mirror of
https://github.com/ddnet/ddnet.git
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312 lines
7.4 KiB
C++
312 lines
7.4 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <math.h>
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#include <base/math.hpp>
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#include <engine/e_client_interface.h>
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#include <engine/e_config.h>
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#include <game/generated/gc_data.hpp>
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#include <game/generated/g_protocol.hpp>
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#include <game/layers.hpp>
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#include "animstate.hpp"
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#include "gc_render.hpp"
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static float sprite_w_scale;
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static float sprite_h_scale;
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/*
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static void layershot_begin()
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{
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if(!config.cl_layershot)
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return;
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gfx_clear(0,0,0);
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}
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static void layershot_end()
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{
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if(!config.cl_layershot)
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return;
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char buf[256];
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str_format(buf, sizeof(buf), "screenshots/layers_%04d.png", config.cl_layershot);
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gfx_screenshot_direct(buf);
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config.cl_layershot++;
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}*/
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void select_sprite(SPRITE *spr, int flags, int sx, int sy)
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{
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int x = spr->x+sx;
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int y = spr->y+sy;
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int w = spr->w;
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int h = spr->h;
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int cx = spr->set->gridx;
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int cy = spr->set->gridy;
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float f = sqrtf(h*h + w*w);
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sprite_w_scale = w/f;
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sprite_h_scale = h/f;
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float x1 = x/(float)cx;
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float x2 = (x+w)/(float)cx;
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float y1 = y/(float)cy;
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float y2 = (y+h)/(float)cy;
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float temp = 0;
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if(flags&SPRITE_FLAG_FLIP_Y)
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{
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temp = y1;
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y1 = y2;
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y2 = temp;
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}
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if(flags&SPRITE_FLAG_FLIP_X)
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{
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temp = x1;
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x1 = x2;
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x2 = temp;
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}
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gfx_quads_setsubset(x1, y1, x2, y2);
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}
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void select_sprite(int id, int flags, int sx, int sy)
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{
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if(id < 0 || id > data->num_sprites)
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return;
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select_sprite(&data->sprites[id], flags, sx, sy);
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}
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void draw_sprite(float x, float y, float size)
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{
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gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale);
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}
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void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners)
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{
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int num = 8;
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for(int i = 0; i < num; i+=2)
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{
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float a1 = i/(float)num * pi/2;
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float a2 = (i+1)/(float)num * pi/2;
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float a3 = (i+2)/(float)num * pi/2;
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float ca1 = cosf(a1);
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float ca2 = cosf(a2);
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float ca3 = cosf(a3);
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float sa1 = sinf(a1);
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float sa2 = sinf(a2);
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float sa3 = sinf(a3);
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if(corners&1) // TL
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gfx_quads_draw_freeform(
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x+r, y+r,
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x+(1-ca1)*r, y+(1-sa1)*r,
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x+(1-ca3)*r, y+(1-sa3)*r,
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x+(1-ca2)*r, y+(1-sa2)*r);
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if(corners&2) // TR
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gfx_quads_draw_freeform(
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x+w-r, y+r,
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x+w-r+ca1*r, y+(1-sa1)*r,
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x+w-r+ca3*r, y+(1-sa3)*r,
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x+w-r+ca2*r, y+(1-sa2)*r);
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if(corners&4) // BL
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gfx_quads_draw_freeform(
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x+r, y+h-r,
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x+(1-ca1)*r, y+h-r+sa1*r,
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x+(1-ca3)*r, y+h-r+sa3*r,
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x+(1-ca2)*r, y+h-r+sa2*r);
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if(corners&8) // BR
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gfx_quads_draw_freeform(
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x+w-r, y+h-r,
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x+w-r+ca1*r, y+h-r+sa1*r,
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x+w-r+ca3*r, y+h-r+sa3*r,
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x+w-r+ca2*r, y+h-r+sa2*r);
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}
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gfx_quads_drawTL(x+r, y+r, w-r*2, h-r*2); // center
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gfx_quads_drawTL(x+r, y, w-r*2, r); // top
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gfx_quads_drawTL(x+r, y+h-r, w-r*2, r); // bottom
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gfx_quads_drawTL(x, y+r, r, h-r*2); // left
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gfx_quads_drawTL(x+w-r, y+r, r, h-r*2); // right
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if(!(corners&1)) gfx_quads_drawTL(x, y, r, r); // TL
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if(!(corners&2)) gfx_quads_drawTL(x+w, y, -r, r); // TR
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if(!(corners&4)) gfx_quads_drawTL(x, y+h, r, -r); // BL
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if(!(corners&8)) gfx_quads_drawTL(x+w, y+h, -r, -r); // BR
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}
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void draw_round_rect(float x, float y, float w, float h, float r)
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{
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draw_round_rect_ext(x,y,w,h,r,0xf);
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}
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void ui_draw_rect(const RECT *r, vec4 color, int corners, float rounding)
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{
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gfx_texture_set(-1);
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gfx_quads_begin();
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gfx_setcolor(color.r, color.g, color.b, color.a);
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draw_round_rect_ext(r->x,r->y,r->w,r->h,rounding*ui_scale(), corners);
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gfx_quads_end();
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}
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void render_tee(ANIMSTATE *anim, TEE_RENDER_INFO *info, int emote, vec2 dir, vec2 pos)
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{
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vec2 direction = dir;
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vec2 position = pos;
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//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
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gfx_texture_set(info->texture);
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gfx_quads_begin();
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//gfx_quads_draw(pos.x, pos.y-128, 128, 128);
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// first pass we draw the outline
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// second pass we draw the filling
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for(int p = 0; p < 2; p++)
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{
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int outline = p==0 ? 1 : 0;
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for(int f = 0; f < 2; f++)
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{
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float animscale = info->size * 1.0f/64.0f;
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float basesize = info->size;
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if(f == 1)
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{
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gfx_quads_setrotation(anim->body.angle*pi*2);
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// draw body
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gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, 1.0f);
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vec2 body_pos = position + vec2(anim->body.x, anim->body.y)*animscale;
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select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0);
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gfx_quads_draw(body_pos.x, body_pos.y, basesize, basesize);
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// draw eyes
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if(p == 1)
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{
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switch (emote)
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{
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case EMOTE_PAIN:
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select_sprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0);
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break;
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case EMOTE_HAPPY:
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select_sprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0);
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break;
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case EMOTE_SURPRISE:
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select_sprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0);
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break;
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case EMOTE_ANGRY:
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select_sprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0);
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break;
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default:
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select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0);
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break;
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}
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float eyescale = basesize*0.40f;
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float h = emote == EMOTE_BLINK ? basesize*0.15f : eyescale;
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float eyeseparation = (0.075f - 0.010f*fabs(direction.x))*basesize;
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vec2 offset = vec2(direction.x*0.125f, -0.05f+direction.y*0.10f)*basesize;
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gfx_quads_draw(body_pos.x-eyeseparation+offset.x, body_pos.y+offset.y, eyescale, h);
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gfx_quads_draw(body_pos.x+eyeseparation+offset.x, body_pos.y+offset.y, -eyescale, h);
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}
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}
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// draw feet
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ANIM_KEYFRAME *foot = f ? &anim->front_foot : &anim->back_foot;
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float w = basesize;
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float h = basesize/2;
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gfx_quads_setrotation(foot->angle*pi*2);
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bool indicate = !info->got_airjump && config.cl_airjumpindicator;
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float cs = 1.0f; // color scale
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if(outline)
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select_sprite(SPRITE_TEE_FOOT_OUTLINE, 0, 0, 0);
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else
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{
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select_sprite(SPRITE_TEE_FOOT, 0, 0, 0);
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if(indicate)
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cs = 0.5f;
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}
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gfx_setcolor(info->color_feet.r*cs, info->color_feet.g*cs, info->color_feet.b*cs, 1.0f);
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gfx_quads_draw(position.x+foot->x*animscale, position.y+foot->y*animscale, w, h);
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}
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}
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gfx_quads_end();
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}
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static void calc_screen_params(float amount, float wmax, float hmax, float aspect, float *w, float *h)
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{
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float f = sqrt(amount) / sqrt(aspect);
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*w = f*aspect;
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*h = f;
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// limit the view
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if(*w > wmax)
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{
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*w = wmax;
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*h = *w/aspect;
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}
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if(*h > hmax)
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{
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*h = hmax;
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*w = *h*aspect;
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}
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}
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void mapscreen_to_world(float center_x, float center_y, float parallax_x, float parallax_y,
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float offset_x, float offset_y, float aspect, float zoom, float *points)
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{
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float width, height;
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calc_screen_params(1150*1000, 1500, 1050, aspect, &width, &height);
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center_x *= parallax_x;
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center_y *= parallax_y;
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width *= zoom;
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height *= zoom;
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points[0] = offset_x+center_x-width/2;
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points[1] = offset_y+center_y-height/2;
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points[2] = offset_x+center_x+width/2;
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points[3] = offset_y+center_y+height/2;
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}
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void render_tilemap_generate_skip()
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{
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for(int g = 0; g < layers_num_groups(); g++)
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{
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MAPITEM_GROUP *group = layers_get_group(g);
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for(int l = 0; l < group->num_layers; l++)
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{
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MAPITEM_LAYER *layer = layers_get_layer(group->start_layer+l);
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if(layer->type == LAYERTYPE_TILES)
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{
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MAPITEM_LAYER_TILEMAP *tmap = (MAPITEM_LAYER_TILEMAP *)layer;
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TILE *tiles = (TILE *)map_get_data(tmap->data);
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for(int y = 0; y < tmap->height; y++)
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{
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for(int x = 1; x < tmap->width; x++)
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{
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int sx;
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for(sx = 1; x+sx < tmap->width && sx < 255; sx++)
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{
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if(tiles[y*tmap->width+x+sx].index)
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break;
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}
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tiles[y*tmap->width+x].skip = sx-1;
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}
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}
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}
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}
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}
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}
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