/* (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 "animstate.h" #include "render.h" #include #include #include #include #include #include #include #include #include static float gs_SpriteWScale; static float gs_SpriteHScale; void CRenderTools::Init(IGraphics *pGraphics, CUI *pUI, CGameClient *pGameClient) { m_pGraphics = pGraphics; m_pUI = pUI; m_pGameClient = (CGameClient *)pGameClient; 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); Graphics()->QuadContainerUpload(m_TeeQuadContainerIndex); } void CRenderTools::SelectSprite(CDataSprite *pSpr, int Flags, int sx, int sy) { int x = pSpr->m_X + sx; int y = pSpr->m_Y + sy; int w = pSpr->m_W; int h = pSpr->m_H; int cx = pSpr->m_pSet->m_Gridx; int cy = pSpr->m_pSet->m_Gridy; 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); float Temp = 0; if(Flags & SPRITE_FLAG_FLIP_Y) { Temp = y1; y1 = y2; y2 = Temp; } if(Flags & SPRITE_FLAG_FLIP_X) { Temp = x1; x1 = x2; x2 = Temp; } Graphics()->QuadsSetSubset(x1, y1, x2, y2); } void CRenderTools::SelectSprite(int Id, int Flags, int sx, int sy) { if(Id < 0 || Id >= g_pData->m_NumSprites) return; SelectSprite(&g_pData->m_aSprites[Id], Flags, sx, sy); } void CRenderTools::GetSpriteScale(client_data7::CDataSprite *pSprite, float &ScaleX, float &ScaleY) { int w = pSprite->m_W; int h = pSprite->m_H; 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; GetSpriteScaleImpl(w, h, ScaleX, ScaleY); } void CRenderTools::GetSpriteScale(int id, float &ScaleX, float &ScaleY) { GetSpriteScale(&g_pData->m_aSprites[id], ScaleX, ScaleY); } void CRenderTools::GetSpriteScaleImpl(int Width, int Height, float &ScaleX, float &ScaleY) { float f = sqrtf(Height * Height + Width * Width); ScaleX = Width / f; ScaleY = Height / f; } void CRenderTools::DrawSprite(float x, float y, float Size) { IGraphics::CQuadItem QuadItem(x, y, Size * gs_SpriteWScale, Size * gs_SpriteHScale); Graphics()->QuadsDraw(&QuadItem, 1); } void CRenderTools::DrawSprite(float x, float y, float ScaledWidth, float ScaledHeight) { IGraphics::CQuadItem QuadItem(x, y, ScaledWidth, ScaledHeight); Graphics()->QuadsDraw(&QuadItem, 1); } int CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float x, float y, float Size) { IGraphics::CQuadItem QuadItem(x, y, Size, Size); return Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1); } int CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float Size) { IGraphics::CQuadItem QuadItem(-(Size) / 2.f, -(Size) / 2.f, (Size), (Size)); return Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1); } int CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float Width, float Height) { IGraphics::CQuadItem QuadItem(-(Width) / 2.f, -(Height) / 2.f, (Width), (Height)); return Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1); } int CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float X, float Y, float Width, float Height) { IGraphics::CQuadItem QuadItem(X, Y, Width, Height); return Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1); } void CRenderTools::DrawRoundRectExt(float x, float y, float w, float h, float r, int Corners) { int NumItems = 0; const int Num = 8; IGraphics::CFreeformItem ArrayF[Num * 4]; 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); } 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 Graphics()->QuadsDrawTL(ArrayQ, NumItems); } 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; 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 { Graphics()->SetColor(ColorTopLeft.r, ColorTopLeft.g, ColorTopLeft.b, ColorTopLeft.a); IGraphics::CFreeformItem ItemF = 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); Graphics()->QuadsDrawFreeform(&ItemF, 1); } if(Corners & 2) // TR { Graphics()->SetColor(ColorTopRight.r, ColorTopRight.g, ColorTopRight.b, ColorTopRight.a); IGraphics::CFreeformItem ItemF = 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); Graphics()->QuadsDrawFreeform(&ItemF, 1); } if(Corners & 4) // BL { Graphics()->SetColor(ColorBottomLeft.r, ColorBottomLeft.g, ColorBottomLeft.b, ColorBottomLeft.a); IGraphics::CFreeformItem ItemF = 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); Graphics()->QuadsDrawFreeform(&ItemF, 1); } if(Corners & 8) // BR { Graphics()->SetColor(ColorBottomRight.r, ColorBottomRight.g, ColorBottomRight.b, ColorBottomRight.a); IGraphics::CFreeformItem ItemF = 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); Graphics()->QuadsDrawFreeform(&ItemF, 1); } if(Corners & 16) // ITL { Graphics()->SetColor(ColorTopLeft.r, ColorTopLeft.g, ColorTopLeft.b, ColorTopLeft.a); IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem( 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); } if(Corners & 32) // ITR { Graphics()->SetColor(ColorTopRight.r, ColorTopRight.g, ColorTopRight.b, ColorTopRight.a); IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem( 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); } if(Corners & 64) // IBL { Graphics()->SetColor(ColorBottomLeft.r, ColorBottomLeft.g, ColorBottomLeft.b, ColorBottomLeft.a); IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem( 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); } if(Corners & 128) // IBR { Graphics()->SetColor(ColorBottomRight.r, ColorBottomRight.g, ColorBottomRight.b, ColorBottomRight.a); IGraphics::CFreeformItem ItemF = IGraphics::CFreeformItem( 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); 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); ItemQ = IGraphics::CQuadItem(x + r, y, w - r * 2, r); // top Graphics()->QuadsDrawTL(&ItemQ, 1); Graphics()->SetColor4(ColorBottomLeft, ColorBottomRight, ColorBottomLeft, ColorBottomRight); ItemQ = IGraphics::CQuadItem(x + r, y + h - r, w - r * 2, r); // bottom Graphics()->QuadsDrawTL(&ItemQ, 1); Graphics()->SetColor4(ColorTopLeft, ColorTopLeft, ColorBottomLeft, ColorBottomLeft); ItemQ = IGraphics::CQuadItem(x, y + r, r, h - r * 2); // left Graphics()->QuadsDrawTL(&ItemQ, 1); Graphics()->SetColor4(ColorTopRight, ColorTopRight, ColorBottomRight, ColorBottomRight); ItemQ = IGraphics::CQuadItem(x + w - r, y + r, r, h - r * 2); // right Graphics()->QuadsDrawTL(&ItemQ, 1); if(!(Corners & 1)) { Graphics()->SetColor(ColorTopLeft.r, ColorTopLeft.g, ColorTopLeft.b, ColorTopLeft.a); ItemQ = IGraphics::CQuadItem(x, y, r, r); // TL Graphics()->QuadsDrawTL(&ItemQ, 1); } if(!(Corners & 2)) { Graphics()->SetColor(ColorTopRight.r, ColorTopRight.g, ColorTopRight.b, ColorTopRight.a); ItemQ = IGraphics::CQuadItem(x + w, y, -r, r); // TR Graphics()->QuadsDrawTL(&ItemQ, 1); } if(!(Corners & 4)) { Graphics()->SetColor(ColorBottomLeft.r, ColorBottomLeft.g, ColorBottomLeft.b, ColorBottomLeft.a); ItemQ = IGraphics::CQuadItem(x, y + h, r, -r); // BL Graphics()->QuadsDrawTL(&ItemQ, 1); } if(!(Corners & 8)) { Graphics()->SetColor(ColorBottomRight.r, ColorBottomRight.g, ColorBottomRight.b, ColorBottomRight.a); 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) { 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); } 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 if(NumItems > 0) Graphics()->QuadContainerAddQuads(ContainerIndex, ArrayQ, NumItems); Graphics()->QuadContainerUpload(ContainerIndex); Graphics()->QuadContainerChangeAutomaticUpload(ContainerIndex, true); return ContainerIndex; } void CRenderTools::DrawUIElRect(CUIElement::SUIElementRect &ElUIRect, const CUIRect *pRect, ColorRGBA Color, int Corners, float Rounding) { bool NeedsRecreate = false; 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) { 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; ElUIRect.m_QuadColor = Color; 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); } void CRenderTools::DrawRoundRect(float x, float y, float w, float h, float r) { DrawRoundRectExt(x, y, w, h, r, 0xf); } void CRenderTools::DrawUIRect(const CUIRect *pRect, ColorRGBA Color, int Corners, float Rounding) { Graphics()->TextureClear(); // TODO: FIX US Graphics()->QuadsBegin(); Graphics()->SetColor(Color); DrawRoundRectExt(pRect->x, pRect->y, pRect->w, pRect->h, Rounding * UI()->Scale(), Corners); Graphics()->QuadsEnd(); } void CRenderTools::DrawUIRect4(const CUIRect *pRect, vec4 ColorTopLeft, vec4 ColorTopRight, vec4 ColorBottomLeft, vec4 ColorBottomRight, int Corners, float Rounding) { Graphics()->TextureClear(); Graphics()->QuadsBegin(); DrawRoundRectExt4(pRect->x, pRect->y, pRect->w, pRect->h, ColorTopLeft, ColorTopRight, ColorBottomLeft, ColorBottomRight, Rounding, Corners); Graphics()->QuadsEnd(); } void CRenderTools::DrawUIRect4NoRounding(const CUIRect *pRect, vec4 ColorTopLeft, vec4 ColorTopRight, vec4 ColorBottomLeft, vec4 ColorBottomRight) { Graphics()->TextureClear(); Graphics()->QuadsBegin(); Graphics()->SetColor4(ColorTopLeft, ColorTopRight, ColorBottomLeft, ColorBottomRight); IGraphics::CQuadItem ItemQ = IGraphics::CQuadItem(pRect->x, pRect->y, pRect->w, pRect->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); } 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); 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; } 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); 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; } 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; } void CRenderTools::RenderTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos, float Alpha) { vec2 Direction = Dir; vec2 Position = Pos; const CSkin::SSkinTextures *pSkinTextures = pInfo->m_CustomColoredSkin ? &pInfo->m_ColorableRenderSkin : &pInfo->m_OriginalRenderSkin; // 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; for(int f = 0; f < 2; f++) { float AnimScale, BaseSize; GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize); if(f == 1) { Graphics()->QuadsSetRotation(pAnim->GetBody()->m_Angle * pi * 2); // draw body 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; float BodyScale; GetRenderTeeBodyScale(BaseSize, BodyScale); Graphics()->TextureSet(OutLine == 1 ? pSkinTextures->m_BodyOutline : pSkinTextures->m_Body); Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, OutLine, BodyPos.x, BodyPos.y, BodyScale, BodyScale); // draw eyes if(p == 1) { int QuadOffset = 2; int EyeQuadOffset = 0; int TeeEye = 0; switch(Emote) { 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; } 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)); } } // draw feet CAnimKeyframe *pFoot = f ? pAnim->GetFrontFoot() : pAnim->GetBackFoot(); float w = BaseSize; float h = BaseSize / 2; int QuadOffset = 7; Graphics()->QuadsSetRotation(pFoot->m_Angle * pi * 2); bool Indicate = !pInfo->m_GotAirJump && g_Config.m_ClAirjumpindicator; float cs = 1.0f; // color scale if(!OutLine) { ++QuadOffset; if(Indicate) 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); } } Graphics()->SetColor(1.f, 1.f, 1.f, 1.f); Graphics()->QuadsSetRotation(0); } void CRenderTools::CalcScreenParams(float Aspect, float Zoom, float *w, float *h) { const float Amount = 1150 * 1000; const float WMax = 1500; const float HMax = 1050; float f = sqrtf(Amount) / sqrtf(Aspect); *w = f * Aspect; *h = f; // limit the view if(*w > WMax) { *w = WMax; *h = *w / Aspect; } if(*h > HMax) { *h = HMax; *w = *h * Aspect; } *w *= Zoom; *h *= Zoom; } void CRenderTools::MapscreenToWorld(float CenterX, float CenterY, float ParallaxX, float ParallaxY, float OffsetX, float OffsetY, float Aspect, float Zoom, float *pPoints) { 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; }