ddnet/src/game/client/render.cpp
Rafael Fontenelle cd14660307 Fix misspellings
2022-10-25 13:51:56 -03:00

439 lines
15 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 <cmath>
#include <base/math.h>
#include "animstate.h"
#include "render.h"
#include <engine/graphics.h>
#include <engine/shared/config.h>
#include <game/generated/client_data.h>
#include <game/generated/client_data7.h>
#include <game/generated/protocol.h>
#include <game/mapitems.h>
#include <game/mapitems_ex.h>
static float gs_SpriteWScale;
static float gs_SpriteHScale;
void CRenderTools::Init(IGraphics *pGraphics, ITextRender *pTextRender)
{
m_pGraphics = pGraphics;
m_pTextRender = pTextRender;
m_TeeQuadContainerIndex = Graphics()->CreateQuadContainer(false);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, 64.f * 0.4f);
// Feet
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, -32.f, -16.f, 64.f, 32.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, -32.f, -16.f, 64.f, 32.f);
// Mirrored Feet
Graphics()->QuadsSetSubsetFree(1, 0, 0, 0, 0, 1, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, -32.f, -16.f, 64.f, 32.f);
Graphics()->QuadsSetSubsetFree(1, 0, 0, 0, 0, 1, 1, 1);
QuadContainerAddSprite(m_TeeQuadContainerIndex, -32.f, -16.f, 64.f, 32.f);
Graphics()->QuadContainerUpload(m_TeeQuadContainerIndex);
}
void CRenderTools::SelectSprite(CDataSprite *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;
GetSpriteScaleImpl(w, h, gs_SpriteWScale, gs_SpriteHScale);
float x1 = x / (float)cx + 0.5f / (float)(cx * 32);
float x2 = (x + w) / (float)cx - 0.5f / (float)(cx * 32);
float y1 = y / (float)cy + 0.5f / (float)(cy * 32);
float y2 = (y + h) / (float)cy - 0.5f / (float)(cy * 32);
if(Flags & SPRITE_FLAG_FLIP_Y)
std::swap(y1, y2);
if(Flags & SPRITE_FLAG_FLIP_X)
std::swap(x1, x2);
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::GetSpriteScale(client_data7::CDataSprite *pSprite, float &ScaleX, float &ScaleY)
{
int w = pSprite->m_W;
int h = pSprite->m_H;
GetSpriteScaleImpl(w, h, ScaleX, ScaleY);
}
void CRenderTools::GetSpriteScale(struct CDataSprite *pSprite, float &ScaleX, float &ScaleY)
{
int w = pSprite->m_W;
int h = pSprite->m_H;
GetSpriteScaleImpl(w, h, ScaleX, ScaleY);
}
void CRenderTools::GetSpriteScale(int Id, float &ScaleX, float &ScaleY)
{
GetSpriteScale(&g_pData->m_aSprites[Id], ScaleX, ScaleY);
}
void CRenderTools::GetSpriteScaleImpl(int Width, int Height, float &ScaleX, float &ScaleY)
{
float f = sqrtf(Height * Height + Width * Width);
ScaleX = Width / f;
ScaleY = Height / f;
}
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::DrawSprite(float x, float y, float ScaledWidth, float ScaledHeight)
{
IGraphics::CQuadItem QuadItem(x, y, ScaledWidth, ScaledHeight);
Graphics()->QuadsDraw(&QuadItem, 1);
}
void CRenderTools::RenderCursor(vec2 Center, float Size)
{
Graphics()->WrapClamp();
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CURSOR].m_Id);
Graphics()->QuadsBegin();
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
IGraphics::CQuadItem QuadItem(Center.x, Center.y, Size, Size);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
Graphics()->WrapNormal();
}
void CRenderTools::RenderIcon(int ImageId, int SpriteId, const CUIRect *pRect, const ColorRGBA *pColor)
{
Graphics()->TextureSet(g_pData->m_aImages[ImageId].m_Id);
Graphics()->QuadsBegin();
SelectSprite(SpriteId);
if(pColor)
Graphics()->SetColor(pColor->r * pColor->a, pColor->g * pColor->a, pColor->b * pColor->a, pColor->a);
IGraphics::CQuadItem QuadItem(pRect->x, pRect->y, pRect->w, pRect->h);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
}
int CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float x, float y, float Size)
{
IGraphics::CQuadItem QuadItem(x, y, Size, Size);
return Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1);
}
int CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float Size)
{
IGraphics::CQuadItem QuadItem(-(Size) / 2.f, -(Size) / 2.f, (Size), (Size));
return Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1);
}
int CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float Width, float Height)
{
IGraphics::CQuadItem QuadItem(-(Width) / 2.f, -(Height) / 2.f, (Width), (Height));
return Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1);
}
int CRenderTools::QuadContainerAddSprite(int QuadContainerIndex, float X, float Y, float Width, float Height)
{
IGraphics::CQuadItem QuadItem(X, Y, Width, Height);
return Graphics()->QuadContainerAddQuads(QuadContainerIndex, &QuadItem, 1);
}
void CRenderTools::GetRenderTeeAnimScaleAndBaseSize(CAnimState *pAnim, CTeeRenderInfo *pInfo, float &AnimScale, float &BaseSize)
{
AnimScale = pInfo->m_Size * 1.0f / 64.0f;
BaseSize = pInfo->m_Size;
}
void CRenderTools::GetRenderTeeBodyScale(float BaseSize, float &BodyScale)
{
BodyScale = g_Config.m_ClFatSkins ? BaseSize * 1.3f : BaseSize;
BodyScale /= 64.0f;
}
void CRenderTools::GetRenderTeeFeetScale(float BaseSize, float &FeetScaleWidth, float &FeetScaleHeight)
{
FeetScaleWidth = BaseSize / 64.0f;
FeetScaleHeight = (BaseSize / 2) / 32.0f;
}
void CRenderTools::GetRenderTeeBodySize(CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &BodyOffset, float &Width, float &Height)
{
float AnimScale, BaseSize;
GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize);
float BodyScale;
GetRenderTeeBodyScale(BaseSize, BodyScale);
Width = pInfo->m_SkinMetrics.m_Body.WidthNormalized() * 64.0f * BodyScale;
Height = pInfo->m_SkinMetrics.m_Body.HeightNormalized() * 64.0f * BodyScale;
BodyOffset.x = pInfo->m_SkinMetrics.m_Body.OffsetXNormalized() * 64.0f * BodyScale;
BodyOffset.y = pInfo->m_SkinMetrics.m_Body.OffsetYNormalized() * 64.0f * BodyScale;
}
void CRenderTools::GetRenderTeeFeetSize(CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &FeetOffset, float &Width, float &Height)
{
float AnimScale, BaseSize;
GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize);
float FeetScaleWidth, FeetScaleHeight;
GetRenderTeeFeetScale(BaseSize, FeetScaleWidth, FeetScaleHeight);
Width = pInfo->m_SkinMetrics.m_Feet.WidthNormalized() * 64.0f * FeetScaleWidth;
Height = pInfo->m_SkinMetrics.m_Feet.HeightNormalized() * 32.0f * FeetScaleHeight;
FeetOffset.x = pInfo->m_SkinMetrics.m_Feet.OffsetXNormalized() * 64.0f * FeetScaleWidth;
FeetOffset.y = pInfo->m_SkinMetrics.m_Feet.OffsetYNormalized() * 32.0f * FeetScaleHeight;
}
void CRenderTools::GetRenderTeeOffsetToRenderedTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &TeeOffsetToMid)
{
float AnimScale, BaseSize;
GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize);
vec2 BodyPos = vec2(pAnim->GetBody()->m_X, pAnim->GetBody()->m_Y) * AnimScale;
float AssumedScale = BaseSize / 64.0f;
// just use the lowest feet
vec2 FeetPos;
CAnimKeyframe *pFoot = pAnim->GetFrontFoot();
FeetPos = vec2(pFoot->m_X * AnimScale, pFoot->m_Y * AnimScale);
pFoot = pAnim->GetBackFoot();
FeetPos = vec2(FeetPos.x, maximum(FeetPos.y, pFoot->m_Y * AnimScale));
vec2 BodyOffset;
float BodyWidth, BodyHeight;
GetRenderTeeBodySize(pAnim, pInfo, BodyOffset, BodyWidth, BodyHeight);
// -32 is the assumed min relative position for the quad
float MinY = -32.0f * AssumedScale;
// the body pos shifts the body away from center
MinY += BodyPos.y;
// the actual body is smaller though, because it doesn't use the full skin image in most cases
MinY += BodyOffset.y;
vec2 FeetOffset;
float FeetWidth, FeetHeight;
GetRenderTeeFeetSize(pAnim, pInfo, FeetOffset, FeetWidth, FeetHeight);
// MaxY builds up from the MinY
float MaxY = MinY + BodyHeight;
// if the body is smaller than the total feet offset, use feet
// since feet are smaller in height, respect the assumed relative position
MaxY = maximum(MaxY, (-16.0f * AssumedScale + FeetPos.y) + FeetOffset.y + FeetHeight);
// now we got the full rendered size
float FullHeight = (MaxY - MinY);
// next step is to calculate the offset that was created compared to the assumed relative position
float MidOfRendered = MinY + FullHeight / 2.0f;
// TODO: x coordinate is ignored for now, bcs it's not really used yet anyway
TeeOffsetToMid.x = 0;
// negative value, because the calculation that uses this offset should work with addition.
TeeOffsetToMid.y = -MidOfRendered;
}
void CRenderTools::RenderTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos, float Alpha)
{
vec2 Direction = Dir;
vec2 Position = Pos;
const CSkin::SSkinTextures *pSkinTextures = pInfo->m_CustomColoredSkin ? &pInfo->m_ColorableRenderSkin : &pInfo->m_OriginalRenderSkin;
// 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, BaseSize;
GetRenderTeeAnimScaleAndBaseSize(pAnim, pInfo, AnimScale, BaseSize);
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, Alpha);
vec2 BodyPos = Position + vec2(pAnim->GetBody()->m_X, pAnim->GetBody()->m_Y) * AnimScale;
float BodyScale;
GetRenderTeeBodyScale(BaseSize, BodyScale);
Graphics()->TextureSet(OutLine == 1 ? pSkinTextures->m_BodyOutline : pSkinTextures->m_Body);
Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, OutLine, BodyPos.x, BodyPos.y, BodyScale, BodyScale);
// draw eyes
if(p == 1)
{
int QuadOffset = 2;
int EyeQuadOffset = 0;
int TeeEye = 0;
switch(Emote)
{
case EMOTE_PAIN:
EyeQuadOffset = 0;
TeeEye = SPRITE_TEE_EYE_PAIN - SPRITE_TEE_EYE_NORMAL;
break;
case EMOTE_HAPPY:
EyeQuadOffset = 1;
TeeEye = SPRITE_TEE_EYE_HAPPY - SPRITE_TEE_EYE_NORMAL;
break;
case EMOTE_SURPRISE:
EyeQuadOffset = 2;
TeeEye = SPRITE_TEE_EYE_SURPRISE - SPRITE_TEE_EYE_NORMAL;
break;
case EMOTE_ANGRY:
EyeQuadOffset = 3;
TeeEye = SPRITE_TEE_EYE_ANGRY - SPRITE_TEE_EYE_NORMAL;
break;
default:
EyeQuadOffset = 4;
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;
Graphics()->TextureSet(pSkinTextures->m_aEyes[TeeEye]);
Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, QuadOffset + EyeQuadOffset, BodyPos.x - EyeSeparation + Offset.x, BodyPos.y + Offset.y, EyeScale / (64.f * 0.4f), h / (64.f * 0.4f));
Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, QuadOffset + EyeQuadOffset, BodyPos.x + EyeSeparation + Offset.x, BodyPos.y + Offset.y, -EyeScale / (64.f * 0.4f), h / (64.f * 0.4f));
}
}
// draw feet
CAnimKeyframe *pFoot = f ? pAnim->GetFrontFoot() : pAnim->GetBackFoot();
float w = BaseSize;
float h = BaseSize / 2;
int QuadOffset = 7;
if(Dir.x < 0 && pInfo->m_FeetFlipped)
{
QuadOffset += 2;
}
Graphics()->QuadsSetRotation(pFoot->m_Angle * pi * 2);
bool Indicate = !pInfo->m_GotAirJump && g_Config.m_ClAirjumpindicator;
float ColorScale = 1.0f;
if(!OutLine)
{
++QuadOffset;
if(Indicate)
ColorScale = 0.5f;
}
Graphics()->SetColor(pInfo->m_ColorFeet.r * ColorScale, pInfo->m_ColorFeet.g * ColorScale, pInfo->m_ColorFeet.b * ColorScale, Alpha);
Graphics()->TextureSet(OutLine == 1 ? pSkinTextures->m_FeetOutline : pSkinTextures->m_Feet);
Graphics()->RenderQuadContainerAsSprite(m_TeeQuadContainerIndex, QuadOffset, Position.x + pFoot->m_X * AnimScale, Position.y + pFoot->m_Y * AnimScale, w / 64.f, h / 32.f);
}
}
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
Graphics()->QuadsSetRotation(0);
}
void CRenderTools::CalcScreenParams(float Aspect, float Zoom, float *pWidth, float *pHeight)
{
const float Amount = 1150 * 1000;
const float WMax = 1500;
const float HMax = 1050;
float f = sqrtf(Amount) / sqrtf(Aspect);
*pWidth = f * Aspect;
*pHeight = f;
// limit the view
if(*pWidth > WMax)
{
*pWidth = WMax;
*pHeight = *pWidth / Aspect;
}
if(*pHeight > HMax)
{
*pHeight = HMax;
*pWidth = *pHeight * Aspect;
}
*pWidth *= Zoom;
*pHeight *= Zoom;
}
void CRenderTools::MapScreenToWorld(float CenterX, float CenterY, float ParallaxX, float ParallaxY,
float ParallaxZoom, float OffsetX, float OffsetY, float Aspect, float Zoom, float *pPoints)
{
float Width, Height;
CalcScreenParams(Aspect, Zoom, &Width, &Height);
float Scale = (ParallaxZoom * (Zoom - 1.0f) + 100.0f) / 100.0f / Zoom;
Width *= Scale;
Height *= Scale;
CenterX *= ParallaxX / 100.0f;
CenterY *= ParallaxY / 100.0f;
pPoints[0] = OffsetX + CenterX - Width / 2;
pPoints[1] = OffsetY + CenterY - Height / 2;
pPoints[2] = pPoints[0] + Width;
pPoints[3] = pPoints[1] + Height;
}
void CRenderTools::MapScreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup, CMapItemGroupEx *pGroupEx, float Zoom)
{
float ParallaxZoom = GetParallaxZoom(pGroup, pGroupEx);
float aPoints[4];
MapScreenToWorld(CenterX, CenterY, pGroup->m_ParallaxX, pGroup->m_ParallaxY, ParallaxZoom,
pGroup->m_OffsetX, pGroup->m_OffsetY, Graphics()->ScreenAspect(), Zoom, aPoints);
Graphics()->MapScreen(aPoints[0], aPoints[1], aPoints[2], aPoints[3]);
}
void CRenderTools::MapScreenToInterface(float CenterX, float CenterY)
{
float aPoints[4];
MapScreenToWorld(CenterX, CenterY, 100.0f, 100.0f, 100.0f,
0, 0, Graphics()->ScreenAspect(), 1.0f, aPoints);
Graphics()->MapScreen(aPoints[0], aPoints[1], aPoints[2], aPoints[3]);
}