ddnet/src/game/client/render.cpp
2010-05-29 07:25:38 +00:00

332 lines
8.5 KiB
C++

// copyright (c) 2007 magnus auvinen, see licence.txt for more info
#include <math.h>
#include <base/math.h>
#include <engine/shared/config.h>
#include <engine/graphics.h>
#include <engine/map.h>
#include <game/generated/client_data.h>
#include <game/generated/protocol.h>
#include <game/layers.h>
#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] = OffsetX+CenterX+Width/2;
pPoints[3] = OffsetY+CenterY+Height/2;
}
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;
}
}
}
}
}
}