/* * This software is licensed under the terms of the MIT-License * See COPYING for further information. * --- * Copyright (C) 2011, Lukas Weber */ #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; 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(); float delay = ATTACK_START_DELAY; if(b->current->type == AT_ExtraSpell) 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); 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); 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); 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); complex fpos = global.boss->pos; complex pos = fpos + 15*cexp(I*global.frames/4.5); glUniform2f(uniloc(shader, "blur_orig"), creal(pos)/VIEWPORT_W, 1-cimag(pos)/VIEWPORT_H); glUniform2f(uniloc(shader, "fix_orig"), 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 doesn’t 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; } glUniform1f(uniloc(shader, "blur_rad"), 1.5*spellcard_sup*(0.2+0.025*sin(global.frames/15.0))); glUniform1f(uniloc(shader, "rad"), 0.24); 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); float scale = resources.fbo.bg[0].scale; glViewport(0, 0, scale*VIEWPORT_W, scale*VIEWPORT_H); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); 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; // 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); float scale = resources.fbo.fg[0].scale; 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 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 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); } #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 }