// copyright (c) 2007 magnus auvinen, see licence.txt for more info #include #include #include #include #include #include #include #include #include "animstate.h" #include "render.h" static float gs_SpriteWScale; static float gs_SpriteHScale; /* static void layershot_begin() { if(!config.cl_layershot) return; Graphics()->Clear(0,0,0); } static void layershot_end() { if(!config.cl_layershot) return; char buf[256]; str_format(buf, sizeof(buf), "screenshots/layers_%04d.png", config.cl_layershot); gfx_screenshot_direct(buf); config.cl_layershot++; }*/ void CRenderTools::SelectSprite(SPRITE *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; float f = sqrtf(h*h + w*w); gs_SpriteWScale = w/f; gs_SpriteHScale = h/f; float x1 = x/(float)cx; float x2 = (x+w)/(float)cx; float y1 = y/(float)cy; float y2 = (y+h)/(float)cy; 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::DrawSprite(float x, float y, float Size) { IGraphics::CQuadItem QuadItem(x, y, Size*gs_SpriteWScale, Size*gs_SpriteHScale); Graphics()->QuadsDraw(&QuadItem, 1); } void CRenderTools::DrawRoundRectExt(float x, float y, float w, float h, float r, int Corners) { 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); } 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::DrawRoundRect(float x, float y, float w, float h, float r) { DrawRoundRectExt(x,y,w,h,r,0xf); } void CRenderTools::DrawUIRect(const CUIRect *r, vec4 Color, int Corners, float Rounding) { Graphics()->TextureSet(-1); // TODO: FIX US Graphics()->QuadsBegin(); Graphics()->SetColor(Color.r, Color.g, Color.b, Color.a); DrawRoundRectExt(r->x,r->y,r->w,r->h,Rounding*UI()->Scale(), Corners); Graphics()->QuadsEnd(); } void CRenderTools::RenderTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos) { vec2 Direction = Dir; vec2 Position = Pos; //Graphics()->TextureSet(data->images[IMAGE_CHAR_DEFAULT].id); Graphics()->TextureSet(pInfo->m_Texture); // TODO: FIX ME Graphics()->QuadsBegin(); //Graphics()->QuadsDraw(pos.x, pos.y-128, 128, 128); // 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 = pInfo->m_Size * 1.0f/64.0f; float BaseSize = pInfo->m_Size; 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, 1.0f); vec2 BodyPos = Position + vec2(pAnim->GetBody()->m_X, pAnim->GetBody()->m_Y)*AnimScale; SelectSprite(OutLine?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0); IGraphics::CQuadItem QuadItem(BodyPos.x, BodyPos.y, BaseSize, BaseSize); Graphics()->QuadsDraw(&QuadItem, 1); // draw eyes if(p == 1) { switch (Emote) { case EMOTE_PAIN: SelectSprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0); break; case EMOTE_HAPPY: SelectSprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0); break; case EMOTE_SURPRISE: SelectSprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0); break; case EMOTE_ANGRY: SelectSprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0); break; default: SelectSprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0); 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; IGraphics::CQuadItem Array[2] = { IGraphics::CQuadItem(BodyPos.x-EyeSeparation+Offset.x, BodyPos.y+Offset.y, EyeScale, h), IGraphics::CQuadItem(BodyPos.x+EyeSeparation+Offset.x, BodyPos.y+Offset.y, -EyeScale, h)}; Graphics()->QuadsDraw(Array, 2); } } // draw feet ANIM_KEYFRAME *pFoot = f ? pAnim->GetFrontFoot() : pAnim->GetBackFoot(); float w = BaseSize; float h = BaseSize/2; Graphics()->QuadsSetRotation(pFoot->m_Angle*pi*2); bool Indicate = !pInfo->m_GotAirJump && g_Config.m_ClAirjumpindicator; float cs = 1.0f; // color scale if(OutLine) SelectSprite(SPRITE_TEE_FOOT_OUTLINE, 0, 0, 0); else { SelectSprite(SPRITE_TEE_FOOT, 0, 0, 0); if(Indicate) cs = 0.5f; } Graphics()->SetColor(pInfo->m_ColorFeet.r*cs, pInfo->m_ColorFeet.g*cs, pInfo->m_ColorFeet.b*cs, 1.0f); IGraphics::CQuadItem QuadItem(Position.x+pFoot->m_X*AnimScale, Position.y+pFoot->m_Y*AnimScale, w, h); Graphics()->QuadsDraw(&QuadItem, 1); } } Graphics()->QuadsEnd(); } static void CalcScreenParams(float Amount, float WMax, float HMax, float Aspect, float *w, float *h) { 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; } } 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(1150*1000, 1500, 1050, Aspect, &Width, &Height); CenterX *= ParallaxX; CenterY *= ParallaxY; Width *= Zoom; Height *= Zoom; pPoints[0] = OffsetX+CenterX-Width/2; pPoints[1] = OffsetY+CenterY-Height/2; pPoints[2] = pPoints[0]+Width; pPoints[3] = pPoints[1]+Height; } void CRenderTools::RenderTilemapGenerateSkip(class CLayers *pLayers) { for(int g = 0; g < pLayers->NumGroups(); g++) { CMapItemGroup *pGroup = pLayers->GetGroup(g); for(int l = 0; l < pGroup->m_NumLayers; l++) { CMapItemLayer *pLayer = pLayers->GetLayer(pGroup->m_StartLayer+l); if(pLayer->m_Type == LAYERTYPE_TILES) { CMapItemLayerTilemap *pTmap = (CMapItemLayerTilemap *)pLayer; CTile *pTiles = (CTile *)pLayers->Map()->GetData(pTmap->m_Data); for(int y = 0; y < pTmap->m_Height; y++) { for(int x = 1; x < pTmap->m_Width; x++) { int sx; for(sx = 1; x+sx < pTmap->m_Width && sx < 255; sx++) { if(pTiles[y*pTmap->m_Width+x+sx].m_Index) break; } pTiles[y*pTmap->m_Width+x].m_Skip = sx-1; } } } } } }