taisei/src/stagedraw.c

1935 lines
52 KiB
C
Raw Permalink Normal View History

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
2024-05-16 23:30:41 +02:00
* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "stagedraw.h"
#include "entity.h"
#include "events.h"
#include "global.h"
#include "replay/struct.h"
#include "resource/postprocess.h"
#include "stageobjects.h"
#include "stagetext.h"
#include "util/env.h"
#include "util/fbmgr.h"
#include "util/graphics.h"
#include "video.h"
#ifdef DEBUG
#define GRAPHS_DEFAULT 1
#define OBJPOOLSTATS_DEFAULT 0
#else
#define GRAPHS_DEFAULT 0
2017-12-13 20:05:12 +01:00
#define OBJPOOLSTATS_DEFAULT 0
#endif
#define SPELL_INTRO_DURATION 120
#define SPELL_INTRO_TIME_FACTOR 0.8
2017-11-23 03:25:53 +01:00
static struct {
struct {
ShaderProgram *shader;
Font *font;
struct {
Color active;
Color inactive;
Color dark;
Color label;
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
Color label_power;
Color label_value;
Color label_graze;
Color label_voltage;
} color;
2017-11-23 03:25:53 +01:00
} hud_text;
struct {
ShaderProgram *fxaa;
} shaders;
PostprocessShader *viewport_pp;
FBPair fb_pairs[NUM_FBPAIRS];
FBPair powersurge_fbpair;
2020-04-13 13:26:14 +02:00
FBPair *current_postprocess_fbpair;
ManagedFramebufferGroup *mfb_group;
2020-03-25 07:52:18 +01:00
StageDrawEvents events;
2020-05-16 22:42:22 +02:00
struct {
float alpha;
float target_alpha;
} clear_screen;
bool framerate_graphs;
bool objpool_stats;
#ifdef DEBUG
Sprite dummy;
#endif
} stagedraw = {
.hud_text.color = {
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
2018-07-23 19:07:59 +02:00
// NOTE: premultiplied alpha
.active = { 1.00, 1.00, 1.00, 1.00 },
.inactive = { 0.50, 0.50, 0.50, 0.70 },
.dark = { 0.30, 0.30, 0.30, 0.70 },
.label = { 1.00, 1.00, 1.00, 1.00 },
.label_power = { 1.00, 0.50, 0.50, 1.00 },
.label_value = { 0.30, 0.60, 1.00, 1.00 },
.label_graze = { 0.50, 1.00, 0.50, 1.00 },
.label_voltage = { 0.80, 0.50, 1.00, 1.00 },
}
};
2017-11-23 03:25:53 +01:00
bool stage_draw_is_initialized(void) {
return stagedraw.mfb_group;
}
static double fb_scale(void) {
float vp_width, vp_height;
video_get_viewport_size(&vp_width, &vp_height);
return (double)vp_height / SCREEN_H;
}
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
static void set_fb_size(StageFBPair fb_id, int *w, int *h, float scale_worst, float scale_best) {
double scale = fb_scale();
if(fb_id == FBPAIR_FG_AUX || fb_id == FBPAIR_BG_AUX) {
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
scale_worst *= 0.5;
}
int pp_qual = config_get_int(CONFIG_POSTPROCESS);
// We might lerp between these in the future
if(pp_qual < 2) {
scale *= scale_worst;
} else {
scale *= scale_best;
}
log_debug("%u %f %f %f %i", fb_id, scale, scale_worst, scale_best, pp_qual);
switch(fb_id) {
case FBPAIR_BG:
scale *= config_get_float(CONFIG_BG_QUALITY);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
// fallthrough
default:
scale *= config_get_float(CONFIG_FG_QUALITY);
break;
}
scale = max(0.1, scale);
*w = round(VIEWPORT_W * scale);
*h = round(VIEWPORT_H * scale);
}
typedef struct StageFramebufferResizeParams {
struct { float worst, best; } scale;
StageFBPair scaling_base;
int refs;
} StageFramebufferResizeParams;
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
static void stage_framebuffer_resize_strategy(void *userdata, IntExtent *out_dimensions, FloatRect *out_viewport) {
StageFramebufferResizeParams *rp = userdata;
set_fb_size(rp->scaling_base, &out_dimensions->w, &out_dimensions->h, rp->scale.worst, rp->scale.best);
*out_viewport = (FloatRect) { 0, 0, out_dimensions->w, out_dimensions->h };
}
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
static void stage_framebuffer_resize_strategy_cleanup(void *userdata) {
StageFramebufferResizeParams *rp = userdata;
if(--rp->refs <= 0) {
mem_free(rp);
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
}
}
static bool stage_draw_event(SDL_Event *e, void *arg) {
if(!IS_TAISEI_EVENT(e->type)) {
return false;
}
switch(TAISEI_EVENT(e->type)) {
case TE_FRAME: {
fapproach_p(&stagedraw.clear_screen.alpha, stagedraw.clear_screen.target_alpha, 0.01);
break;
}
}
return false;
}
static void stage_draw_fbpair_create(
FBPair *pair,
int num_attachments,
FBAttachmentConfig *attachments,
const StageFramebufferResizeParams *resize_params,
const char *name
) {
StageFramebufferResizeParams *rp = memdup(resize_params, sizeof(*resize_params));
rp->refs = 2;
FramebufferConfig fbconf = { 0 };
fbconf.attachments = attachments;
fbconf.num_attachments = num_attachments;
fbconf.resize_strategy.resize_func = stage_framebuffer_resize_strategy;
fbconf.resize_strategy.userdata = rp;
fbconf.resize_strategy.cleanup_func = stage_framebuffer_resize_strategy_cleanup;
fbmgr_group_fbpair_create(stagedraw.mfb_group, name, &fbconf, pair);
}
static void stage_draw_setup_framebuffers(void) {
FBAttachmentConfig a[2], *a_color, *a_depth;
memset(a, 0, sizeof(a));
a_color = &a[0];
a_depth = &a[1];
a_color->attachment = FRAMEBUFFER_ATTACH_COLOR0;
a_depth->attachment = FRAMEBUFFER_ATTACH_DEPTH;
StageFramebufferResizeParams rp_fg = { .scaling_base = FBPAIR_FG, .scale.best = 1, .scale.worst = 1 };
StageFramebufferResizeParams rp_fg_aux = { .scaling_base = FBPAIR_FG_AUX, .scale.best = 1, .scale.worst = 1 };
StageFramebufferResizeParams rp_bg = { .scaling_base = FBPAIR_BG, .scale.best = 1, .scale.worst = 1 };
StageFramebufferResizeParams rp_bg_aux = { .scaling_base = FBPAIR_BG_AUX, .scale.best = 1, .scale.worst = 1 };
// Set up some parameters shared by all attachments
TextureParams tex_common = {
.filter.min = TEX_FILTER_LINEAR,
.filter.mag = TEX_FILTER_LINEAR,
.wrap.s = TEX_WRAP_MIRROR,
.wrap.t = TEX_WRAP_MIRROR,
};
memcpy(&a_color->tex_params, &tex_common, sizeof(tex_common));
memcpy(&a_depth->tex_params, &tex_common, sizeof(tex_common));
Texturing overhaul: GPU compression, sRGB sampling, swizzles, etc. (#240) * WIP compressed textures, swizzles, sRGB sampling, ... * refactor texture type info & fix random bugs * fix preprocessing of sRGB textures * handle y-flipped basis textures * glcommon: better WebGL compat for compressed format detection * missed WEBGL_compressed_texture_pvrtc * implement compressed texture xcoding and uploading * Add basis_universal submodule * Reorganize texture loader code Clean up some code Isolate Basis Universal loader into a separate module * Add wrapper script for encoding .basis textures * basisu: honor custom metadata written by the mkbasis.py script * mkbasis.py: add --incredibly-slow and --dry-run * Move pixmap code from util/ to pixmap/ * Add an on-disk transcode cache for basis textures to speed up loads * Compress texture cache with zlib * Use readable format names for basisu cache filenames * basisu: mip bias test code * basisu: small caching cleanup * add TAISEI_BASISU_MIP_BIAS env variable * Improve OpenGL format matching heuristics * Document considerations for compressed format priority * Remove dead code * Enable two forgotten formats, BC3_RGBA and ATC_RGBA Also prefer BC7 over BC1/BC3 * Recognize GL_ANGLE_compressed_texture_etc for ETC2 textures * Default depth buffers to 24-bit; remove ANGLE hack * Fix glcommon_check_extension for GLES2/legacy gl * Add renderer feature bit for texture swizzle masks * glcommon: Fixup internal formats for GLES2 Sized internal formats are not allowed in GLES2 * Fix emscripten compile errors * Update basis_universal * remove more dead code * revert irrelevant stage4 change * shut up UBSan * basisu: shut up some debug spam * Add normalmap sampling helper to util.glslh * basisu: add a gray-alpha mode * mkbasis.py: Abort if image dimansions aren't multiples of 4 * Add basic Basis Universal encoding documentation (WIP) * doc/basisu: Add paragraph about modes; minor tweaks * basisu: workarounds for GL texture size requirements * gles20: fix uncompressed sRGB formats * Partial workaround for missing swizzles in gles2 and webgl * remove invalid assertion * New renderer API to expose glDrawBuffers-like functionality * stagedraw: disable all color outputs for copy_depth pass required for WebGL compatibility * support GL_ANGLE_request_extension * emscripten: include *.basis in gfx package Also fix a potential problem when more than one .pkgdir is used to construct emscripten packages * Don't rely on emscripten runtime to enable webgl extensions
2020-08-15 13:51:12 +02:00
a_depth->tex_params.type = TEX_TYPE_DEPTH;
// Foreground: 1 RGB texture per FB
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
a_color->tex_params.type = TEX_TYPE_RGB_16;
stage_draw_fbpair_create(stagedraw.fb_pairs + FBPAIR_FG, 1, a, &rp_fg, "Stage FG");
// Foreground auxiliary: 1 RGBA texture per FB
a_color->tex_params.type = TEX_TYPE_RGBA_8;
stage_draw_fbpair_create(stagedraw.fb_pairs + FBPAIR_FG_AUX, 1, a, &rp_fg_aux, "Stage FG AUX");
// Background: 1 HDR RGBA texture + depth per FB
a_color->tex_params.type = TEX_TYPE_RGBA_16_FLOAT;
stage_draw_fbpair_create(stagedraw.fb_pairs + FBPAIR_BG, 2, a, &rp_bg, "Stage BG");
// Background auxiliary: 1 RGBA texture per FB
a_color->tex_params.type = TEX_TYPE_RGBA_8;
stage_draw_fbpair_create(stagedraw.fb_pairs + FBPAIR_BG_AUX, 1, a, &rp_bg_aux, "Stage BG AUX");
// CAUTION: should be at least 16-bit, lest the feedback shader do an oopsie!
a_color->tex_params.type = TEX_TYPE_RGBA_16;
stagedraw.powersurge_fbpair.front = stage_add_background_framebuffer("Powersurge effect FB 1", 0.125, 0.25, 1, a);
stagedraw.powersurge_fbpair.back = stage_add_background_framebuffer("Powersurge effect FB 2", 0.125, 0.25, 1, a);
}
static Framebuffer *add_custom_framebuffer(
const char *label,
StageFBPair fbtype,
float scale_worst,
float scale_best,
uint num_attachments,
FBAttachmentConfig attachments[num_attachments]
) {
StageFramebufferResizeParams rp = { 0 };
rp.scaling_base = fbtype;
rp.scale.worst = scale_worst;
rp.scale.best = scale_best;
FramebufferConfig fbconf = { 0 };
fbconf.attachments = attachments;
fbconf.num_attachments = num_attachments;
fbconf.resize_strategy.resize_func = stage_framebuffer_resize_strategy;
fbconf.resize_strategy.userdata = memdup(&rp, sizeof(rp));
fbconf.resize_strategy.cleanup_func = stage_framebuffer_resize_strategy_cleanup;
return fbmgr_group_framebuffer_create(stagedraw.mfb_group, label, &fbconf);
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
}
Framebuffer *stage_add_foreground_framebuffer(const char *label, float scale_worst, float scale_best, uint num_attachments, FBAttachmentConfig attachments[num_attachments]) {
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
return add_custom_framebuffer(label, FBPAIR_FG, scale_worst, scale_best, num_attachments, attachments);
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
}
Framebuffer *stage_add_background_framebuffer(const char *label, float scale_worst, float scale_best, uint num_attachments, FBAttachmentConfig attachments[num_attachments]) {
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
return add_custom_framebuffer(label, FBPAIR_BG, scale_worst, scale_best, num_attachments, attachments);
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
}
Framebuffer *stage_add_static_framebuffer(const char *label, uint num_attachments, FBAttachmentConfig attachments[num_attachments]) {
FramebufferConfig fbconf = { 0 };
fbconf.attachments = attachments;
fbconf.num_attachments = num_attachments;
return fbmgr_group_framebuffer_create(stagedraw.mfb_group, label, &fbconf);
}
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
static void stage_draw_destroy_framebuffers(void) {
fbmgr_group_destroy(stagedraw.mfb_group);
stagedraw.mfb_group = NULL;
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
}
void stage_draw_preload(ResourceGroup *rg) {
res_group_preload(rg, RES_POSTPROCESS, RESF_OPTIONAL,
"viewport",
NULL);
res_group_preload(rg, RES_SPRITE, RESF_DEFAULT,
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
"hud/heart",
"hud/star",
2017-11-23 03:25:53 +01:00
"star",
NULL);
res_group_preload(rg, RES_TEXTURE, RESF_DEFAULT,
"powersurge_flow",
2017-11-23 03:25:53 +01:00
"titletransition",
2019-01-23 15:02:51 +01:00
"hud",
NULL);
res_group_preload(rg, RES_MODEL, RESF_DEFAULT,
2019-01-23 15:02:51 +01:00
"hud",
2017-11-23 03:25:53 +01:00
NULL);
res_group_preload(rg, RES_SHADER_PROGRAM, RESF_DEFAULT,
2017-11-23 03:25:53 +01:00
"ingame_menu",
"powersurge_effect",
"powersurge_feedback",
"sprite_circleclipped_indicator",
"text_hud",
"text_stagetext",
// TODO: Maybe don't preload this if FXAA is disabled.
// But then we also have to handle the edge case of it being enabled later mid-game.
"fxaa",
#ifdef DEBUG
"sprite_filled_circle",
#endif
2017-11-23 03:25:53 +01:00
NULL);
res_group_preload(rg, RES_FONT, RESF_DEFAULT,
"mono",
"small",
"monosmall",
NULL);
2017-11-23 03:25:53 +01:00
if(stage_is_demo_mode()) {
res_group_preload(rg, RES_SHADER_PROGRAM, RESF_DEFAULT,
"text_demo",
NULL);
}
stagedraw.framerate_graphs = env_get("TAISEI_FRAMERATE_GRAPHS", GRAPHS_DEFAULT);
stagedraw.objpool_stats = env_get("TAISEI_OBJPOOL_STATS", OBJPOOLSTATS_DEFAULT);
2017-12-14 16:07:24 +01:00
if(stagedraw.framerate_graphs) {
res_group_preload(rg, RES_SHADER_PROGRAM, RESF_DEFAULT,
2017-12-14 16:07:24 +01:00
"graph",
NULL);
}
if(stagedraw.objpool_stats) {
res_group_preload(rg, RES_FONT, RESF_DEFAULT,
"monotiny",
NULL);
}
}
void stage_draw_init(void) {
stagedraw.mfb_group = fbmgr_group_create();
stagedraw.viewport_pp = res_get_data(RES_POSTPROCESS, "viewport", RESF_OPTIONAL);
stagedraw.hud_text.shader = res_shader("text_hud");
stagedraw.hud_text.font = res_font("standard");
stagedraw.shaders.fxaa = res_shader("fxaa");
r_shader_standard();
#ifdef DEBUG
stagedraw.dummy.tex = res_sprite("star")->tex;
stagedraw.dummy.w = 1;
stagedraw.dummy.h = 1;
#endif
stage_draw_setup_framebuffers();
stagedraw.clear_screen.alpha = 0;
stagedraw.clear_screen.target_alpha = 0;
events_register_handler(&(EventHandler) {
stage_draw_event, NULL, EPRIO_SYSTEM,
});
2020-03-25 07:52:18 +01:00
COEVENT_INIT_ARRAY(stagedraw.events);
}
void stage_draw_shutdown(void) {
2020-03-25 07:52:18 +01:00
COEVENT_CANCEL_ARRAY(stagedraw.events);
events_unregister_handler(stage_draw_event);
Add Reimu Hakurei as a playable character (#106) * Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
2018-08-11 21:13:48 +02:00
stage_draw_destroy_framebuffers();
}
2020-04-13 13:26:14 +02:00
FBPair *stage_get_fbpair(StageFBPair id) {
assert(id >= 0 && id < NUM_FBPAIRS);
return stagedraw.fb_pairs + id;
}
2020-04-13 13:26:14 +02:00
FBPair *stage_get_postprocess_fbpair(void) {
return NOT_NULL(stagedraw.current_postprocess_fbpair);
}
static void stage_draw_collision_areas(void) {
#ifdef DEBUG
static bool enabled, keystate_saved;
bool keystate = gamekeypressed(KEY_HITAREAS);
if(keystate ^ keystate_saved) {
if(keystate) {
enabled = !enabled;
}
keystate_saved = keystate;
}
if(!enabled) {
return;
}
r_shader("sprite_filled_circle");
r_uniform_vec4("color_inner", 0, 0, 0, 1);
r_uniform_vec4("color_outer", 1, 1, 1, 0.1);
for(Projectile *p = global.projs.first; p; p = p->next) {
cmplx gsize = projectile_graze_size(p);
2023-09-20 04:14:15 +02:00
if(re(gsize)) {
r_draw_sprite(&(SpriteParams) {
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
2018-07-23 19:07:59 +02:00
.color = RGB(0, 0.5, 0.5),
.sprite_ptr = &stagedraw.dummy,
2023-09-20 04:14:15 +02:00
.pos = { re(p->pos), im(p->pos) },
.rotation.angle = p->angle + M_PI/2,
2023-09-20 04:14:15 +02:00
.scale = { .x = re(gsize), .y = im(gsize) },
.blend = BLEND_SUB,
});
}
}
r_flush_sprites();
r_uniform_vec4("color_inner", 0.0, 1.0, 0.0, 0.75);
r_uniform_vec4("color_outer", 0.0, 0.5, 0.5, 0.75);
for(Projectile *p = global.projs.first; p; p = p->next) {
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = &stagedraw.dummy,
2023-09-20 04:14:15 +02:00
.pos = { re(p->pos), im(p->pos) },
.rotation.angle = p->angle + M_PI/2,
2023-09-20 04:14:15 +02:00
.scale = { .x = re(p->collision_size), .y = im(p->collision_size) },
.blend = BLEND_ALPHA,
});
}
for(Enemy *e = global.enemies.first; e; e = e->next) {
float hurt_radius = enemy_get_hurt_radius(e);
if(hurt_radius > 0) {
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = &stagedraw.dummy,
2023-09-20 04:14:15 +02:00
.pos = { re(e->pos), im(e->pos) },
.scale = { .x = hurt_radius * 2, .y = hurt_radius * 2 },
.blend = BLEND_ALPHA,
});
}
}
if(global.boss && boss_is_player_collision_active(global.boss)) {
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = &stagedraw.dummy,
2023-09-20 04:14:15 +02:00
.pos = { re(global.boss->pos), im(global.boss->pos) },
.scale = { .x = BOSS_HURT_RADIUS * 2, .y = BOSS_HURT_RADIUS * 2 },
.blend = BLEND_ALPHA,
});
}
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = &stagedraw.dummy,
2023-09-20 04:14:15 +02:00
.pos = { re(global.plr.pos), im(global.plr.pos) },
.scale.both = 2, // NOTE: actual player is a singular point
});
// TODO: perhaps handle lasers somehow
r_flush_sprites();
#endif
2017-11-23 03:25:53 +01:00
}
static void apply_shader_rules(ShaderRule *shaderrules, FBPair *fbos) {
2017-10-01 10:58:45 +02:00
if(!shaderrules) {
return;
}
for(ShaderRule *rule = shaderrules; *rule; ++rule) {
r_framebuffer(fbos->back);
if((*rule)(fbos->front)) {
fbpair_swap(fbos);
}
}
2017-10-01 10:58:45 +02:00
return;
}
static void draw_wall_of_text(float f, const char *txt) {
Sprite spr;
TextBBox bbox;
char buf[strlen(txt) + 4];
memcpy(buf, txt, sizeof(buf) - 4);
memcpy(buf + sizeof(buf) - 4, " ~ ", 4);
text_render(buf, res_font("standard"), &spr, &bbox);
// FIXME: The shader currently assumes that the sprite takes up the entire texture.
// If it could handle any arbitrary sprite, then text_render wouldn't have to resize
// the texture per every new string of text.
2017-04-14 10:42:09 +02:00
float w = VIEWPORT_W;
float h = VIEWPORT_H;
r_mat_mv_push();
r_mat_mv_translate(w/2, h/2, 0);
r_mat_mv_scale(w, h, 1.0);
uint tw, th;
r_texture_get_size(spr.tex, 0, &tw, &th);
r_shader("spellcard_walloftext");
r_uniform_float("w", spr.tex_area.w);
r_uniform_float("h", spr.tex_area.h);
r_uniform_float("ratio", h/w);
2023-09-20 04:14:15 +02:00
r_uniform_vec2("origin", re(global.boss->pos)/h, im(global.boss->pos)/w); // what the fuck?
r_uniform_float("t", f);
r_uniform_sampler("tex", spr.tex);
r_draw_quad();
r_shader_standard();
r_mat_mv_pop();
}
static void draw_spellbg(int t) {
Boss *b = global.boss;
r_state_push();
b->current->draw_rule(b, t);
r_state_pop();
if(b->current->type == AT_ExtraSpell) {
draw_extraspell_bg(b, t);
}
float scale = 1;
if(t < 0) {
scale = 1.0 - t/attacktype_start_delay(b->current->type);
}
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = res_sprite("boss_spellcircle0"),
.shader_ptr = res_shader("sprite_default"),
2023-09-20 04:14:15 +02:00
.pos = { re(b->pos), im(b->pos) },
.rotation.angle = global.frames * 7.0 * DEG2RAD,
.rotation.vector = { 0, 0, -1 },
.scale.both = scale,
});
}
static void draw_spellbg_overlay(int t) {
Boss *b = global.boss;
float delay = attacktype_start_delay(b->current->type);
float f = (ATTACK_START_DELAY - t) / (delay + ATTACK_START_DELAY);
if(f > 0) {
draw_wall_of_text(f, b->current->name);
}
}
static inline bool should_draw_stage_bg(void) {
2019-01-25 01:52:00 +01:00
if(!global.boss || !global.boss->current)
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
return true;
return (
!global.boss->current->draw_rule
|| !attack_is_active(global.boss->current)
|| global.frames - global.boss->current->starttime < SPELL_INTRO_DURATION
);
}
static bool fxaa_rule(Framebuffer *fb) {
r_state_push();
r_enable(RCAP_DEPTH_TEST);
r_depth_func(DEPTH_ALWAYS);
r_blend(BLEND_NONE);
r_shader_ptr(stagedraw.shaders.fxaa);
Texture *tex = r_framebuffer_get_attachment(fb, FRAMEBUFFER_ATTACH_COLOR0);
uint w, h;
r_texture_get_size(tex, 0, &w, &h);
r_uniform_vec2("tex_size", w, h);
r_uniform_sampler("depth", r_framebuffer_get_attachment(fb, FRAMEBUFFER_ATTACH_DEPTH));
draw_framebuffer_tex(fb, VIEWPORT_W, VIEWPORT_H);
r_state_pop();
return true;
}
static bool copydepth_rule(Framebuffer *fb) {
Texturing overhaul: GPU compression, sRGB sampling, swizzles, etc. (#240) * WIP compressed textures, swizzles, sRGB sampling, ... * refactor texture type info & fix random bugs * fix preprocessing of sRGB textures * handle y-flipped basis textures * glcommon: better WebGL compat for compressed format detection * missed WEBGL_compressed_texture_pvrtc * implement compressed texture xcoding and uploading * Add basis_universal submodule * Reorganize texture loader code Clean up some code Isolate Basis Universal loader into a separate module * Add wrapper script for encoding .basis textures * basisu: honor custom metadata written by the mkbasis.py script * mkbasis.py: add --incredibly-slow and --dry-run * Move pixmap code from util/ to pixmap/ * Add an on-disk transcode cache for basis textures to speed up loads * Compress texture cache with zlib * Use readable format names for basisu cache filenames * basisu: mip bias test code * basisu: small caching cleanup * add TAISEI_BASISU_MIP_BIAS env variable * Improve OpenGL format matching heuristics * Document considerations for compressed format priority * Remove dead code * Enable two forgotten formats, BC3_RGBA and ATC_RGBA Also prefer BC7 over BC1/BC3 * Recognize GL_ANGLE_compressed_texture_etc for ETC2 textures * Default depth buffers to 24-bit; remove ANGLE hack * Fix glcommon_check_extension for GLES2/legacy gl * Add renderer feature bit for texture swizzle masks * glcommon: Fixup internal formats for GLES2 Sized internal formats are not allowed in GLES2 * Fix emscripten compile errors * Update basis_universal * remove more dead code * revert irrelevant stage4 change * shut up UBSan * basisu: shut up some debug spam * Add normalmap sampling helper to util.glslh * basisu: add a gray-alpha mode * mkbasis.py: Abort if image dimansions aren't multiples of 4 * Add basic Basis Universal encoding documentation (WIP) * doc/basisu: Add paragraph about modes; minor tweaks * basisu: workarounds for GL texture size requirements * gles20: fix uncompressed sRGB formats * Partial workaround for missing swizzles in gles2 and webgl * remove invalid assertion * New renderer API to expose glDrawBuffers-like functionality * stagedraw: disable all color outputs for copy_depth pass required for WebGL compatibility * support GL_ANGLE_request_extension * emscripten: include *.basis in gfx package Also fix a potential problem when more than one .pkgdir is used to construct emscripten packages * Don't rely on emscripten runtime to enable webgl extensions
2020-08-15 13:51:12 +02:00
Framebuffer *target_fb = r_framebuffer_current();
r_framebuffer_copy(target_fb, fb, BUFFER_DEPTH);
return false;
}
static bool powersurge_draw_predicate(EntityInterface *ent) {
uint layer = ent->draw_layer & ~LAYER_LOW_MASK;
if(player_is_powersurge_active(&global.plr)) {
switch(layer) {
case LAYER_PLAYER_SLAVE:
case LAYER_PLAYER_SHOT:
2019-04-15 07:37:01 +02:00
case LAYER_PLAYER_SHOT_HIGH:
case LAYER_PLAYER_FOCUS:
case LAYER_PLAYER:
return true;
}
if(ent->type == ENT_TYPE_ID(Projectile)) {
Projectile *p = ENT_CAST(ent, Projectile);
return p->flags & PFLAG_PLRSPECIALPARTICLE;
}
}
if(ent->type == ENT_TYPE_ID(Item)) {
Item *i = ENT_CAST(ent, Item);
return i->type == ITEM_VOLTAGE;
}
return false;
}
static bool draw_powersurge_effect(Framebuffer *target_fb, BlendMode blend) {
r_state_push();
r_blend(BLEND_NONE);
r_disable(RCAP_DEPTH_TEST);
r_disable(RCAP_CULL_FACE);
// if(player_is_powersurge_active(&global.plr)) {
r_state_push();
r_framebuffer(stagedraw.powersurge_fbpair.front);
r_blend(BLEND_PREMUL_ALPHA);
r_shader("sprite_default");
ent_draw(powersurge_draw_predicate);
r_state_pop();
// }
// TODO: Add heuristic to not run the effect if the buffer can be reasonably assumed to be empty.
r_shader("powersurge_feedback");
r_uniform_vec2("blur_resolution", 0.5*VIEWPORT_W, 0.5*VIEWPORT_H);
r_framebuffer(stagedraw.powersurge_fbpair.back);
r_uniform_vec2("blur_direction", 1, 0);
r_uniform_vec4("fade", 1, 1, 1, 1);
draw_framebuffer_tex(stagedraw.powersurge_fbpair.front, VIEWPORT_W, VIEWPORT_H);
fbpair_swap(&stagedraw.powersurge_fbpair);
r_framebuffer(stagedraw.powersurge_fbpair.back);
r_uniform_vec2("blur_direction", 0, 1);
r_uniform_vec4("fade", 0.9, 0.9, 0.9, 0.9);
draw_framebuffer_tex(stagedraw.powersurge_fbpair.front, VIEWPORT_W, VIEWPORT_H);
r_framebuffer(target_fb);
r_shader("powersurge_effect");
r_uniform_sampler("shotlayer", r_framebuffer_get_attachment(stagedraw.powersurge_fbpair.back, FRAMEBUFFER_ATTACH_COLOR0));
r_uniform_sampler("flowlayer", "powersurge_flow");
r_uniform_float("time", global.frames/60.0);
r_blend(blend);
r_cull(CULL_BACK);
r_mat_mv_push();
r_mat_mv_scale(VIEWPORT_W, VIEWPORT_H, 1);
r_mat_mv_translate(0.5, 0.5, 0);
r_draw_quad();
r_mat_mv_pop();
fbpair_swap(&stagedraw.powersurge_fbpair);
r_state_pop();
return true;
}
static bool boss_distortion_rule(Framebuffer *fb) {
if(global.boss == NULL) {
return false;
}
r_state_push();
r_blend(BLEND_NONE);
r_disable(RCAP_DEPTH_TEST);
r_disable(RCAP_CULL_FACE);
2020-04-28 02:53:08 +02:00
cmplx fpos = global.boss->pos;;
cmplx pos = fpos;
r_shader("boss_zoom");
2023-09-20 04:14:15 +02:00
r_uniform_vec2("blur_orig", re(pos) / VIEWPORT_W, 1-im(pos) / VIEWPORT_H);
r_uniform_vec2("fix_orig", re(fpos) / VIEWPORT_W, 1-im(fpos) / VIEWPORT_H);
r_uniform_float("blur_rad", 1.5*(0.2+0.025*sin(global.frames/15.0)));
r_uniform_float("rad", 0.24);
r_uniform_float("ratio", (float)VIEWPORT_H/VIEWPORT_W);
r_uniform_vec4_rgba("color", &global.boss->zoomcolor);
draw_framebuffer_tex(fb, VIEWPORT_W, VIEWPORT_H);
r_state_pop();
return true;
}
static void finish_3d_scene(FBPair *fbpair) {
// Here we synchronize the depth buffers of both framebuffers in the pair.
// The FXAA shader has this built-in, so we don't need to do the copy_depth
// pass in that case.
// The reason for this is that, normally, depth testing is disabled during
// the stage-specific post-processing ping-pong. This applies to depth writes
// as well. Therefore, only one of the framebuffers will get a depth write in
// a given frame. In the worst case, this will be the same framebuffer every
// time, leaving the other one's depth buffer undefined. In the best case,
// they will alternate. If a shader down the post-processing pipeline happens
// to sample the "unlucky" buffer, it'll probably either completely destroy
// the background rendering, or the sample will lag 1 frame behind.
// This flew past the radar for a long time. Now that I actually had to waste
// my evening debugging this peculiarity, I figured I might as well document
// it here. It is possible to solve this problem without an additional pass,
// but that would require a bit of refactoring. This is the simplest solution
// as far as I can tell.
apply_shader_rules((ShaderRule[]) {
2020-02-01 00:37:13 +01:00
/*
config_get_int(CONFIG_FXAA)
? fxaa_rule
: copydepth_rule,
NULL
2020-02-01 00:37:13 +01:00
*/
copydepth_rule, NULL
}, fbpair);
}
static void draw_full_spellbg(int t, FBPair *fbos) {
BlendMode blend_old = r_blend_current();
r_framebuffer(fbos->back);
r_blend(BLEND_PREMUL_ALPHA);
draw_spellbg(t);
fbpair_swap(fbos);
r_blend(BLEND_NONE);
apply_shader_rules((ShaderRule[]) { boss_distortion_rule, NULL }, fbos);
r_blend(BLEND_PREMUL_ALPHA);
draw_spellbg_overlay(t);
r_blend(blend_old);
}
static void apply_bg_shaders(ShaderRule *shaderrules, FBPair *fbos) {
Boss *b = global.boss;
r_state_push();
r_blend(BLEND_NONE);
if(should_draw_stage_bg()) {
finish_3d_scene(fbos);
apply_shader_rules(shaderrules, fbos);
2020-02-01 00:37:13 +01:00
// anti-aliasing
if(config_get_int(CONFIG_FXAA)) {
apply_shader_rules((ShaderRule[]) { fxaa_rule, NULL } , fbos);
}
}
if(b && b->current && b->current->draw_rule && b->current->starttime > 0) {
int t = global.frames - b->current->starttime;
int delay = attacktype_start_delay(b->current->type);
bool trans_intro = t + delay < SPELL_INTRO_DURATION;
bool trans_outro = attack_has_finished(b->current);
if(!trans_intro && !trans_outro) {
draw_full_spellbg(t, fbos);
} else {
FBPair *aux = stage_get_fbpair(FBPAIR_BG_AUX);
draw_full_spellbg(t, aux);
apply_shader_rules((ShaderRule[]) { boss_distortion_rule, NULL }, fbos);
fbpair_swap(fbos);
r_framebuffer(fbos->back);
cmplx pos = b->pos;
float ratio = (float)VIEWPORT_H/VIEWPORT_W;
if(trans_intro) {
r_shader("spellcard_intro");
r_uniform_float("ratio", ratio);
2023-09-20 04:14:15 +02:00
r_uniform_vec2("origin", re(pos) / VIEWPORT_W, 1 - im(pos) / VIEWPORT_H);
r_uniform_float("t", SPELL_INTRO_TIME_FACTOR * (t + delay) / (float)SPELL_INTRO_DURATION);
} else {
int tn = global.frames - b->current->endtime;
delay = b->current->endtime - b->current->endtime_undelayed;
r_shader("spellcard_outro");
r_uniform_float("ratio", ratio);
2023-09-20 04:14:15 +02:00
r_uniform_vec2("origin", re(pos) / VIEWPORT_W, 1 - im(pos) / VIEWPORT_H);
r_uniform_float("t", max(0, tn / (float)delay + 1));
}
r_blend(BLEND_PREMUL_ALPHA);
draw_framebuffer_tex(aux->front, VIEWPORT_W, VIEWPORT_H);
r_blend(BLEND_NONE);
fbpair_swap(fbos);
}
} else {
apply_shader_rules((ShaderRule[]) { boss_distortion_rule, NULL }, fbos);
}
r_state_pop();
}
2018-01-03 15:38:42 +01:00
static void stage_render_bg(StageInfo *stage) {
FBPair *background = stage_get_fbpair(FBPAIR_BG);
r_framebuffer(background->back);
r_clear(BUFFER_ALL, RGBA(0, 0, 0, 1), 1);
if(should_draw_stage_bg()) {
r_mat_mv_push();
r_enable(RCAP_DEPTH_TEST);
r_enable(RCAP_CULL_FACE);
stage->procs->draw();
r_mat_mv_pop();
fbpair_swap(background);
}
set_ortho(VIEWPORT_W, VIEWPORT_H);
r_disable(RCAP_DEPTH_TEST);
r_disable(RCAP_CULL_FACE);
apply_bg_shaders(stage->procs->shader_rules, background);
int pp = config_get_int(CONFIG_POSTPROCESS);
if(pp > 1) {
draw_powersurge_effect(background->front, BLEND_PREMUL_ALPHA);
} else if(pp > 0) {
Framebuffer *staging = stage_get_fbpair(FBPAIR_BG_AUX)->back;
r_state_push();
r_framebuffer_clear(staging, BUFFER_COLOR, RGBA(0, 0, 0, 0), 1);
draw_powersurge_effect(staging, BLEND_NONE);
r_shader_standard();
r_framebuffer(background->front);
r_blend(BLEND_PREMUL_ALPHA);
draw_framebuffer_tex(staging, VIEWPORT_W, VIEWPORT_H);
r_state_pop();
}
}
bool stage_should_draw_particle(Projectile *p) {
return (p->flags & PFLAG_REQUIREDPARTICLE) || config_get_int(CONFIG_PARTICLES);
}
static bool stage_draw_predicate(EntityInterface *ent) {
if(ent->type == ENT_TYPE_ID(Projectile)) {
Projectile *p = ENT_CAST(ent, Projectile);
if(p->type == PROJ_PARTICLE) {
return stage_should_draw_particle(p);
}
}
return true;
}
static void stage_draw_objects(void) {
r_shader("sprite_default");
if(global.boss) {
draw_boss_background(global.boss);
}
ent_draw(
config_get_int(CONFIG_PARTICLES)
? NULL
: stage_draw_predicate
);
if(global.boss) {
draw_boss_fake_overlay(global.boss);
}
stage_draw_collision_areas();
r_shader_standard();
}
void stage_draw_overlay(void) {
r_state_push();
r_blend(BLEND_PREMUL_ALPHA);
r_disable(RCAP_CULL_FACE);
if(global.boss) {
draw_boss_overlay(global.boss);
}
player_draw_overlay(&global.plr);
if(stagedraw.clear_screen.alpha > 0) {
fade_out(stagedraw.clear_screen.alpha * 0.5);
}
stagetext_draw();
r_state_pop();
}
static void postprocess_prepare(Framebuffer *fb, ShaderProgram *s, void *arg) {
r_uniform_int("frames", global.frames);
2018-05-18 20:15:11 +02:00
r_uniform_vec2("viewport", VIEWPORT_W, VIEWPORT_H);
2023-09-20 04:14:15 +02:00
r_uniform_vec2("player", re(global.plr.pos), VIEWPORT_H - im(global.plr.pos));
}
static inline void begin_viewport_shake(void) {
2020-05-16 22:42:22 +02:00
float s = stage_get_view_shake_strength();
if(s > 0) {
// s = log1pf(s);
s = sqrtf(s);
r_mat_mv_push();
r_mat_mv_translate(
2020-05-16 22:42:22 +02:00
s * sin(global.frames),
s * sin(global.frames * 1.1 + 3),
0
);
r_mat_mv_scale(
2020-05-16 22:42:22 +02:00
1 + 2 * s / VIEWPORT_W,
1 + 2 * s / VIEWPORT_H,
1
);
r_mat_mv_translate(
2020-05-16 22:42:22 +02:00
-s,
-s,
0
);
}
}
static inline void end_viewport_shake(void) {
2020-05-16 22:42:22 +02:00
if(stage_get_view_shake_strength() > 0) {
r_mat_mv_pop();
}
}
/*
* Small helpers for entities draw code that might want to suppress viewport shake temporarily.
* This is mostly useful when multiple framebuffers are involved.
*/
static int shake_suppressed = 0;
void stage_draw_begin_noshake(void) {
assert(!shake_suppressed);
shake_suppressed = 1;
2020-05-16 22:42:22 +02:00
if(stage_get_view_shake_strength() > 0) {
shake_suppressed = 2;
r_mat_mv_push_identity();
}
}
void stage_draw_end_noshake(void) {
assert(shake_suppressed);
2020-05-16 22:42:22 +02:00
if(stage_get_view_shake_strength() > 0) {
// make sure shake_view doesn't change in-between the begin/end calls;
// that would've been *really* nasty to debug.
assert(shake_suppressed == 2);
r_mat_mv_pop();
}
shake_suppressed = 0;
}
void stage_draw_viewport(void) {
FloatRect dest_vp;
r_framebuffer_viewport_current(r_framebuffer_current(), &dest_vp);
r_uniform_sampler("tex", r_framebuffer_get_attachment(stagedraw.fb_pairs[FBPAIR_FG].front, FRAMEBUFFER_ATTACH_COLOR0));
// CAUTION: Very intricate pixel perfect scaling that will ruin your day.
float facw = dest_vp.w / SCREEN_W;
float fach = dest_vp.h / SCREEN_H;
// fach is equal to facw up to roundoff error.
2017-04-19 10:06:39 +02:00
float scale = fach;
r_mat_mv_push();
r_mat_mv_scale(1/facw, 1/fach, 1);
r_mat_mv_translate(roundf(facw * VIEWPORT_X), roundf(fach * VIEWPORT_Y), 0);
r_mat_mv_scale(roundf(scale * VIEWPORT_W), roundf(scale * VIEWPORT_H), 1);
r_mat_mv_translate(0.5, 0.5, 0);
r_draw_quad();
r_mat_mv_pop();
}
void stage_draw_scene(StageInfo *stage) {
#ifdef DEBUG
bool key_nobg = gamekeypressed(KEY_NOBACKGROUND);
#else
bool key_nobg = false;
#endif
FBPair *background = stage_get_fbpair(FBPAIR_BG);
FBPair *foreground = stage_get_fbpair(FBPAIR_FG);
bool draw_bg = !config_get_int(CONFIG_NO_STAGEBG) && !key_nobg;
if(draw_bg) {
2018-01-03 15:38:42 +01:00
stage_render_bg(stage);
}
// prepare for 2D rendering into the game viewport framebuffer
r_framebuffer(foreground->back);
set_ortho(VIEWPORT_W, VIEWPORT_H);
r_disable(RCAP_DEPTH_TEST);
r_blend(BLEND_PREMUL_ALPHA);
r_cull(CULL_BACK);
r_shader_standard();
begin_viewport_shake();
if(draw_bg) {
// blit the background
r_state_push();
r_blend(BLEND_NONE);
draw_framebuffer_tex(background->front, VIEWPORT_W, VIEWPORT_H);
r_state_pop();
2020-03-25 07:52:18 +01:00
coevent_signal(&stagedraw.events.background_drawn);
} else if(!key_nobg) {
r_clear(BUFFER_COLOR, RGBA(0, 0, 0, 1), 1);
}
// draw the 2D objects
2017-04-14 10:42:09 +02:00
stage_draw_objects();
end_viewport_shake();
// prepare to apply postprocessing
fbpair_swap(foreground);
r_blend(BLEND_NONE);
2017-10-01 10:58:45 +02:00
2020-04-13 13:26:14 +02:00
stagedraw.current_postprocess_fbpair = foreground;
coevent_signal(&stagedraw.events.postprocess_before_overlay);
// draw overlay: in-viewport text and HUD elements, etc.
// this stuff is not affected by the screen shake effect
stage_draw_overlay();
2020-04-13 13:26:14 +02:00
coevent_signal(&stagedraw.events.postprocess_after_overlay);
// stage postprocessing
apply_shader_rules(global.stage->procs->postprocess_rules, foreground);
2017-10-01 10:58:45 +02:00
// custom postprocessing
postprocess(
stagedraw.viewport_pp,
foreground,
postprocess_prepare,
draw_framebuffer_tex,
VIEWPORT_W,
VIEWPORT_H,
NULL
);
2020-04-13 13:26:14 +02:00
stagedraw.current_postprocess_fbpair = NULL;
// prepare for 2D rendering into the main framebuffer (actual screen)
r_framebuffer(video_get_screen_framebuffer());
set_ortho(SCREEN_W, SCREEN_H);
// draw viewport contents
stage_draw_viewport();
// draw HUD
stage_draw_hud();
// draw dialog
dialog_draw(global.dialog);
// draw "bottom text" (FPS, replay info, etc.)
stage_draw_bottom_text();
}
#define HUD_X_PADDING 16
#define HUD_X_OFFSET (VIEWPORT_W + VIEWPORT_X)
#define HUD_WIDTH (SCREEN_W - HUD_X_OFFSET)
#define HUD_EFFECTIVE_WIDTH (HUD_WIDTH - HUD_X_PADDING * 2)
#define HUD_X_SECONDARY_OFS_ICON 18
#define HUD_X_SECONDARY_OFS_LABEL (HUD_X_SECONDARY_OFS_ICON + 12)
#define HUD_X_SECONDARY_OFS_VALUE (HUD_X_SECONDARY_OFS_LABEL + 60)
struct glyphcb_state {
Color *color1, *color2;
};
static void draw_numeric_callback(Font *font, charcode_t charcode, SpriteInstanceAttribs *spr_attribs, void *userdata) {
struct glyphcb_state *st = userdata;
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
if(charcode != '0' && charcode != ',') {
st->color1 = st->color2;
}
spr_attribs->rgba = *st->color1;
}
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
static inline void stage_draw_hud_power_value(float xpos, float ypos) {
Font *fnt_int = res_font("standard");
Font *fnt_fract = res_font("small");
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
int pw = global.plr.power_stored;
Color *c_whole, c_whole_buf, *c_fract, c_fract_buf;
Color *c_op_mod = RGBA(1, 0.2 + 0.3 * psin(global.frames / 10.0), 0.2, 1.0);
if(pw <= PLR_MAX_POWER_EFFECTIVE) {
c_whole = &stagedraw.hud_text.color.active;
c_fract = &stagedraw.hud_text.color.inactive;
} else if(pw - PLR_MAX_POWER_EFFECTIVE < 100) {
c_whole = &stagedraw.hud_text.color.active;
c_fract = color_mul(color_copy(&c_fract_buf, &stagedraw.hud_text.color.inactive), c_op_mod);
} else {
c_whole = color_mul(color_copy(&c_whole_buf, &stagedraw.hud_text.color.active), c_op_mod);
c_fract = color_mul(color_copy(&c_fract_buf, &stagedraw.hud_text.color.inactive), c_op_mod);
}
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
xpos = draw_fraction(
pw / 100.0,
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
ALIGN_LEFT,
xpos,
ypos,
fnt_int,
fnt_fract,
c_whole,
c_fract,
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
false
);
xpos += text_draw(" / ", &(TextParams) {
.pos = { xpos, ypos },
.color = &stagedraw.hud_text.color.active,
.align = ALIGN_LEFT,
.font_ptr = fnt_int,
});
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
draw_fraction(
PLR_MAX_POWER_EFFECTIVE / 100.0,
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
ALIGN_LEFT,
xpos,
ypos,
fnt_int,
fnt_fract,
&stagedraw.hud_text.color.active,
&stagedraw.hud_text.color.inactive,
false
);
2017-11-23 03:25:53 +01:00
}
static void stage_draw_hud_score(Alignment a, float xpos, float ypos, char *buf, size_t bufsize, uint64_t score) {
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
format_huge_num(10, score, bufsize, buf);
Font *fnt = res_font("standard");
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
bool kern_saved = font_get_kerning_enabled(fnt);
font_set_kerning_enabled(fnt, false);
text_draw(buf, &(TextParams) {
.pos = { xpos, ypos },
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.font = "standard",
.align = ALIGN_RIGHT,
.glyph_callback = {
draw_numeric_callback,
&(struct glyphcb_state) { &stagedraw.hud_text.color.inactive, &stagedraw.hud_text.color.active },
}
});
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
font_set_kerning_enabled(fnt, kern_saved);
2017-11-23 03:25:53 +01:00
}
static void stage_draw_hud_scores(float ypos_hiscore, float ypos_score, char *buf, size_t bufsize) {
stage_draw_hud_score(ALIGN_RIGHT, HUD_EFFECTIVE_WIDTH, ypos_hiscore, buf, bufsize, progress.hiscore);
stage_draw_hud_score(ALIGN_RIGHT, HUD_EFFECTIVE_WIDTH, ypos_score, buf, bufsize, global.plr.points);
2017-11-23 03:25:53 +01:00
}
static void stage_draw_hud_objpool_stats(float x, float y, float width) {
char buf[128];
auto objpools = &stage_objects.pools.as_array;
MemArena *arena = &stage_objects.arena;
Font *font = res_font("monotiny");
2017-12-13 20:05:12 +01:00
ShaderProgram *sh_prev = r_shader_current();
r_shader("text_hud");
float lineskip = font_get_lineskip(font);
text_draw("Arena memory:", &(TextParams) {
.pos = { x, y },
.font_ptr = font,
.align = ALIGN_LEFT,
});
snprintf(buf, sizeof(buf),
"%zukb | %5zukb",
arena->total_used / 1024,
arena->total_allocated / 1024
);
text_draw(buf, &(TextParams) {
.pos = { x + width, y },
.font_ptr = font,
.align = ALIGN_RIGHT,
});
y += lineskip * 1.5;
const char *const names[] = {
#define GET_POOL_NAME(t, n) #t,
OBJECT_POOLS(GET_POOL_NAME)
#undef GET_POOL_NAME
};
static_assert(ARRAY_SIZE(*objpools) == ARRAY_SIZE(names));
for(int i = 0; i < ARRAY_SIZE(*objpools); ++i) {
2024-06-05 18:35:08 +02:00
MemPool *p = &(*objpools)[i];
snprintf(buf, sizeof(buf), "%u | %7u", p->num_used, p->num_allocated);
text_draw(names[i], &(TextParams) {
.pos = { x, y },
.font_ptr = font,
.align = ALIGN_LEFT,
});
text_draw(buf, &(TextParams) {
.pos = { x + width, y },
.font_ptr = font,
.align = ALIGN_RIGHT,
});
2017-12-13 20:05:12 +01:00
y += lineskip;
2017-12-13 20:05:12 +01:00
}
r_shader_ptr(sh_prev);
2017-12-13 20:05:12 +01:00
}
2017-11-23 03:25:53 +01:00
struct labels_s {
struct {
float next_life;
float next_bomb;
2017-11-23 03:25:53 +01:00
} x;
struct {
float hiscore;
float score;
float lives;
float bombs;
float power;
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
float value;
float voltage;
2017-11-23 03:25:53 +01:00
float graze;
} y;
struct {
float lives_display;
float lives_text;
float bombs_display;
float bombs_text;
} y_ofs;
Color lb_baseclr;
2017-11-23 03:25:53 +01:00
};
static void draw_graph(float x, float y, float w, float h) {
r_mat_mv_push();
r_mat_mv_translate(x + w/2, y + h/2, 0);
r_mat_mv_scale(w, h, 1);
r_draw_quad();
r_mat_mv_pop();
}
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
static void draw_label(const char *label_str, double y_ofs, struct labels_s* labels, Color *clr) {
text_draw(label_str, &(TextParams) {
.font_ptr = stagedraw.hud_text.font,
.shader_ptr = stagedraw.hud_text.shader,
.pos = { 0, y_ofs },
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.color = clr,
});
}
static void stage_draw_hud_text(struct labels_s* labels) {
2017-11-23 03:25:53 +01:00
char buf[64];
Font *font;
bool kern_saved;
2017-11-23 03:25:53 +01:00
r_shader_ptr(stagedraw.hud_text.shader);
2017-11-23 03:25:53 +01:00
Color *lb_label_clr = color_mul(COLOR_COPY(&labels->lb_baseclr), &stagedraw.hud_text.color.label);
2017-11-23 03:25:53 +01:00
// Labels
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
draw_label("Hi-Score:", labels->y.hiscore, labels, &stagedraw.hud_text.color.label);
draw_label("Score:", labels->y.score, labels, &stagedraw.hud_text.color.label);
draw_label("Lives:", labels->y.lives, labels, lb_label_clr);
draw_label("Spell Cards:", labels->y.bombs, labels, lb_label_clr);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
r_mat_mv_push();
r_mat_mv_translate(HUD_X_SECONDARY_OFS_LABEL, 0, 0);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
draw_label("Power:", labels->y.power, labels, &stagedraw.hud_text.color.label_power);
draw_label("Value:", labels->y.value, labels, &stagedraw.hud_text.color.label_value);
draw_label("Volts:", labels->y.voltage, labels, &stagedraw.hud_text.color.label_voltage);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
draw_label("Graze:", labels->y.graze, labels, &stagedraw.hud_text.color.label_graze);
r_mat_mv_pop();
2017-11-23 03:25:53 +01:00
// Score/Hi-Score values
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
stage_draw_hud_scores(labels->y.hiscore, labels->y.score, buf, sizeof(buf));
2017-11-23 03:25:53 +01:00
// Lives and Bombs (N/A)
if(global.stage->type == STAGE_SPELL) {
r_color(color_mul_scalar(COLOR_COPY(&labels->lb_baseclr), 0.7));
text_draw("N/A", &(TextParams) { .pos = { HUD_EFFECTIVE_WIDTH, labels->y.lives }, .font_ptr = stagedraw.hud_text.font, .align = ALIGN_RIGHT });
text_draw("N/A", &(TextParams) { .pos = { HUD_EFFECTIVE_WIDTH, labels->y.bombs }, .font_ptr = stagedraw.hud_text.font, .align = ALIGN_RIGHT });
r_color4(1, 1, 1, 1.0);
2017-11-23 03:25:53 +01:00
}
const float res_text_padding = 4;
// Score left to next extra life
if(labels->x.next_life > 0) {
Color *next_clr = color_mul(RGBA(0.5, 0.3, 0.4, 0.5), &labels->lb_baseclr);
format_huge_num(0, global.plr.extralife_threshold - global.plr.points, sizeof(buf), buf);
font = res_font("small");
text_draw("Next:", &(TextParams) {
.pos = { labels->x.next_life + res_text_padding, labels->y.lives + labels->y_ofs.lives_text },
.font_ptr = font,
.align = ALIGN_LEFT,
.color = next_clr,
});
kern_saved = font_get_kerning_enabled(font);
font_set_kerning_enabled(font, false);
text_draw(buf, &(TextParams) {
.pos = { HUD_EFFECTIVE_WIDTH - res_text_padding, labels->y.lives + labels->y_ofs.lives_text },
.font_ptr = font,
.align = ALIGN_RIGHT,
.color = next_clr,
});
font_set_kerning_enabled(font, kern_saved);
}
// Bomb fragments (numeric)
if(labels->x.next_bomb > 0) {
Color *next_clr = color_mul(RGBA(0.3, 0.5, 0.3, 0.5), &labels->lb_baseclr);
snprintf(buf, sizeof(buf), "%d / %d", global.plr.bomb_fragments, PLR_MAX_BOMB_FRAGMENTS);
font = res_font("small");
text_draw("Fragments:", &(TextParams) {
.pos = { labels->x.next_bomb + res_text_padding, labels->y.bombs + labels->y_ofs.bombs_text },
.font_ptr = font,
.align = ALIGN_LEFT,
.color = next_clr,
});
kern_saved = font_get_kerning_enabled(font);
font_set_kerning_enabled(font, false);
text_draw(buf, &(TextParams) {
.pos = { HUD_EFFECTIVE_WIDTH - res_text_padding, labels->y.bombs + labels->y_ofs.bombs_text },
.font_ptr = font,
.align = ALIGN_RIGHT,
.color = next_clr,
});
font_set_kerning_enabled(font, kern_saved);
}
r_mat_mv_push();
r_mat_mv_translate(HUD_X_SECONDARY_OFS_VALUE, 0, 0);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
2017-11-23 03:25:53 +01:00
// Power value
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
stage_draw_hud_power_value(0, labels->y.power);
font = res_font("standard");
kern_saved = font_get_kerning_enabled(font);
font_set_kerning_enabled(font, false);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
// Point Item Value... value
format_huge_num(6, global.plr.point_item_value, sizeof(buf), buf);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
text_draw(buf, &(TextParams) {
.pos = { 0, labels->y.value },
.shader_ptr = stagedraw.hud_text.shader,
.font_ptr = font,
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.glyph_callback = {
draw_numeric_callback,
&(struct glyphcb_state) { &stagedraw.hud_text.color.inactive, &stagedraw.hud_text.color.active },
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
}
});
2017-11-23 03:25:53 +01:00
// Voltage value
format_huge_num(4, global.plr.voltage, sizeof(buf), buf);
float volts_x = 0;
Color *voltage_tint = global.plr.voltage >= global.voltage_threshold
? RGB(1.0, 0.9, 0.7) // RGB(0.9, 0.7, 1.0)
: RGB(1.0, 1.0, 1.0);
volts_x += text_draw(buf, &(TextParams) {
.pos = { volts_x, labels->y.voltage },
.shader_ptr = stagedraw.hud_text.shader,
.font_ptr = font,
.glyph_callback = {
draw_numeric_callback,
&(struct glyphcb_state) {
color_mul(COLOR_COPY(&stagedraw.hud_text.color.inactive), voltage_tint),
color_mul(COLOR_COPY(&stagedraw.hud_text.color.active), voltage_tint),
},
}
});
volts_x += text_draw("V", &(TextParams) {
.pos = { volts_x, labels->y.voltage },
.shader_ptr = stagedraw.hud_text.shader,
.font_ptr = font,
.color = &stagedraw.hud_text.color.dark,
});
volts_x += text_draw(" / ", &(TextParams) {
.pos = { volts_x, labels->y.voltage },
.shader_ptr = stagedraw.hud_text.shader,
.font_ptr = font,
.color = &stagedraw.hud_text.color.active,
});
format_huge_num(4, global.voltage_threshold, sizeof(buf), buf);
volts_x += text_draw(buf, &(TextParams) {
.pos = { volts_x, labels->y.voltage },
.shader_ptr = stagedraw.hud_text.shader,
.font_ptr = font,
.glyph_callback = {
draw_numeric_callback,
&(struct glyphcb_state) { &stagedraw.hud_text.color.inactive, &stagedraw.hud_text.color.active },
}
});
volts_x += text_draw("V", &(TextParams) {
.pos = { volts_x, labels->y.voltage },
.shader_ptr = stagedraw.hud_text.shader,
.font_ptr = font,
.color = &stagedraw.hud_text.color.dark,
});
2017-11-23 03:25:53 +01:00
// Graze value
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
format_huge_num(6, global.plr.graze, sizeof(buf), buf);
text_draw(buf, &(TextParams) {
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.pos = { 0, labels->y.graze },
.shader_ptr = stagedraw.hud_text.shader,
.font_ptr = font,
.glyph_callback = {
draw_numeric_callback,
&(struct glyphcb_state) { &stagedraw.hud_text.color.inactive, &stagedraw.hud_text.color.active },
}
});
2017-11-23 03:25:53 +01:00
font_set_kerning_enabled(font, kern_saved);
r_mat_mv_pop();
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
// God Mode indicator
if(global.plr.iddqd) {
text_draw("God Mode is enabled!", &(TextParams) {
.pos = { HUD_EFFECTIVE_WIDTH * 0.5, 450 },
.font_ptr = font,
.shader_ptr = stagedraw.hud_text.shader,
.align = ALIGN_CENTER,
.color = RGB(1.0, 0.5, 0.2),
});
}
if(stagedraw.objpool_stats) {
stage_draw_hud_objpool_stats(0, 440, HUD_EFFECTIVE_WIDTH);
}
}
void stage_draw_bottom_text(void) {
char buf[64];
Font *font;
2017-11-23 03:25:53 +01:00
#ifdef DEBUG
snprintf(buf, sizeof(buf), "%.2f lfps, %.2f rfps, frames: %d (%d:%02d) ",
2017-12-26 12:07:40 +01:00
global.fps.logic.fps,
global.fps.render.fps,
2020-02-01 00:37:13 +01:00
global.frames,
global.frames / 3600,
(global.frames % 3600) / 60
2017-12-26 12:07:40 +01:00
);
2017-11-23 03:25:53 +01:00
#else
2017-12-26 12:07:40 +01:00
if(get_effective_frameskip() > 1) {
snprintf(buf, sizeof(buf), "%.2f lfps, %.2f rfps",
global.fps.logic.fps,
global.fps.render.fps
);
} else {
snprintf(buf, sizeof(buf), "%.2f fps",
global.fps.logic.fps
);
}
2017-11-23 03:25:53 +01:00
#endif
font = res_font("monosmall");
text_draw(buf, &(TextParams) {
.align = ALIGN_RIGHT,
.pos = { SCREEN_W, SCREEN_H - 0.5 * text_height(font, buf, 0) },
.font_ptr = font,
});
2017-11-23 03:25:53 +01:00
ReplayState *rst = &global.replay.input;
if(rst->replay != NULL && (!stage_is_demo_mode() || rst->play.desync_frame >= 0)) {
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
r_shader_ptr(stagedraw.hud_text.shader);
2017-11-23 03:25:53 +01:00
// XXX: does it make sense to use the monospace font here?
snprintf(buf, sizeof(buf), "Replay: %s (%i fps)", rst->replay->playername, rst->play.fps);
int x = 0, y = SCREEN_H - 0.5 * text_height(font, buf, 0);
2017-11-23 03:25:53 +01:00
x += text_draw(buf, &(TextParams) {
.pos = { x, y },
.font_ptr = font,
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
2018-07-23 19:07:59 +02:00
.color = &stagedraw.hud_text.color.inactive,
});
2017-11-23 03:25:53 +01:00
if(rst->play.desync_frame >= 0) {
snprintf(buf, sizeof(buf), " (DESYNCED near frame #%i)", rst->play.desync_frame);
2017-11-23 03:25:53 +01:00
text_draw(buf, &(TextParams) {
.pos = { x, y },
.font_ptr = font,
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
2018-07-23 19:07:59 +02:00
.color = RGBA_MUL_ALPHA(1.00, 0.20, 0.20, 0.60),
});
2017-11-23 03:25:53 +01:00
}
}
#ifdef PLR_DPS_STATS
else if(global.frames) {
int totaldmg = 0;
int framespan = sizeof(global.plr.dmglog)/sizeof(*global.plr.dmglog);
int graphspan = framespan;
static int max = 0;
float graph[framespan];
if(graphspan > 120) {
// shader limitation
graphspan = 120;
}
// hack to update the graph every frame
2018-07-30 09:04:09 +02:00
player_register_damage(&global.plr, NULL, &(DamageInfo) { .amount = 0, .type = DMG_PLAYER_SHOT });
for(int i = 0; i < framespan; ++i) {
totaldmg += global.plr.dmglog[i];
if(global.plr.dmglog[i] > max) {
max = global.plr.dmglog[i];
}
}
for(int i = 0; i < graphspan; ++i) {
if(max > 0) {
graph[i] = (float)global.plr.dmglog[i] / max;
} else {
graph[i] = 0;
}
}
snprintf(buf, sizeof(buf), "%.02f", totaldmg / (framespan / (double)FPS));
double text_h = text_height(font, buf, 0);
double x = 0, y = SCREEN_H - 0.5 * text_h;
x += text_draw("Avg DPS: ", &(TextParams) {
.pos = { x, y },
.font_ptr = font,
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
2018-07-23 19:07:59 +02:00
.color = &stagedraw.hud_text.color.inactive,
});
text_draw(buf, &(TextParams) {
.pos = { x, y },
.font_ptr = font,
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
2018-07-23 19:07:59 +02:00
.color = &stagedraw.hud_text.color.active,
});
r_shader("graph");
r_uniform_vec3("color_low", 1.0, 0.0, 0.0);
r_uniform_vec3("color_mid", 1.0, 1.0, 0.0);
r_uniform_vec3("color_high", 0.0, 1.0, 0.0);
r_uniform_float_array("points", 0, graphspan, graph);
draw_graph(142, SCREEN_H - text_h, graphspan, text_h);
2017-11-23 03:25:53 +01:00
}
#endif
r_shader_standard();
2017-11-23 03:25:53 +01:00
}
static void fill_graph(int num_samples, float *samples, FPSCounter *fps) {
for(int i = 0; i < num_samples; ++i) {
samples[i] = fps->frametimes[i] / (2.0 * (HRTIME_RESOLUTION / (long double)FPS));
if(samples[i] > 1.0) {
samples[i] = 1.0;
}
}
}
static void stage_draw_framerate_graphs(float x, float y, float w, float h) {
#define NUM_SAMPLES (sizeof(((FPSCounter){{0}}).frametimes) / sizeof(((FPSCounter){{0}}).frametimes[0]))
static float samples[NUM_SAMPLES];
r_state_push();
r_shader("graph");
2017-12-26 12:07:40 +01:00
fill_graph(NUM_SAMPLES, samples, &global.fps.logic);
r_uniform_vec3("color_low", 0.0, 1.0, 1.0);
r_uniform_vec3("color_mid", 1.0, 1.0, 0.0);
r_uniform_vec3("color_high", 1.0, 0.0, 0.0);
r_uniform_float_array("points", 0, NUM_SAMPLES, samples);
draw_graph(x, y, w, h);
// x -= w * 1.1;
y += h + 1;
2017-12-26 12:07:40 +01:00
fill_graph(NUM_SAMPLES, samples, &global.fps.busy);
r_uniform_vec3("color_low", 0.0, 1.0, 0.0);
r_uniform_vec3("color_mid", 1.0, 0.0, 0.0);
r_uniform_vec3("color_high", 1.0, 0.0, 0.5);
r_uniform_float_array("points", 0, NUM_SAMPLES, samples);
draw_graph(x, y, w, h);
r_state_pop();
}
void stage_draw_hud(void) {
2017-11-23 03:25:53 +01:00
// Background
r_mat_mv_push();
r_mat_mv_translate(SCREEN_W * 0.5, SCREEN_H * 0.5, 0);
r_mat_mv_scale(SCREEN_W, SCREEN_W, 1);
2019-01-23 15:02:51 +01:00
r_shader_standard();
r_uniform_sampler("tex", "hud");
r_draw_model("hud");
r_mat_mv_pop();
r_blend(BLEND_PREMUL_ALPHA);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
2017-11-23 03:25:53 +01:00
// Set up positions of most HUD elements
struct labels_s labels = { 0 };
2017-11-23 03:25:53 +01:00
const float label_spacing = 32;
float label_ypos = 0;
2017-11-23 03:25:53 +01:00
label_ypos = 16;
labels.y.hiscore = label_ypos += label_spacing;
labels.y.score = label_ypos += label_spacing;
2017-11-23 03:25:53 +01:00
label_ypos = 108;
labels.y.lives = label_ypos += label_spacing;
labels.y.bombs = label_ypos += label_spacing * 1.25;
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
2019-05-18 22:54:25 +02:00
label_ypos = 210;
labels.y.power = label_ypos += label_spacing;
labels.y.value = label_ypos += label_spacing;
labels.y.voltage = label_ypos += label_spacing;
labels.y.graze = label_ypos += label_spacing;
r_mat_mv_push();
r_mat_mv_translate(HUD_X_OFFSET + HUD_X_PADDING, 0, 0);
// Set up Extra Spell indicator opacity early; some other elements depend on it
float extraspell_alpha = 0;
float extraspell_fadein = 1;
if(global.boss && global.boss->current && global.boss->current->type == AT_ExtraSpell) {
extraspell_fadein = min(1, -min(0, global.frames - global.boss->current->starttime) / (float)ATTACK_START_DELAY);
float fadeout;
if(attack_has_finished(global.boss->current)) {
fadeout = (1 - (global.boss->current->endtime - global.frames) / (float)ATTACK_END_DELAY_EXTRA) / 0.74;
} else {
fadeout = 0;
}
float fade = max(extraspell_fadein, fadeout);
extraspell_alpha = 1 - fade;
}
labels.lb_baseclr.r = 1 - extraspell_alpha;
labels.lb_baseclr.g = 1 - extraspell_alpha;
labels.lb_baseclr.b = 1 - extraspell_alpha;
labels.lb_baseclr.a = 1 - extraspell_alpha * 0.5;
2017-11-23 03:25:53 +01:00
// Lives and Bombs
if(global.stage->type != STAGE_SPELL) {
r_mat_mv_push();
r_mat_mv_translate(0, font_get_descent(res_font("standard")), 0);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
Sprite *spr_life = res_sprite("hud/heart");
Sprite *spr_bomb = res_sprite("hud/star");
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
float spacing = 1;
float pos_lives = HUD_EFFECTIVE_WIDTH - spr_life->w * (PLR_MAX_LIVES - 0.5) - spacing * (PLR_MAX_LIVES - 1);
float pos_bombs = HUD_EFFECTIVE_WIDTH - spr_bomb->w * (PLR_MAX_BOMBS - 0.5) - spacing * (PLR_MAX_BOMBS - 1);
labels.y_ofs.lives_display = 0 /* spr_life->h * -0.25 */;
labels.y_ofs.bombs_display = 0 /* spr_bomb->h * -0.25 */;
labels.y_ofs.lives_text = labels.y_ofs.lives_display + spr_life->h;
labels.y_ofs.bombs_text = labels.y_ofs.bombs_display + spr_bomb->h;
labels.x.next_life = pos_lives - spr_life->w * 0.5;
labels.x.next_bomb = pos_bombs - spr_bomb->w * 0.5;
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
draw_fragments(&(DrawFragmentsParams) {
.fill = spr_life,
.pos = { pos_lives, labels.y.lives + labels.y_ofs.lives_display },
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.origin_offset = { 0, 0 },
.limits = { PLR_MAX_LIVES, PLR_MAX_LIFE_FRAGMENTS },
.filled = { global.plr.lives, global.plr.life_fragments },
.alpha = 1,
.spacing = spacing,
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.color = {
.fill = color_mul(RGBA(1, 1, 1, 1), &labels.lb_baseclr),
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.back = RGBA(0, 0, 0, 0.5),
.frag = RGBA(0.5, 0.5, 0.6, 0.5),
}
});
draw_fragments(&(DrawFragmentsParams) {
.fill = spr_bomb,
.pos = { pos_bombs, labels.y.bombs + labels.y_ofs.bombs_display },
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.origin_offset = { 0, 0.05 },
.limits = { PLR_MAX_BOMBS, PLR_MAX_BOMB_FRAGMENTS },
.filled = { global.plr.bombs, global.plr.bomb_fragments },
.alpha = 1,
.spacing = spacing,
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.color = {
.fill = color_mul(RGBA(1, 1, 1, 1), &labels.lb_baseclr),
.back = color_mul(RGBA(0, 0, 0, 0.5), &labels.lb_baseclr),
.frag = color_mul(RGBA(0.5, 0.5, 0.6, 0.5), &labels.lb_baseclr),
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
}
});
r_mat_mv_pop();
}
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
// Difficulty indicator
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = res_sprite(difficulty_sprite_name(global.diff)),
.pos = { HUD_EFFECTIVE_WIDTH * 0.5, 400 },
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.scale.both = 0.6,
.shader_ptr = res_shader("sprite_default"),
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
});
// Power/Item/Voltage icons
r_mat_mv_push();
r_mat_mv_translate(HUD_X_SECONDARY_OFS_ICON, font_get_descent(res_font("standard")) * 0.5 - 1, 0);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
r_draw_sprite(&(SpriteParams) {
.pos = { 2, labels.y.power + 2 },
.sprite_ptr = res_sprite("item/power"),
.shader_ptr = res_shader("sprite_default"),
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.color = RGBA(0, 0, 0, 0.5),
});
r_draw_sprite(&(SpriteParams) {
.pos = { 0, labels.y.power },
.sprite_ptr = res_sprite("item/power"),
.shader_ptr = res_shader("sprite_default"),
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
});
r_draw_sprite(&(SpriteParams) {
.pos = { 2, labels.y.value + 2 },
.sprite_ptr = res_sprite("item/point"),
.shader_ptr = res_shader("sprite_default"),
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
.color = RGBA(0, 0, 0, 0.5),
});
r_draw_sprite(&(SpriteParams) {
.pos = { 0, labels.y.value },
.sprite_ptr = res_sprite("item/point"),
.shader_ptr = res_shader("sprite_default"),
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
});
r_draw_sprite(&(SpriteParams) {
.pos = { 2, labels.y.voltage + 2 },
.sprite_ptr = res_sprite("item/voltage"),
.shader_ptr = res_shader("sprite_default"),
.color = RGBA(0, 0, 0, 0.5),
});
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
r_draw_sprite(&(SpriteParams) {
.pos = { 0, labels.y.voltage },
.sprite_ptr = res_sprite("item/voltage"),
.shader_ptr = res_shader("sprite_default"),
});
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
r_mat_mv_pop();
stage_draw_hud_text(&labels);
2017-11-23 03:25:53 +01:00
// Extra Spell indicator
if(extraspell_alpha > 0) {
float s2 = max(0, swing(extraspell_alpha, 3));
r_state_push();
r_shader("text_default");
r_mat_mv_push();
r_mat_mv_translate(lerp(-HUD_X_OFFSET - HUD_X_PADDING, HUD_EFFECTIVE_WIDTH * 0.5, pow(2*extraspell_fadein-1, 2)), 128, 0);
r_mat_mv_rotate((360 * (1-s2) - 25) * DEG2RAD, 0, 0, 1);
r_mat_mv_scale(s2, s2, 0);
r_color(RGBA_MUL_ALPHA(0.3, 0.6, 0.7, 0.7 * extraspell_alpha));
Font *font = res_font("big");
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
// TODO: replace this with a shader
text_draw("Voltage \n Overdrive!", &(TextParams) { .pos = { 1, 1 }, .font_ptr = font, .align = ALIGN_CENTER });
text_draw("Voltage \n Overdrive!", &(TextParams) { .pos = { -1, -1 }, .font_ptr = font, .align = ALIGN_CENTER });
r_color4(extraspell_alpha, extraspell_alpha, extraspell_alpha, extraspell_alpha);
text_draw("Voltage \n Overdrive!", &(TextParams) { .pos = { 0, 0 }, .font_ptr = font, .align = ALIGN_CENTER });
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
r_mat_mv_pop();
r_state_pop();
}
if(stagedraw.framerate_graphs) {
stage_draw_framerate_graphs(0, 360, HUD_EFFECTIVE_WIDTH, 30);
}
r_mat_mv_pop();
2017-11-23 03:25:53 +01:00
// Boss indicator ("Enemy")
2017-09-27 11:08:32 +02:00
if(global.boss) {
float red = 0.5*exp(-0.5*(global.frames-global.boss->lastdamageframe)); // hit indicator
if(red > 1)
red = 0;
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = res_sprite("boss_indicator"),
.shader_ptr = res_shader("sprite_default"),
2023-09-20 04:14:15 +02:00
.pos = { VIEWPORT_X+re(global.boss->pos), 590 },
.color = RGBA(1 - red, 1 - red, 1 - red, 1 - red),
});
2017-09-27 11:08:32 +02:00
}
// Demo indicator
if(stage_is_demo_mode()) {
cmplxf pos = CMPLXF(
VIEWPORT_X + VIEWPORT_W * 0.5f,
VIEWPORT_Y + VIEWPORT_H * 0.5f - 75
);
float bg_width = 250;
float bg_height = 60;
Sprite *bg = res_sprite("part/smoke");
SpriteParams sp = {
.sprite_ptr = bg,
.shader_ptr = res_shader("sprite_default"),
.color = RGBA(0.1, 0.1, 0.2, 0.07),
};
r_mat_mv_push();
2023-09-20 04:14:15 +02:00
r_mat_mv_translate(re(pos), im(pos), 0);
r_mat_mv_scale(bg_width / bg->w, bg_height / bg->h, 1);
r_mat_mv_push();
r_mat_mv_rotate(global.frames * 0.5 * DEG2RAD, 0, 0, 1);
r_draw_sprite(&sp);
r_mat_mv_pop();
sp.color = RGBA(0.2, 0.1, 0.1, 0.07);
r_mat_mv_push();
r_mat_mv_rotate(global.frames * -0.93 * DEG2RAD, 0, 0, 1);
r_draw_sprite(&sp);
r_mat_mv_pop();
r_mat_mv_pop();
text_draw("Demo", &(TextParams) {
.align = ALIGN_CENTER,
.font = "big",
.shader_ptr = res_shader("text_demo"),
.shader_params = &(ShaderCustomParams) { global.frames / 60.0f },
.pos.as_cmplx = pos,
});
}
}
void stage_display_clear_screen(const StageClearBonus *bonus) {
StageTextTable tbl;
bool all_clear = bonus->all_clear.base;
const char *title = all_clear ? "All Clear!" : "Stage Clear!";
stagetext_begin_table(&tbl, title, RGB(1, 1, 1), RGB(1, 1, 1), 2*VIEWPORT_W/3,
20, 5184000, 60, 60);
stagetext_table_add_numeric_nonzero(&tbl, "Stage Clear bonus", bonus->base);
stagetext_table_add_numeric_nonzero(&tbl, "Life bonus", bonus->lives);
stagetext_table_add_numeric_nonzero(&tbl, "Voltage bonus", bonus->voltage);
stagetext_table_add_numeric_nonzero(&tbl, "Graze bonus", bonus->graze);
if(all_clear) {
stagetext_table_add_separator(&tbl);
stagetext_table_add_numeric_nonzero(&tbl, "All Clear bonus", bonus->all_clear.base);
if(bonus->all_clear.diff_bonus) {
char tmp[128];
int percent = (bonus->all_clear.diff_multiplier - 1.0) * 100;
snprintf(tmp, sizeof(tmp), "Difficulty bonus (+%i%%)", percent);
stagetext_table_add_numeric_nonzero(&tbl, tmp, bonus->all_clear.diff_bonus);
}
}
stagetext_table_add_separator(&tbl);
stagetext_table_add_numeric(&tbl, "Total", bonus->total);
stagetext_end_table(&tbl);
stagetext_add(
"Press Fire to continue",
VIEWPORT_W/2 + VIEWPORT_H*0.7*I,
ALIGN_CENTER,
res_font("standard"),
RGB(1, 0.5, 0),
tbl.delay,
tbl.lifetime,
tbl.fadeintime,
tbl.fadeouttime
);
stagedraw.clear_screen.target_alpha = 1;
}
2020-03-25 07:52:18 +01:00
StageDrawEvents *stage_get_draw_events(void) {
return &stagedraw.events;
}