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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2008-01-12 17:09:00 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2008-01-12 17:09:00 +0000 |
| commit | 906ece7894927983b8ac69e37dd3cb82cfe7aad1 (patch) | |
| tree | c3e83b60f04c5f26975106d807ad5185d20827be /src/game/client/gc_render.cpp | |
| parent | 99f0a47d6b03b005d0a7dae064cb6eb7cb4f60b5 (diff) | |
| download | zcatch-906ece7894927983b8ac69e37dd3cb82cfe7aad1.tar.gz zcatch-906ece7894927983b8ac69e37dd3cb82cfe7aad1.zip | |
continued the cleanup
Diffstat (limited to 'src/game/client/gc_render.cpp')
| -rw-r--r-- | src/game/client/gc_render.cpp | 237 |
1 files changed, 237 insertions, 0 deletions
diff --git a/src/game/client/gc_render.cpp b/src/game/client/gc_render.cpp new file mode 100644 index 00000000..9a4c35d5 --- /dev/null +++ b/src/game/client/gc_render.cpp @@ -0,0 +1,237 @@ +/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ +#include <math.h> +#include <engine/e_interface.h> +#include <engine/e_config.h> +#include "../generated/gc_data.h" +#include "../g_protocol.h" +#include "../g_math.h" +#include "gc_render.h" +#include "gc_anim.h" +#include "gc_client.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 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?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; +} |