taisei/src/stagedraw.c

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
*/
#include "global.h"
#include "stagedraw.h"
#include "stagetext.h"
#include "video.h"
static int apply_shaderrules(ShaderRule *shaderrules, int fbonum) {
for(ShaderRule *rule = shaderrules; *rule; ++rule) {
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo.bg[!fbonum].fbo);
(*rule)(resources.fbo.bg + fbonum);
fbonum = !fbonum;
}
return fbonum;
}
static void draw_wall_of_text(float f, const char *txt) {
fontrenderer_draw(&resources.fontren, txt,_fonts.standard);
Texture *tex = &resources.fontren.tex;
int strw = tex->w;
int strh = tex->h;
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float w = VIEWPORT_W;
float h = VIEWPORT_H;
glPushMatrix();
glTranslatef(w/2, h/2, 0);
glScalef(w, h, 1.0);
Shader *shader = get_shader("spellcard_walloftext");
glUseProgram(shader->prog);
glUniform1f(uniloc(shader, "w"), strw/(float)tex->truew);
glUniform1f(uniloc(shader, "h"), strh/(float)tex->trueh);
glUniform1f(uniloc(shader, "ratio"), h/w);
glUniform2f(uniloc(shader, "origin"), creal(global.boss->pos)/h, cimag(global.boss->pos)/w);
glUniform1f(uniloc(shader, "t"), f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex->gltex);
draw_quad();
glUseProgram(0);
glPopMatrix();
}
static void draw_spellbg(int t) {
glPushMatrix();
Boss *b = global.boss;
b->current->draw_rule(b, t);
if(b->current->type == AT_ExtraSpell)
draw_extraspell_bg(b, t);
glPushMatrix();
glTranslatef(creal(b->pos), cimag(b->pos), 0);
glRotatef(global.frames*7.0, 0, 0, -1);
if(t < 0) {
float f = 1.0 - t/(float)ATTACK_START_DELAY;
glScalef(f,f,f);
}
draw_texture(0,0,"boss_spellcircle0");
glPopMatrix();
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float delay = ATTACK_START_DELAY;
if(b->current->type == AT_ExtraSpell)
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delay = ATTACK_START_DELAY_EXTRA;
float f = (-t+ATTACK_START_DELAY)/(delay+ATTACK_START_DELAY);
if(f > 0)
draw_wall_of_text(f, b->current->name);
if(t < ATTACK_START_DELAY && b->dialog) {
glPushMatrix();
float f = -0.5*t/(float)ATTACK_START_DELAY+0.5;
glColor4f(1,1,1,-f*f+2*f);
draw_texture_p(VIEWPORT_W*3/4-10*f*f,VIEWPORT_H*2/3-10*f*f,b->dialog);
glColor4f(1,1,1,1);
glPopMatrix();
}
glPopMatrix();
}
static int apply_bg_shaders(ShaderRule *shaderrules, int fbonum) {
Boss *b = global.boss;
if(b && b->current && b->current->draw_rule) {
int t = global.frames - b->current->starttime;
int o = fbonum;
if(t < 4*ATTACK_START_DELAY || b->current->endtime) {
fbonum = apply_shaderrules(shaderrules, fbonum);
}
if(fbonum == o) {
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo.bg[!fbonum].fbo);
draw_fbo_viewport(resources.fbo.bg + fbonum);
fbonum = !fbonum;
}
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo.bg[!fbonum].fbo);
draw_spellbg(t);
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complex pos = b->pos;
float ratio = (float)VIEWPORT_H/VIEWPORT_W;
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo.bg[fbonum].fbo);
if(t<4*ATTACK_START_DELAY) {
Shader *shader = get_shader("spellcard_intro");
glUseProgram(shader->prog);
glUniform1f(uniloc(shader, "ratio"), ratio);
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glUniform2f(uniloc(shader, "origin"), creal(pos)/VIEWPORT_W, 1-cimag(pos)/VIEWPORT_H);
float delay = ATTACK_START_DELAY;
if(b->current->type == AT_ExtraSpell)
delay = ATTACK_START_DELAY_EXTRA;
float duration = ATTACK_START_DELAY_EXTRA;
glUniform1f(uniloc(shader, "t"), (t+delay)/duration);
} else if(b->current->endtime) {
int tn = global.frames - b->current->endtime;
Shader *shader = get_shader("spellcard_outro");
glUseProgram(shader->prog);
float delay = ATTACK_END_DELAY;
if(boss_is_dying(b)) {
delay = BOSS_DEATH_DELAY;
} else if(b->current->type == AT_ExtraSpell) {
delay = ATTACK_END_DELAY_EXTRA;
}
glUniform1f(uniloc(shader, "ratio"), ratio);
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glUniform2f(uniloc(shader, "origin"), creal(pos)/VIEWPORT_W, 1-cimag(pos)/VIEWPORT_H);
glUniform1f(uniloc(shader, "t"), max(0,tn/delay+1));
} else {
glUseProgram(0);
}
draw_fbo_viewport(&resources.fbo.bg[!fbonum]);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
} else
fbonum = apply_shaderrules(shaderrules, fbonum);
return fbonum;
}
static void apply_zoom_shader(void) {
Shader *shader = get_shader("boss_zoom");
glUseProgram(shader->prog);
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complex fpos = global.boss->pos;
complex pos = fpos + 15*cexp(I*global.frames/4.5);
glUniform2f(uniloc(shader, "blur_orig"),
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creal(pos)/VIEWPORT_W, 1-cimag(pos)/VIEWPORT_H);
glUniform2f(uniloc(shader, "fix_orig"),
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creal(fpos)/VIEWPORT_W, 1-cimag(fpos)/VIEWPORT_H);
float spellcard_sup = 1;
// This factor is used to surpress the effect near the start of spell cards.
// This is necessary so it doesnt distort the awesome spinning background effect.
if(global.boss->current && global.boss->current->draw_rule) {
float t = (global.frames - global.boss->current->starttime + ATTACK_START_DELAY)/(float)ATTACK_START_DELAY;
spellcard_sup = 1-1/(0.1*t*t+1);
}
if(boss_is_dying(global.boss)) {
float t = (global.frames - global.boss->current->endtime)/(float)BOSS_DEATH_DELAY + 1;
spellcard_sup = 1-t*t;
}
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glUniform1f(uniloc(shader, "blur_rad"), 1.5*spellcard_sup*(0.2+0.025*sin(global.frames/15.0)));
glUniform1f(uniloc(shader, "rad"), 0.24);
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glUniform1f(uniloc(shader, "ratio"), (float)VIEWPORT_H/VIEWPORT_W);
if(global.boss->zoomcolor) {
static float clr[4];
parse_color_array(global.boss->zoomcolor, clr);
glUniform4fv(uniloc(shader, "color"), 1, clr);
} else {
glUniform4f(uniloc(shader, "color"), 0.1, 0.2, 0.3, 1);
}
}
static FBO* stage_render_bg(StageInfo *stage) {
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo.bg[0].fbo);
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float scale = resources.fbo.bg[0].scale;
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glViewport(0, 0, scale*VIEWPORT_W, scale*VIEWPORT_H);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
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glTranslatef(-(VIEWPORT_X+VIEWPORT_W/2), -(VIEWPORT_Y+VIEWPORT_H/2),0);
glEnable(GL_DEPTH_TEST);
stage->procs->draw();
glPopMatrix();
int num = apply_bg_shaders(stage->procs->shader_rules, 0);
return &resources.fbo.bg[num];
}
static void stage_draw_objects(void) {
if(global.boss) {
glPushMatrix();
glTranslatef(creal(global.boss->pos), cimag(global.boss->pos), 0);
if(!(global.frames % 5)) {
complex offset = (frand()-0.5)*50 + (frand()-0.5)*20.0*I;
create_particle3c("boss_shadow", -20.0*I, rgba(0.2,0.35,0.5,0.5), EnemyFlareShrink, enemy_flare, 50, (-100.0*I-offset)/(50.0+frand()*10), add_ref(global.boss));
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glRotatef(global.frames*4.0, 0, 0, -1);
float f = 0.8+0.1*sin(global.frames/8.0);
if(boss_is_dying(global.boss)) {
float t = (global.frames - global.boss->current->endtime)/(float)BOSS_DEATH_DELAY + 1;
f -= t*(t-0.7)/(1-t);
}
glScalef(f,f,f);
draw_texture(0, 0, "boss_circle");
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPopMatrix();
}
player_draw(&global.plr);
draw_items();
draw_projectiles(global.projs);
draw_projectiles(global.particles);
draw_lasers(true);
draw_enemies(global.enemies);
draw_lasers(false);
if(global.boss)
draw_boss(global.boss);
if(global.dialog)
draw_dialog(global.dialog);
stagetext_draw();
}
static void postprocess_prepare(FBO *fbo, Shader *s) {
glUniform1i(uniloc(s, "frames"), global.frames);
}
void stage_draw_foreground(void) {
int vw, vh;
video_get_viewport_size(&vw,&vh);
// CAUTION: Very intricate pixel perfect scaling that will ruin your day.
float facw = (float)vw/SCREEN_W;
float fach = (float)vh/SCREEN_H;
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// confer video_update_quality to understand why this is fach. fach is equal to facw up to roundoff error.
float scale = fach;
// draw the foreground FBO
glPushMatrix();
glScalef(1/facw,1/fach,1);
glTranslatef(floorf(facw*VIEWPORT_X), floorf(fach*VIEWPORT_Y), 0);
glScalef(floorf(scale*VIEWPORT_W)/VIEWPORT_W,floorf(scale*VIEWPORT_H)/VIEWPORT_H,1);
// apply the screenshake effect
if(global.shake_view) {
glTranslatef(global.shake_view*sin(global.frames),global.shake_view*sin(global.frames*1.1+3),0);
glScalef(1+2*global.shake_view/VIEWPORT_W,1+2*global.shake_view/VIEWPORT_H,1);
glTranslatef(-global.shake_view,-global.shake_view,0);
if(global.shake_view_fade) {
global.shake_view -= global.shake_view_fade;
if(global.shake_view <= 0)
global.shake_view = global.shake_view_fade = 0;
}
}
draw_fbo(&resources.fbo.fg[0]);
glPopMatrix();
set_ortho();
}
void stage_draw_scene(StageInfo *stage) {
#ifdef DEBUG
bool key_nobg = gamekeypressed(KEY_NOBACKGROUND);
#else
bool key_nobg = false;
#endif
bool draw_bg = !config_get_int(CONFIG_NO_STAGEBG) && !key_nobg;
FBO *fbg = NULL;
if(draw_bg) {
// render the 3D background
fbg = stage_render_bg(stage);
}
// switch to foreground FBO
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo.fg[0].fbo);
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float scale = resources.fbo.fg[0].scale;
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glViewport(0, 0, scale*VIEWPORT_W, scale*VIEWPORT_H);
set_ortho_ex(VIEWPORT_W,VIEWPORT_H);
if(draw_bg) {
// enable boss background distortion
if(global.boss) {
apply_zoom_shader();
}
// draw the 3D background
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draw_fbo(fbg);
// disable boss background distortion
glUseProgram(0);
// fade the background during bomb
if(global.frames - global.plr.recovery < 0) {
float t = BOMB_RECOVERY - global.plr.recovery + global.frames;
float fade = 1;
if(t < BOMB_RECOVERY/6)
fade = t/BOMB_RECOVERY*6;
if(t > BOMB_RECOVERY/4*3)
fade = 1-t/BOMB_RECOVERY*4 + 3;
glPushMatrix();
fade_out(fade*0.6);
glPopMatrix();
}
} else if(!key_nobg) {
glClear(GL_COLOR_BUFFER_BIT);
}
// draw the 2D objects
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set_ortho_ex(VIEWPORT_W,VIEWPORT_H);
stage_draw_objects();
// apply custom postprocessing shaders
FBO *ppfbo = postprocess(
resources.stage_postprocess,
resources.fbo.fg,
resources.fbo.fg+1,
postprocess_prepare,
draw_fbo_viewport
);
// update the primary foreground FBO if needed
if(ppfbo != resources.fbo.fg) {
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo.fg[0].fbo);
draw_fbo_viewport(ppfbo);
}
// switch to main framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
video_set_viewport();
set_ortho();
// finally, draw stuff to the actual screen
stage_draw_foreground();
stage_draw_hud();
}
static void draw_star(int x, int y, float fill, float alpha) {
Texture *star = get_tex("star");
Shader *shader = get_shader("circleclipped_indicator");
float clr[4];
Color amul = rgba(alpha, alpha, alpha, alpha);
Color fill_clr = multiply_colors(rgba(1.0f, 1.0f, 1.0f, 1.0f), amul);
Color back_clr = multiply_colors(rgba(0.2f, 0.6f, 1.0f, 0.2f), amul);
if(fill < 1) {
fill_clr = mix_colors(derive_color(back_clr, CLRMASK_A, alpha), fill_clr, 0.35f);
}
if(fill >= 1 || fill <= 0) {
parse_color_call(fill > 0 ? fill_clr : back_clr, glColor4f);
draw_texture_p(x, y, star);
glColor4f(1, 1, 1, 1);
return;
}
glUseProgram(shader->prog);
glUniform1f(uniloc(shader, "fill"), fill);
glUniform1f(uniloc(shader, "tcfactor"), star->truew / (float)star->w);
parse_color_array(fill_clr, clr);
glUniform4fv(uniloc(shader, "fill_color"), 1, clr);
parse_color_array(back_clr, clr);
glUniform4fv(uniloc(shader, "back_color"), 1, clr);
draw_texture_p(x, y, star);
glUseProgram(0);
}
static void draw_stars(int x, int y, int numstars, int numfrags, int maxstars, int maxfrags, float alpha) {
static const int star_width = 20;
int i = 0;
while(i < numstars) {
draw_star(x + star_width * i++, y, 1, alpha);
}
if(numfrags) {
draw_star(x + star_width * i++, y, numfrags / (float)maxfrags, alpha);
}
while(i < maxstars) {
draw_star(x + star_width * i++, y, 0, alpha);
}
}
void stage_draw_hud(void) {
draw_texture(SCREEN_W/2.0, SCREEN_H/2.0, "hud");
char buf[64];
glPushMatrix();
glTranslatef(615,0,0);
glPushMatrix();
glTranslatef((SCREEN_W - 615) * 0.25, SCREEN_H-170, 0);
glScalef(0.6, 0.6, 0);
draw_texture(0,0,difficulty_tex(global.diff));
glPopMatrix();
if(global.stage->type == STAGE_SPELL) {
glColor4f(1, 1, 1, 0.7);
draw_text(AL_Left, -6, 167, "N/A", _fonts.standard);
draw_text(AL_Left, -6, 200, "N/A", _fonts.standard);
glColor4f(1, 1, 1, 1.0);
} else {
float a = 1, s = 0, fadein = 1, fadeout = 1, fade = 1;
if(global.boss && global.boss->current && global.boss->current->type == AT_ExtraSpell) {
fadein = min(1, -min(0, global.frames - global.boss->current->starttime) / (float)ATTACK_START_DELAY);
fadeout = global.boss->current->finished * (1 - (global.boss->current->endtime - global.frames) / (float)ATTACK_END_DELAY_EXTRA) / 0.74;
fade = max(fadein, fadeout);
s = 1 - fade;
a = 0.5 + 0.5 * fade;
}
draw_stars(0, 167, global.plr.lives, global.plr.life_fragments, PLR_MAX_LIVES, PLR_MAX_LIFE_FRAGMENTS, a);
draw_stars(0, 200, global.plr.bombs, global.plr.bomb_fragments, PLR_MAX_BOMBS, PLR_MAX_BOMB_FRAGMENTS, a);
if(s) {
float s2 = max(0, swing(s, 3));
glPushMatrix();
glTranslatef((SCREEN_W - 615) * 0.25 - 615 * (1 - pow(2*fadein-1, 2)), 400, 0);
glColor4f(0.3, 0.6, 0.7, 0.7 * s);
glRotatef(-25 + 360 * (1-s2), 0, 0, 1);
glScalef(s2, s2, 0);
draw_text(AL_Center, 1, 1, "Extra Spell!", _fonts.mainmenu);
draw_text(AL_Center, -1, -1, "Extra Spell!", _fonts.mainmenu);
glColor4f(1, 1, 1, s);
draw_text(AL_Center, 0, 0, "Extra Spell!", _fonts.mainmenu);
glColor4f(1, 1, 1, 1);
glPopMatrix();
}
}
// snprintf(buf, sizeof(buf), "%.2f", global.plr.power / 100.0);
// draw_text(AL_Left, -6, 236, buf, _fonts.standard);
draw_stars(0, 236, global.plr.power / 100, global.plr.power % 100, PLR_MAX_POWER / 100, 100, 1);
snprintf(buf, sizeof(buf), "%i", global.plr.graze);
draw_text(AL_Left, -6, 270, buf, _fonts.standard);
snprintf(buf, sizeof(buf), "%i", global.plr.points);
draw_text(AL_Left, 8, 49, buf, _fonts.standard);
snprintf(buf, sizeof(buf), "%i", progress.hiscore);
draw_text(AL_Left, 8, 83, buf, _fonts.standard);
if(global.plr.iddqd) {
draw_text(AL_Left, -70, 475, "GOD MODE", _fonts.mainmenu);
}
glPopMatrix();
snprintf(buf, sizeof(buf), "%i fps", global.fps.show_fps);
draw_text(AL_Right, SCREEN_W, SCREEN_H - 0.5 * stringheight(buf, _fonts.standard), buf, _fonts.standard);
if(global.boss)
draw_texture(VIEWPORT_X+creal(global.boss->pos), 590, "boss_indicator");
if(global.replaymode == REPLAY_PLAY) {
snprintf(buf, sizeof(buf), "Replay: %s (%i fps)", global.replay.playername, global.replay_stage->fps);
glColor4f(0.5f, 0.5f, 0.5f, 0.5f);
draw_text(AL_Left, 0, SCREEN_H - 0.5 * stringheight(buf, _fonts.standard), buf, _fonts.standard);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
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#ifdef PLR_DPS_STATS
else {
snprintf(buf, sizeof(buf), "Avg DPS: %f", global.plr.total_dmg / (global.frames / (double)FPS));
draw_text(AL_Left, 0, SCREEN_H - 0.5 * stringheight(buf, _fonts.standard), buf, _fonts.standard);
}
#endif
}