ddnet/src/game/client/render_map.cpp
2011-07-20 22:04:13 +02:00

310 lines
8 KiB
C++

/* (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 <math.h>
#include <base/math.h>
#include <engine/graphics.h>
#include "render.h"
void CRenderTools::RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, float Time, float *pResult)
{
if(NumPoints == 0)
{
pResult[0] = 0;
pResult[1] = 0;
pResult[2] = 0;
pResult[3] = 0;
return;
}
if(NumPoints == 1)
{
pResult[0] = fx2f(pPoints[0].m_aValues[0]);
pResult[1] = fx2f(pPoints[0].m_aValues[1]);
pResult[2] = fx2f(pPoints[0].m_aValues[2]);
pResult[3] = fx2f(pPoints[0].m_aValues[3]);
return;
}
Time = fmod(Time, pPoints[NumPoints-1].m_Time/1000.0f)*1000.0f;
for(int i = 0; i < NumPoints-1; i++)
{
if(Time >= pPoints[i].m_Time && Time <= pPoints[i+1].m_Time)
{
float Delta = pPoints[i+1].m_Time-pPoints[i].m_Time;
float a = (Time-pPoints[i].m_Time)/Delta;
if(pPoints[i].m_Curvetype == CURVETYPE_SMOOTH)
a = -2*a*a*a + 3*a*a; // second hermite basis
else if(pPoints[i].m_Curvetype == CURVETYPE_SLOW)
a = a*a*a;
else if(pPoints[i].m_Curvetype == CURVETYPE_FAST)
{
a = 1-a;
a = 1-a*a*a;
}
else if (pPoints[i].m_Curvetype == CURVETYPE_STEP)
a = 0;
else
{
// linear
}
for(int c = 0; c < Channels; c++)
{
float v0 = fx2f(pPoints[i].m_aValues[c]);
float v1 = fx2f(pPoints[i+1].m_aValues[c]);
pResult[c] = v0 + (v1-v0) * a;
}
return;
}
}
pResult[0] = fx2f(pPoints[NumPoints-1].m_aValues[0]);
pResult[1] = fx2f(pPoints[NumPoints-1].m_aValues[1]);
pResult[2] = fx2f(pPoints[NumPoints-1].m_aValues[2]);
pResult[3] = fx2f(pPoints[NumPoints-1].m_aValues[3]);
return;
}
static void Rotate(CPoint *pCenter, CPoint *pPoint, float Rotation)
{
int x = pPoint->x - pCenter->x;
int y = pPoint->y - pCenter->y;
pPoint->x = (int)(x * cosf(Rotation) - y * sinf(Rotation) + pCenter->x);
pPoint->y = (int)(x * sinf(Rotation) + y * cosf(Rotation) + pCenter->y);
}
void CRenderTools::RenderQuads(CQuad *pQuads, int NumQuads, int RenderFlags, ENVELOPE_EVAL pfnEval, void *pUser)
{
Graphics()->QuadsBegin();
float Conv = 1/255.0f;
for(int i = 0; i < NumQuads; i++)
{
CQuad *q = &pQuads[i];
float r=1, g=1, b=1, a=1;
if(q->m_ColorEnv >= 0)
{
float aChannels[4];
pfnEval(q->m_ColorEnvOffset/1000.0f, q->m_ColorEnv, aChannels, pUser);
r = aChannels[0];
g = aChannels[1];
b = aChannels[2];
a = aChannels[3];
}
bool Opaque = false;
if(a < 0.01f || (q->m_aColors[0].a < 0.01f && q->m_aColors[1].a < 0.01f && q->m_aColors[2].a < 0.01f && q->m_aColors[3].a < 0.01f))
Opaque = true;
if(Opaque && !(RenderFlags&LAYERRENDERFLAG_OPAQUE))
continue;
if(!Opaque && !(RenderFlags&LAYERRENDERFLAG_TRANSPARENT))
continue;
Graphics()->QuadsSetSubsetFree(
fx2f(q->m_aTexcoords[0].x), fx2f(q->m_aTexcoords[0].y),
fx2f(q->m_aTexcoords[1].x), fx2f(q->m_aTexcoords[1].y),
fx2f(q->m_aTexcoords[2].x), fx2f(q->m_aTexcoords[2].y),
fx2f(q->m_aTexcoords[3].x), fx2f(q->m_aTexcoords[3].y)
);
float OffsetX = 0;
float OffsetY = 0;
float Rot = 0;
// TODO: fix this
if(q->m_PosEnv >= 0)
{
float aChannels[4];
pfnEval(q->m_PosEnvOffset/1000.0f, q->m_PosEnv, aChannels, pUser);
OffsetX = aChannels[0];
OffsetY = aChannels[1];
Rot = aChannels[2]/360.0f*pi*2;
}
IGraphics::CColorVertex Array[4] = {
IGraphics::CColorVertex(0, q->m_aColors[0].r*Conv*r, q->m_aColors[0].g*Conv*g, q->m_aColors[0].b*Conv*b, q->m_aColors[0].a*Conv*a),
IGraphics::CColorVertex(1, q->m_aColors[1].r*Conv*r, q->m_aColors[1].g*Conv*g, q->m_aColors[1].b*Conv*b, q->m_aColors[1].a*Conv*a),
IGraphics::CColorVertex(2, q->m_aColors[2].r*Conv*r, q->m_aColors[2].g*Conv*g, q->m_aColors[2].b*Conv*b, q->m_aColors[2].a*Conv*a),
IGraphics::CColorVertex(3, q->m_aColors[3].r*Conv*r, q->m_aColors[3].g*Conv*g, q->m_aColors[3].b*Conv*b, q->m_aColors[3].a*Conv*a)};
Graphics()->SetColorVertex(Array, 4);
CPoint *pPoints = q->m_aPoints;
if(Rot != 0)
{
static CPoint aRotated[4];
aRotated[0] = q->m_aPoints[0];
aRotated[1] = q->m_aPoints[1];
aRotated[2] = q->m_aPoints[2];
aRotated[3] = q->m_aPoints[3];
pPoints = aRotated;
Rotate(&q->m_aPoints[4], &aRotated[0], Rot);
Rotate(&q->m_aPoints[4], &aRotated[1], Rot);
Rotate(&q->m_aPoints[4], &aRotated[2], Rot);
Rotate(&q->m_aPoints[4], &aRotated[3], Rot);
}
IGraphics::CFreeformItem Freeform(
fx2f(pPoints[0].x)+OffsetX, fx2f(pPoints[0].y)+OffsetY,
fx2f(pPoints[1].x)+OffsetX, fx2f(pPoints[1].y)+OffsetY,
fx2f(pPoints[2].x)+OffsetX, fx2f(pPoints[2].y)+OffsetY,
fx2f(pPoints[3].x)+OffsetX, fx2f(pPoints[3].y)+OffsetY);
Graphics()->QuadsDrawFreeform(&Freeform, 1);
}
Graphics()->QuadsEnd();
}
void CRenderTools::RenderTilemap(CTile *pTiles, int w, int h, float Scale, vec4 Color, int RenderFlags,
ENVELOPE_EVAL pfnEval, void *pUser, int ColorEnv, int ColorEnvOffset)
{
//Graphics()->TextureSet(img_get(tmap->image));
float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
//Graphics()->MapScreen(screen_x0-50, screen_y0-50, screen_x1+50, screen_y1+50);
// calculate the final pixelsize for the tiles
float TilePixelSize = 1024/32.0f;
float FinalTileSize = Scale/(ScreenX1-ScreenX0) * Graphics()->ScreenWidth();
float FinalTilesetScale = FinalTileSize/TilePixelSize;
float r=1, g=1, b=1, a=1;
if(ColorEnv >= 0)
{
float aChannels[4];
pfnEval(ColorEnvOffset/1000.0f, ColorEnv, aChannels, pUser);
r = aChannels[0];
g = aChannels[1];
b = aChannels[2];
a = aChannels[3];
}
Graphics()->QuadsBegin();
Graphics()->SetColor(Color.r*r, Color.g*g, Color.b*b, Color.a*a);
int StartY = (int)(ScreenY0/Scale)-1;
int StartX = (int)(ScreenX0/Scale)-1;
int EndY = (int)(ScreenY1/Scale)+1;
int EndX = (int)(ScreenX1/Scale)+1;
// adjust the texture shift according to mipmap level
float TexSize = 1024.0f;
float Frac = (1.25f/TexSize) * (1/FinalTilesetScale);
float Nudge = (0.5f/TexSize) * (1/FinalTilesetScale);
for(int y = StartY; y < EndY; y++)
for(int x = StartX; x < EndX; x++)
{
int mx = x;
int my = y;
if(RenderFlags&TILERENDERFLAG_EXTEND)
{
if(mx<0)
mx = 0;
if(mx>=w)
mx = w-1;
if(my<0)
my = 0;
if(my>=h)
my = h-1;
}
else
{
if(mx<0)
continue; // mx = 0;
if(mx>=w)
continue; // mx = w-1;
if(my<0)
continue; // my = 0;
if(my>=h)
continue; // my = h-1;
}
int c = mx + my*w;
unsigned char Index = pTiles[c].m_Index;
if(Index)
{
unsigned char Flags = pTiles[c].m_Flags;
bool Render = false;
if(Flags&TILEFLAG_OPAQUE)
{
if(RenderFlags&LAYERRENDERFLAG_OPAQUE)
Render = true;
}
else
{
if(RenderFlags&LAYERRENDERFLAG_TRANSPARENT)
Render = true;
}
if(Render)
{
int tx = Index%16;
int ty = Index/16;
int Px0 = tx*(1024/16);
int Py0 = ty*(1024/16);
int Px1 = Px0+(1024/16)-1;
int Py1 = Py0+(1024/16)-1;
float x0 = Nudge + Px0/TexSize+Frac;
float y0 = Nudge + Py0/TexSize+Frac;
float x1 = Nudge + Px1/TexSize-Frac;
float y1 = Nudge + Py0/TexSize+Frac;
float x2 = Nudge + Px1/TexSize-Frac;
float y2 = Nudge + Py1/TexSize-Frac;
float x3 = Nudge + Px0/TexSize+Frac;
float y3 = Nudge + Py1/TexSize-Frac;
if(Flags&TILEFLAG_VFLIP)
{
x0 = x2;
x1 = x3;
x2 = x3;
x3 = x0;
}
if(Flags&TILEFLAG_HFLIP)
{
y0 = y3;
y2 = y1;
y3 = y1;
y1 = y0;
}
if(Flags&TILEFLAG_ROTATE)
{
float Tmp = x0;
x0 = x3;
x3 = x2;
x2 = x1;
x1 = Tmp;
Tmp = y0;
y0 = y3;
y3 = y2;
y2 = y1;
y1 = Tmp;
}
Graphics()->QuadsSetSubsetFree(x0, y0, x1, y1, x2, y2, x3, y3);
IGraphics::CQuadItem QuadItem(x*Scale, y*Scale, Scale, Scale);
Graphics()->QuadsDrawTL(&QuadItem, 1);
}
}
x += pTiles[c].m_Skip;
}
Graphics()->QuadsEnd();
Graphics()->MapScreen(ScreenX0, ScreenY0, ScreenX1, ScreenY1);
}