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
|
/* (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/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(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;
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, pInfo->m_ColorBody.a);
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
CAnimKeyframe *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, pInfo->m_ColorFeet.a);
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] = pPoints[0]+Width;
pPoints[3] = pPoints[1]+Height;
}
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;
}
}
}
}
}
}
|