/* (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. */ #include #include #include #include "render.h" void CRenderTools::RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, float Time, float *pResult) { if(NumPoints == 0) { pResult[0] = 0; pResult[1] = 0; pResult[2] = 0; pResult[3] = 0; return; } if(NumPoints == 1) { pResult[0] = fx2f(pPoints[0].m_aValues[0]); pResult[1] = fx2f(pPoints[0].m_aValues[1]); pResult[2] = fx2f(pPoints[0].m_aValues[2]); pResult[3] = fx2f(pPoints[0].m_aValues[3]); return; } Time = fmod(Time, pPoints[NumPoints-1].m_Time/1000.0f)*1000.0f; for(int i = 0; i < NumPoints-1; i++) { if(Time >= pPoints[i].m_Time && Time <= pPoints[i+1].m_Time) { float Delta = pPoints[i+1].m_Time-pPoints[i].m_Time; float a = (Time-pPoints[i].m_Time)/Delta; if(pPoints[i].m_Curvetype == CURVETYPE_SMOOTH) a = -2*a*a*a + 3*a*a; // second hermite basis else if(pPoints[i].m_Curvetype == CURVETYPE_SLOW) a = a*a*a; else if(pPoints[i].m_Curvetype == CURVETYPE_FAST) { a = 1-a; a = 1-a*a*a; } else if (pPoints[i].m_Curvetype == CURVETYPE_STEP) a = 0; else { // linear } for(int c = 0; c < Channels; c++) { float v0 = fx2f(pPoints[i].m_aValues[c]); float v1 = fx2f(pPoints[i+1].m_aValues[c]); pResult[c] = v0 + (v1-v0) * a; } return; } } pResult[0] = fx2f(pPoints[NumPoints-1].m_aValues[0]); pResult[1] = fx2f(pPoints[NumPoints-1].m_aValues[1]); pResult[2] = fx2f(pPoints[NumPoints-1].m_aValues[2]); pResult[3] = fx2f(pPoints[NumPoints-1].m_aValues[3]); return; } static void Rotate(CPoint *pCenter, CPoint *pPoint, float Rotation) { int x = pPoint->x - pCenter->x; int y = pPoint->y - pCenter->y; pPoint->x = (int)(x * cosf(Rotation) - y * sinf(Rotation) + pCenter->x); pPoint->y = (int)(x * sinf(Rotation) + y * cosf(Rotation) + pCenter->y); } void CRenderTools::RenderQuads(CQuad *pQuads, int NumQuads, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser) { Graphics()->QuadsBegin(); float Conv = 1/255.0f; for(int i = 0; i < NumQuads; i++) { CQuad *q = &pQuads[i]; float r=1, g=1, b=1, a=1; if(q->m_ColorEnv >= 0) { float aChannels[4]; pfnEval(q->m_ColorEnvOffset/1000.0f, q->m_ColorEnv, aChannels, pUser); r = aChannels[0]; g = aChannels[1]; b = aChannels[2]; a = aChannels[3]; } bool Opaque = false; if(a < 0.01f || (q->m_aColors[0].a < 0.01f && q->m_aColors[1].a < 0.01f && q->m_aColors[2].a < 0.01f && q->m_aColors[3].a < 0.01f)) Opaque = true; if(Opaque && !(RenderFlags&LAYERRENDERFLAG_OPAQUE)) continue; if(!Opaque && !(RenderFlags&LAYERRENDERFLAG_TRANSPARENT)) continue; Graphics()->QuadsSetSubsetFree( fx2f(q->m_aTexcoords[0].x), fx2f(q->m_aTexcoords[0].y), fx2f(q->m_aTexcoords[1].x), fx2f(q->m_aTexcoords[1].y), fx2f(q->m_aTexcoords[2].x), fx2f(q->m_aTexcoords[2].y), fx2f(q->m_aTexcoords[3].x), fx2f(q->m_aTexcoords[3].y) ); float OffsetX = 0; float OffsetY = 0; float Rot = 0; // TODO: fix this if(q->m_PosEnv >= 0) { float aChannels[4]; pfnEval(q->m_PosEnvOffset/1000.0f, q->m_PosEnv, aChannels, pUser); OffsetX = aChannels[0]; OffsetY = aChannels[1]; Rot = aChannels[2]/360.0f*pi*2; } IGraphics::CColorVertex Array[4] = { IGraphics::CColorVertex(0, q->m_aColors[0].r*Conv*r, q->m_aColors[0].g*Conv*g, q->m_aColors[0].b*Conv*b, q->m_aColors[0].a*Conv*a), IGraphics::CColorVertex(1, q->m_aColors[1].r*Conv*r, q->m_aColors[1].g*Conv*g, q->m_aColors[1].b*Conv*b, q->m_aColors[1].a*Conv*a), IGraphics::CColorVertex(2, q->m_aColors[2].r*Conv*r, q->m_aColors[2].g*Conv*g, q->m_aColors[2].b*Conv*b, q->m_aColors[2].a*Conv*a), IGraphics::CColorVertex(3, q->m_aColors[3].r*Conv*r, q->m_aColors[3].g*Conv*g, q->m_aColors[3].b*Conv*b, q->m_aColors[3].a*Conv*a)}; Graphics()->SetColorVertex(Array, 4); CPoint *pPoints = q->m_aPoints; if(Rot != 0) { static CPoint aRotated[4]; aRotated[0] = q->m_aPoints[0]; aRotated[1] = q->m_aPoints[1]; aRotated[2] = q->m_aPoints[2]; aRotated[3] = q->m_aPoints[3]; pPoints = aRotated; Rotate(&q->m_aPoints[4], &aRotated[0], Rot); Rotate(&q->m_aPoints[4], &aRotated[1], Rot); Rotate(&q->m_aPoints[4], &aRotated[2], Rot); Rotate(&q->m_aPoints[4], &aRotated[3], Rot); } IGraphics::CFreeformItem Freeform( fx2f(pPoints[0].x)+OffsetX, fx2f(pPoints[0].y)+OffsetY, fx2f(pPoints[1].x)+OffsetX, fx2f(pPoints[1].y)+OffsetY, fx2f(pPoints[2].x)+OffsetX, fx2f(pPoints[2].y)+OffsetY, fx2f(pPoints[3].x)+OffsetX, fx2f(pPoints[3].y)+OffsetY); Graphics()->QuadsDrawFreeform(&Freeform, 1); } Graphics()->QuadsEnd(); } void CRenderTools::RenderTilemap(CTile *pTiles, int w, int h, float Scale, vec4 Color, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset) { //Graphics()->TextureSet(img_get(tmap->image)); float ScreenX0, ScreenY0, ScreenX1, ScreenY1; Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1); //Graphics()->MapScreen(screen_x0-50, screen_y0-50, screen_x1+50, screen_y1+50); // calculate the final pixelsize for the tiles float TilePixelSize = 1024/32.0f; float FinalTileSize = Scale/(ScreenX1-ScreenX0) * Graphics()->ScreenWidth(); float FinalTilesetScale = FinalTileSize/TilePixelSize; float r=1, g=1, b=1, a=1; if(ColorEnv >= 0) { float aChannels[4]; pfnEval(ColorEnvOffset/1000.0f, ColorEnv, aChannels, pUser); r = aChannels[0]; g = aChannels[1]; b = aChannels[2]; a = aChannels[3]; } Graphics()->QuadsBegin(); Graphics()->SetColor(Color.r*r, Color.g*g, Color.b*b, Color.a*a); int StartY = (int)(ScreenY0/Scale)-1; int StartX = (int)(ScreenX0/Scale)-1; int EndY = (int)(ScreenY1/Scale)+1; int EndX = (int)(ScreenX1/Scale)+1; // adjust the texture shift according to mipmap level float TexSize = 1024.0f; float Frac = (1.25f/TexSize) * (1/FinalTilesetScale); float Nudge = (0.5f/TexSize) * (1/FinalTilesetScale); for(int y = StartY; y < EndY; y++) for(int x = StartX; x < EndX; x++) { int mx = x; int my = y; if(RenderFlags&TILERENDERFLAG_EXTEND) { if(mx<0) mx = 0; if(mx>=w) mx = w-1; if(my<0) my = 0; if(my>=h) my = h-1; } else { if(mx<0) continue; // mx = 0; if(mx>=w) continue; // mx = w-1; if(my<0) continue; // my = 0; if(my>=h) continue; // my = h-1; } int c = mx + my*w; unsigned char Index = pTiles[c].m_Index; if(Index) { unsigned char Flags = pTiles[c].m_Flags; bool Render = false; if(Flags&TILEFLAG_OPAQUE) { if(RenderFlags&LAYERRENDERFLAG_OPAQUE) Render = true; } else { if(RenderFlags&LAYERRENDERFLAG_TRANSPARENT) Render = true; } if(Render) { int tx = Index%16; int ty = Index/16; int Px0 = tx*(1024/16); int Py0 = ty*(1024/16); int Px1 = Px0+(1024/16)-1; int Py1 = Py0+(1024/16)-1; float x0 = Nudge + Px0/TexSize+Frac; float y0 = Nudge + Py0/TexSize+Frac; float x1 = Nudge + Px1/TexSize-Frac; float y1 = Nudge + Py0/TexSize+Frac; float x2 = Nudge + Px1/TexSize-Frac; float y2 = Nudge + Py1/TexSize-Frac; float x3 = Nudge + Px0/TexSize+Frac; float y3 = Nudge + Py1/TexSize-Frac; if(Flags&TILEFLAG_VFLIP) { x0 = x2; x1 = x3; x2 = x3; x3 = x0; } if(Flags&TILEFLAG_HFLIP) { y0 = y3; y2 = y1; y3 = y1; y1 = y0; } if(Flags&TILEFLAG_ROTATE) { float Tmp = x0; x0 = x3; x3 = x2; x2 = x1; x1 = Tmp; Tmp = y0; y0 = y3; y3 = y2; y2 = y1; y1 = Tmp; } Graphics()->QuadsSetSubsetFree(x0, y0, x1, y1, x2, y2, x3, y3); IGraphics::CQuadItem QuadItem(x*Scale, y*Scale, Scale, Scale); Graphics()->QuadsDrawTL(&QuadItem, 1); } } x += pTiles[c].m_Skip; } Graphics()->QuadsEnd(); Graphics()->MapScreen(ScreenX0, ScreenY0, ScreenX1, ScreenY1); }