadsDrawTL(&QuadEmptyBeginning, 1);
Graphics()->QuadsEnd();
Graphics()->QuadsSetRotation(0);
}
Graphics()->QuadsSetSubset(0, 0, 1, 1);
// middle piece
x += EndWidth; x += EndWidth;
const float FullBarWidth = MiddleBarWidth * Progress; float MiddlePieceProgress = 1;
const float EmptyBarWidth = MiddleBarWidth - FullBarWidth; if(Progress <= EndProgressProportion + MiddleProgressProportion)
{
if(Progress <= EndProgressProportion)
{
MiddlePieceProgress = 0;
}
else
{
MiddlePieceProgress = (Progress - EndProgressProportion) / MiddleProgressProportion;
}
}
// full bar const float FullMiddleBarWidth = MiddleBarWidth * MiddlePieceProgress;
const float EmptyMiddleBarWidth = MiddleBarWidth - FullMiddleBarWidth;
// full ninja bar
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarFull); Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarFull);
Graphics()->QuadsBegin(); Graphics()->QuadsBegin();
if(Progress < 0.1f) // select the middle portion of the sprite so we don't get edge bleeding
if(MiddlePieceProgress * MiddleBarWidth <= EndWidth * 0.8f)
{ {
// prevent pixel puree, select only a small slice // prevent pixel puree, select only a small slice
Graphics()->QuadsSetSubset(0, 0, 0.07f, 1); Graphics()->QuadsSetSubset(0.1f, 0, 0.17f, 1);
} }
IGraphics::CQuadItem QuadFull(x, y, FullBarWidth, BarHeight); else
{
Graphics()->QuadsSetSubset(0.1f, 0, 0.9f, 1);
}
IGraphics::CQuadItem QuadFull(x, y, FullMiddleBarWidth, BarHeight);
Graphics()->QuadsDrawTL(&QuadFull, 1); Graphics()->QuadsDrawTL(&QuadFull, 1);
Graphics()->QuadsEnd(); Graphics()->QuadsEnd();
// empty bar // empty ninja bar
// select the middle portion of the sprite so we don't get edge bleeding
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarEmpty); Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarEmpty);
Graphics()->QuadsBegin(); Graphics()->QuadsBegin();
Graphics()->QuadsSetSubset(0.1f, 0, 0.6f, 1); // select the middle portion of the sprite so we don't get edge bleeding
if((1.0f - MiddlePieceProgress) * MiddleBarWidth <= EndWidth * 0.8f)
{
// prevent pixel puree, select only a small slice
Graphics()->QuadsSetSubset(0.1f, 0, 0.17f, 1);
}
else
{
Graphics()->QuadsSetSubset(0.1f, 0, 0.9f, 1);
}
IGraphics::CQuadItem QuadEmpty(x + FullBarWidth, y, EmptyBarWidth, BarHeight); IGraphics::CQuadItem QuadEmpty(x + FullMiddleBarWidth, y, EmptyMiddleBarWidth, BarHeight);
Graphics()->QuadsDrawTL(&QuadEmpty, 1); Graphics()->QuadsDrawTL(&QuadEmpty, 1);
Graphics()->QuadsEnd(); Graphics()->QuadsEnd();
Graphics()->QuadsSetSubset(0, 0, 1, 1); Graphics()->QuadsSetSubset(0, 0, 1, 1);
// end piece
x += MiddleBarWidth; x += MiddleBarWidth;
if(Progress == 1.0f) float EndingPieceProgress = 1;
if(Progress <= 1)
{
if(Progress <= (EndProgressProportion + MiddleProgressProportion))
{
EndingPieceProgress = 0;
}
else
{
EndingPieceProgress = (Progress - EndProgressProportion - MiddleProgressProportion) / EndProgressProportion;
}
}
// full
if(EndingPieceProgress > 0.0f)
{ {
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarFullLeft); Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarFullLeft);
Graphics()->QuadsBegin();
Graphics()->QuadsSetSubset(0.5f + 0.4f * (1.0f - EndingPieceProgress), 1, 0.90f, 0);
Graphics()->QuadsSetRotation(pi); Graphics()->QuadsSetRotation(pi);
IGraphics::CQuadItem QuadFullEnding(x, y, (EndWidth / 2) * EndingPieceProgress, BarHeight);
Graphics()->QuadsDrawTL(&QuadFullEnding, 1);
Graphics()->QuadsEnd();
Graphics()->QuadsSetRotation(0);
} }
else // empty
{ Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarEmptyRight);
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudFreezeBarEmptyRight); Graphics()->QuadsBegin();
} Graphics()->QuadsSetSubset(0.5f - 0.4f * (1.0f - EndingPieceProgress), 0, 0.9f, 1);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NinjaBarEmptyRightOffset, x, y); IGraphics::CQuadItem QuadEmptyEnding(x + ((EndWidth / 2) * EndingPieceProgress), y, (EndWidth / 2) * (1.0f - EndingPieceProgress) + (EndWidth / 2), BarHeight);
Graphics()->QuadsSetRotation(0); Graphics()->QuadsDrawTL(&QuadEmptyEnding, 1);
Graphics()->QuadsEnd();
Graphics()->QuadsSetSubset(0, 0, 1, 1);
} }
void CHud::RenderSpectatorHud() void CHud::RenderSpectatorHud()

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@ -124,8 +124,6 @@ private:
int m_DummyHammerOffset; int m_DummyHammerOffset;
int m_DummyCopyOffset; int m_DummyCopyOffset;
int m_NinjaBarFullLeftOffset; int m_NinjaBarFullLeftOffset;
int m_NinjaBarFullOffset;
int m_NinjaBarEmptyOffset;
int m_NinjaBarEmptyRightOffset; int m_NinjaBarEmptyRightOffset;
}; };