/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include #include #include #include "gc_render.h" #include "gc_anim.h" #include "gc_client.h" #include "gc_map_image.h" static float sprite_w_scale; static float sprite_h_scale; void select_sprite(sprite *spr, int flags, int sx, int sy) { int x = spr->x+sx; int y = spr->y+sy; int w = spr->w; int h = spr->h; int cx = spr->set->gridx; int cy = spr->set->gridy; float f = sqrtf(h*h + w*w); sprite_w_scale = w/f; sprite_h_scale = 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; } gfx_quads_setsubset(x1, y1, x2, y2); } void select_sprite(int id, int flags, int sx, int sy) { if(id < 0 || id > data->num_sprites) return; select_sprite(&data->sprites[id], flags, sx, sy); } void draw_sprite(float x, float y, float size) { gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale); } void draw_round_rect_ext(float x, float y, float w, float h, 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 gfx_quads_draw_freeform( 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 gfx_quads_draw_freeform( 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 gfx_quads_draw_freeform( 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 gfx_quads_draw_freeform( 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); } gfx_quads_drawTL(x+r, y+r, w-r*2, h-r*2); // center gfx_quads_drawTL(x+r, y, w-r*2, r); // top gfx_quads_drawTL(x+r, y+h-r, w-r*2, r); // bottom gfx_quads_drawTL(x, y+r, r, h-r*2); // left gfx_quads_drawTL(x+w-r, y+r, r, h-r*2); // right if(!(corners&1)) gfx_quads_drawTL(x, y, r, r); // TL if(!(corners&2)) gfx_quads_drawTL(x+w, y, -r, r); // TR if(!(corners&4)) gfx_quads_drawTL(x, y+h, r, -r); // BL if(!(corners&8)) gfx_quads_drawTL(x+w, y+h, -r, -r); // BR } void draw_round_rect(float x, float y, float w, float h, float r) { draw_round_rect_ext(x,y,w,h,r,0xf); } void ui_draw_rect(const RECT *r, vec4 color, int corners, float rounding) { gfx_texture_set(-1); gfx_quads_begin(); gfx_setcolor(color.r, color.g, color.b, color.a); draw_round_rect_ext(r->x,r->y,r->w,r->h,rounding*ui_scale(), corners); gfx_quads_end(); } void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos) { vec2 direction = dir; vec2 position = pos; //gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id); gfx_texture_set(info->texture); gfx_quads_begin(); //gfx_quads_draw(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 = info->size * 1.0f/64.0f; float basesize = info->size; if(f == 1) { gfx_quads_setrotation(anim->body.angle*pi*2); // draw body gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a); vec2 body_pos = position + vec2(anim->body.x, anim->body.y)*animscale; select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0); gfx_quads_draw(body_pos.x, body_pos.y, basesize, basesize); // draw eyes if(p == 1) { switch (emote) { case EMOTE_PAIN: select_sprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0); break; case EMOTE_HAPPY: select_sprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0); break; case EMOTE_SURPRISE: select_sprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0); break; case EMOTE_ANGRY: select_sprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0); break; default: select_sprite(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*fabs(direction.x))*basesize; vec2 offset = vec2(direction.x*0.125f, -0.05f+direction.y*0.10f)*basesize; gfx_quads_draw(body_pos.x-eyeseparation+offset.x, body_pos.y+offset.y, eyescale, h); gfx_quads_draw(body_pos.x+eyeseparation+offset.x, body_pos.y+offset.y, -eyescale, h); } } // draw feet gfx_setcolor(info->color_feet.r, info->color_feet.g, info->color_feet.b, info->color_feet.a); select_sprite((outline||!info->got_airjump)?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, 0); keyframe *foot = f ? &anim->front_foot : &anim->back_foot; float w = basesize; float h = basesize/2; gfx_quads_setrotation(foot->angle*pi*2); gfx_quads_draw(position.x+foot->x*animscale, position.y+foot->y*animscale, w, h); } } gfx_quads_end(); } static void calc_screen_params(float amount, float wmax, float hmax, float aspect, float *w, float *h) { float f = sqrt(amount) / sqrt(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 mapscreen_to_world(float center_x, float center_y, float parallax_x, float parallax_y, float offset_x, float offset_y, float aspect, float zoom, float *points) { float width, height; calc_screen_params(1300*1000, 1500, 1050, aspect, &width, &height); center_x *= parallax_x; center_y *= parallax_y; width *= zoom; height *= zoom; points[0] = offset_x+center_x-width/2; points[1] = offset_y+center_y-height/2; points[2] = offset_x+center_x+width/2; points[3] = offset_y+center_y+height/2; } static void mapscreen_to_group(float center_x, float center_y, MAPITEM_GROUP *group) { float points[4]; mapscreen_to_world(center_x, center_y, group->parallax_x/100.0f, group->parallax_y/100.0f, group->offset_x, group->offset_y, gfx_screenaspect(), 1.0f, points); gfx_mapscreen(points[0], points[1], points[2], points[3]); } static void envelope_eval(float time_offset, int env, float *channels) { channels[0] = 0; channels[1] = 0; channels[2] = 0; channels[3] = 0; } void render_layers(float center_x, float center_y, int pass) { bool passed_gamelayer = false; for(int g = 0; g < layers_num_groups(); g++) { MAPITEM_GROUP *group = layers_get_group(g); mapscreen_to_group(center_x, center_y, group); for(int l = 0; l < group->num_layers; l++) { MAPITEM_LAYER *layer = layers_get_layer(group->start_layer+l); bool render = false; bool is_game_layer = false; if(layer == (MAPITEM_LAYER*)layers_game_layer()) { is_game_layer = true; passed_gamelayer = 1; } if(pass == 0) { if(passed_gamelayer) return; render = true; } else { if(passed_gamelayer && !is_game_layer) render = true; } if(render) { if(layer->type == LAYERTYPE_TILES) { MAPITEM_LAYER_TILEMAP *tmap = (MAPITEM_LAYER_TILEMAP *)layer; if(tmap->image == -1) gfx_texture_set(-1); else gfx_texture_set(img_get(tmap->image)); TILE *tiles = (TILE *)map_get_data(tmap->data); render_tilemap(tiles, tmap->width, tmap->height, 32.0f, vec4(1,1,1,1), 1); } else if(layer->type == LAYERTYPE_QUADS) { MAPITEM_LAYER_QUADS *qlayer = (MAPITEM_LAYER_QUADS *)layer; if(qlayer->image == -1) gfx_texture_set(-1); else gfx_texture_set(img_get(qlayer->image)); QUAD *quads = (QUAD *)map_get_data_swapped(qlayer->data); render_quads(quads, qlayer->num_quads, envelope_eval); } } } } } static void render_items() { int num = snap_num_items(SNAP_CURRENT); for(int i = 0; i < num; i++) { SNAP_ITEM item; const void *data = snap_get_item(SNAP_CURRENT, i, &item); if(item.type == OBJTYPE_PROJECTILE) { render_projectile((const obj_projectile *)data, item.id); } else if(item.type == OBJTYPE_POWERUP) { const void *prev = snap_find_item(SNAP_PREV, item.type, item.id); if(prev) render_powerup((const obj_powerup *)prev, (const obj_powerup *)data); } else if(item.type == OBJTYPE_LASER) { render_laser((const obj_laser *)data); } else if(item.type == OBJTYPE_FLAG) { const void *prev = snap_find_item(SNAP_PREV, item.type, item.id); if (prev) render_flag((const obj_flag *)prev, (const obj_flag *)data); } } } static void render_players() { int num = snap_num_items(SNAP_CURRENT); for(int i = 0; i < num; i++) { SNAP_ITEM item; const void *data = snap_get_item(SNAP_CURRENT, i, &item); if(item.type == OBJTYPE_PLAYER_CHARACTER) { const void *prev = snap_find_item(SNAP_PREV, item.type, item.id); const void *prev_info = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_INFO, item.id); const void *info = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_INFO, item.id); if(prev && prev_info && info) { render_player( (const obj_player_character *)prev, (const obj_player_character *)data, (const obj_player_info *)prev_info, (const obj_player_info *)info ); } } } } // renders the complete game world void render_world(float center_x, float center_y, float zoom) { // render background layers render_layers(center_x, center_y, 0); // render trails particle_render(PARTGROUP_PROJECTILE_TRAIL); // render items render_items(); // render players above all render_players(); // render particles particle_render(PARTGROUP_EXPLOSIONS); particle_render(PARTGROUP_GENERAL); if(config.dbg_flow) flow_dbg_render(); // render foreground layers render_layers(center_x, center_y, 1); // render damage indications render_damage_indicators(); }