about summary refs log tree commit diff
path: root/src/game/client/gc_render.cpp
blob: f201a87c4420c52f02a9b6571294646acf064321 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <math.h>
#include <engine/e_client_interface.h>
#include <engine/e_config.h>
#include <game/generated/gc_data.h>
#include <game/g_protocol.h>
#include <game/g_math.h>
#include <game/g_layers.h>
#include "gc_render.h"
#include "gc_anim.h"
#include "gc_client.h"
#include "gc_map_image.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 ui_draw_rect(const RECT *r, vec4 color, int corners, float rounding)
{
	gfx_texture_set(-1);
	gfx_quads_begin();
	gfx_setcolor(color.r, color.g, color.b, color.a);
	draw_round_rect_ext(r->x,r->y,r->w,r->h,rounding*ui_scale(), corners);
	gfx_quads_end();
}

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||!info->got_airjump)?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;
}

static void mapscreen_to_group(float center_x, float center_y, MAPITEM_GROUP *group)
{
	float points[4];
	mapscreen_to_world(center_x, center_y, group->parallax_x/100.0f, group->parallax_y/100.0f,
		group->offset_x, group->offset_y, gfx_screenaspect(), 1.0f, points);
	gfx_mapscreen(points[0], points[1], points[2], points[3]);
}

static void envelope_eval(float time_offset, int env, float *channels)
{
	channels[0] = 0;
	channels[1] = 0;
	channels[2] = 0;
	channels[3] = 0;

	ENVPOINT *points;

	{
		int start, num;
		map_get_type(MAPITEMTYPE_ENVPOINTS, &start, &num);
		if(num)
			points = (ENVPOINT *)map_get_item(start, 0, 0);
	}
	
	int start, num;
	map_get_type(MAPITEMTYPE_ENVELOPE, &start, &num);
	
	if(env >= num)
		return;
	
	MAPITEM_ENVELOPE *item = (MAPITEM_ENVELOPE *)map_get_item(start+env, 0, 0);
	render_eval_envelope(points+item->start_point, item->num_points, 4, client_localtime()+time_offset, channels);
}

void render_layers(float center_x, float center_y, int pass)
{
	bool passed_gamelayer = false;
	for(int g = 0; g < layers_num_groups(); g++)
	{
		MAPITEM_GROUP *group = layers_get_group(g);
		
		mapscreen_to_group(center_x, center_y, group);
		
		for(int l = 0; l < group->num_layers; l++)
		{
			MAPITEM_LAYER *layer = layers_get_layer(group->start_layer+l);
			bool render = false;
			bool is_game_layer = false;
			
			if(layer == (MAPITEM_LAYER*)layers_game_layer())
			{
				is_game_layer = true;
				passed_gamelayer = 1;
			}
				
			if(pass == 0)
			{
				if(passed_gamelayer)
					return;
				render = true;
			}
			else
			{
				if(passed_gamelayer && !is_game_layer)
					render = true;
			}
			
			if(render)
			{
				if(layer->type == LAYERTYPE_TILES)
				{
					MAPITEM_LAYER_TILEMAP *tmap = (MAPITEM_LAYER_TILEMAP *)layer;
					if(tmap->image == -1)
						gfx_texture_set(-1);
					else
						gfx_texture_set(img_get(tmap->image));
					TILE *tiles = (TILE *)map_get_data(tmap->data);
					render_tilemap(tiles, tmap->width, tmap->height, 32.0f, vec4(1,1,1,1), 1);
				}
				else if(layer->type == LAYERTYPE_QUADS)
				{
					MAPITEM_LAYER_QUADS *qlayer = (MAPITEM_LAYER_QUADS *)layer;
					if(qlayer->image == -1)
						gfx_texture_set(-1);
					else
						gfx_texture_set(img_get(qlayer->image));
					QUAD *quads = (QUAD *)map_get_data_swapped(qlayer->data);
					render_quads(quads, qlayer->num_quads, envelope_eval);
				}
			}
		}
	}
}

static void render_items()
{
	int num = snap_num_items(SNAP_CURRENT);
	for(int i = 0; i < num; i++)
	{
		SNAP_ITEM item;
		const void *data = snap_get_item(SNAP_CURRENT, i, &item);

		if(item.type == OBJTYPE_PROJECTILE)
		{
			render_projectile((const obj_projectile *)data, item.id);
		}
		else if(item.type == OBJTYPE_POWERUP)
		{
			const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
			if(prev)
				render_powerup((const obj_powerup *)prev, (const obj_powerup *)data);
		}
		else if(item.type == OBJTYPE_LASER)
		{
			render_laser((const obj_laser *)data);
		}
		else if(item.type == OBJTYPE_FLAG)
		{
			const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
			if (prev)
				render_flag((const obj_flag *)prev, (const obj_flag *)data);
		}
	}
}


static void render_players()
{
	int num = snap_num_items(SNAP_CURRENT);
	for(int i = 0; i < num; i++)
	{
		SNAP_ITEM item;
		const void *data = snap_get_item(SNAP_CURRENT, i, &item);

		if(item.type == OBJTYPE_PLAYER_CHARACTER)
		{
			const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
			const void *prev_info = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_INFO, item.id);
			const void *info = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_INFO, item.id);

			if(prev && prev_info && info)
			{
				render_player(
						(const obj_player_character *)prev,
						(const obj_player_character *)data,
						(const obj_player_info *)prev_info,
						(const obj_player_info *)info
					);
			}
		}
	}
}

// renders the complete game world
void render_world(float center_x, float center_y, float zoom)
{
	// render background layers
	render_layers(center_x, center_y, 0);

	// render trails
	particle_render(PARTGROUP_PROJECTILE_TRAIL);

	// render items
	render_items();

	// render players above all
	render_players();

	// render particles
	particle_render(PARTGROUP_EXPLOSIONS);
	particle_render(PARTGROUP_GENERAL);
	
	if(config.dbg_flow)
		flow_dbg_render();

	// render foreground layers
	render_layers(center_x, center_y, 1);

	// render damage indications
	render_damage_indicators();
}