RogueLife/src/render.c

376 lines
11 KiB
C

#include "comp/entity.h"
#include "comp/physical.h"
#include "comp/visible.h"
#include "comp/mechanical.h"
#include "comp/fighter.h"
#include "comp/particle.h"
#include "render.h"
#include "game.h"
#include "anim.h"
#include <gint/display.h>
#include <gint/defs/util.h>
//---
// Camera management
//---
void camera_init(camera_t *c, map_t const *m)
{
c->zoom = 1;
c->limits.x_min = fix(-CAMERA_BORDER);
c->limits.x_max = fix(m->width + CAMERA_BORDER);
c->limits.y_min = fix(-CAMERA_BORDER);
c->limits.y_max = fix(m->height + CAMERA_BORDER);
/* Fullscreen */
c->viewport.x_min = 0;
c->viewport.x_max = DWIDTH;
c->viewport.y_min = 0;
c->viewport.y_max = DHEIGHT;
c->width = fix(c->viewport.x_max - c->viewport.x_min) / TILE_WIDTH;
c->height = fix(c->viewport.y_max - c->viewport.y_min) / TILE_HEIGHT;
c->x = (c->limits.x_min + c->limits.x_max) / 2;
c->y = (c->limits.y_min + c->limits.y_max) / 2;
/* Vertical adjustment to add space for the HUD */
c->y -= fix(0);
}
ivec2 camera_map2screen(camera_t const *c, vec2 p)
{
return (ivec2){
.x = DWIDTH / 2 + fround((p.x - c->x) * TILE_WIDTH * c->zoom),
.y = DHEIGHT / 2 + fround((p.y - c->y) * TILE_HEIGHT * c->zoom),
};
}
/* Translate screen coordinates to map coordinates */
vec2 camera_screen2map(camera_t const *c, ivec2 p)
{
return (vec2){
.x = c->x + fix(p.x - DWIDTH / 2) / TILE_WIDTH / c->zoom,
.y = c->y + fix(p.y - DHEIGHT / 2) / TILE_HEIGHT / c->zoom,
};
}
/* Lock the camera at the center if set by settings. */
static bool camera_lock(camera_t *c)
{
if(c->zoom == 1 && CAMERA_LOCK_AT_x1)
{
c->x = (c->limits.x_min + c->limits.x_max) / 2;
c->y = (c->limits.y_min + c->limits.y_max) / 2;
return true;
}
return false;
}
/* Bound the camera to the map limits */
static void camera_bound(camera_t *c)
{
/* Project top left and bottom-right corners of viewport onto the map */
ivec2 v_tl = { c->viewport.x_min, c->viewport.y_min };
ivec2 v_br = { c->viewport.x_max, c->viewport.y_max };
vec2 m_tl = camera_screen2map(c, v_tl);
vec2 m_br = camera_screen2map(c, v_br);
/* Bound viewport to map limits */
if(m_tl.x < c->limits.x_min)
c->x += (c->limits.x_min - m_tl.x);
else if(m_br.x > c->limits.x_max)
c->x += (c->limits.x_max - m_br.x);
if(m_tl.y < c->limits.y_min)
c->y += (c->limits.y_min - m_tl.y);
else if(m_br.y > c->limits.y_max)
c->y += (c->limits.y_max - m_br.y);
}
void camera_move(camera_t *c, map_coord_t dx, map_coord_t dy)
{
if(camera_lock(c)) return;
c->x += dx;
c->y += dy;
camera_bound(c);
}
void camera_zoom(camera_t *c, int zoom)
{
if(zoom < ZOOM_MIN) zoom = ZOOM_MIN;
if(zoom > ZOOM_MAX) zoom = ZOOM_MAX;
c->zoom = zoom;
if(camera_lock(c)) return;
camera_bound(c);
}
fixed_t camera_ppu(camera_t const *c)
{
/* Since this assumes isotropic space we can use TILE_WIDTH or TILE_HEIGHT
indifferently (they're assumed equal) */
return fix(1) * c->zoom * TILE_WIDTH;
}
//---
// Rendering
//---
static void render_map_layer(map_t const *m, camera_t const *c, int layer)
{
/* Render floor and walls */
for(int row = -2; row < m->height + 2; row++)
for(int col = -1; col < m->width + 1; col++) {
tile_t *t = map_tile(m, col, row);
vec2 tile_pos = { fix(col), fix(row) };
ivec2 p = camera_map2screen(c, tile_pos);
if(!t && layer == CEILING) {
drect(p.x, p.y, p.x+15, p.y+15, C_BLACK);
continue;
}
if(t->plane != layer)
continue;
dsubimage(p.x, p.y, m->tileset,
TILE_WIDTH * (t->base % 8), TILE_HEIGHT * (t->base / 8),
TILE_WIDTH, TILE_HEIGHT, DIMAGE_NOCLIP);
if(t->decor) dsubimage(p.x, p.y, m->tileset,
TILE_WIDTH * (t->decor % 8), TILE_HEIGHT * (t->decor / 8),
TILE_WIDTH, TILE_HEIGHT, DIMAGE_NOCLIP);
}
}
static int depth_measure(entity_t const *e, int direction)
{
particle_t *p = getcomp(e, particle);
if(p) {
return (p->plane != direction) ? -1 : p->y;
}
visible_t *v = getcomp(e, visible);
if(v) {
return (v->sprite_plane != direction) ? -1 : getcomp(e, physical)->y;
}
return -1;
}
static int floor_depth_measure(entity_t const *e)
{
return depth_measure(e, HORIZONTAL);
}
static int wall_depth_measure(entity_t const *e)
{
return depth_measure(e, VERTICAL);
}
static int ceiling_depth_measure(entity_t const *e)
{
return depth_measure(e, CEILING);
}
static void render_shadow(int cx, int cy, int shadow_size)
{
if(shadow_size < 1 || shadow_size > 4)
return;
static const int hw_array[] = { 2, 3, 5, 7 };
static const int hh_array[] = { 1, 1, 2, 3 };
/* TODO: render_shadow(): Encode shadow shapes properly x) */
static const uint8_t profile_1[] = { 1, 0, 1 };
static const uint8_t profile_2[] = { 1, 0, 1 };
static const uint8_t profile_3[] = { 3, 1, 0, 1, 3 };
static const uint8_t profile_4[] = { 4, 2, 1, 0, 1, 2, 4 };
static const uint8_t *profile_array[] = {
profile_1, profile_2, profile_3, profile_4,
};
int hw = hw_array[shadow_size - 1];
int hh = hh_array[shadow_size - 1];
uint8_t const *profile = profile_array[shadow_size - 1] + hh;
int xmin = max(-hw, -cx);
int xmax = min(hw, DWIDTH-1 - cx);
int ymin = max(-hh, -cy);
int ymax = min(hh, DHEIGHT-1 - cy);
for(int y = ymin; y <= ymax; y++)
for(int x = xmin; x <= xmax; x++) {
if(hw - abs(x) < profile[y])
continue;
int i = DWIDTH * (cy+y) + (cx+x);
gint_vram[i] = (gint_vram[i] & 0xf7de) >> 1;
}
}
static void render_entities(game_t const *g, camera_t const *camera,
entity_measure_t *measure, bool show_hitboxes)
{
uint16_t *rendering_order;
int count = game_sort_entities(g, measure, &rendering_order);
for(int i = 0; i < count; i++) {
entity_t *e = g->entities[rendering_order[i]];
physical_t *p = getcomp(e, physical);
visible_t *v = getcomp(e, visible);
particle_t *pt = getcomp(e, particle);
vec2 xy;
fixed_t z;
if(pt) {
xy = (vec2) { pt->x, pt->y };
z = pt->z;
}
else {
xy = physical_pos(e);
z = v->z;
}
ivec2 scr = camera_map2screen(camera, xy);
int elevated_y = scr.y - fround(16 * z);
/* Show shadow */
if(v && v->shadow_size) {
render_shadow(scr.x, scr.y, v->shadow_size);
}
/* Show entity sprite */
if(v && v->anim.frame) {
anim_frame_render(scr.x, elevated_y, v->anim.frame);
}
/* Show entity hitbox in the map coordinate system */
if(v && (!v->anim.frame || show_hitboxes)) {
rect r = p->hitbox;
r = rect_scale(r, camera_ppu(camera));
r = rect_translate(r, vec_i2f(scr));
rect_draw(r, C_BLUE);
/* Show entity center */
dline(scr.x-1, scr.y, scr.x+1, scr.y, C_BLUE);
dline(scr.x, scr.y-1, scr.x, scr.y+1, C_BLUE);
}
/* Show particle */
if(pt) {
particle_render(scr.x, scr.y, pt);
}
}
free(rendering_order);
}
void render_game(game_t const *g, bool show_hitboxes)
{
camera_t const *camera = &g->camera;
/* Render map floor and floor entities */
render_map_layer(g->map, camera, HORIZONTAL);
render_entities(g, camera, floor_depth_measure, show_hitboxes);
/* Render map walls and vertical entities
TODO ECS: Sort walls and wall entities together for proper ordering!*/
render_map_layer(g->map, camera, VERTICAL);
render_entities(g, camera, wall_depth_measure, show_hitboxes);
/* Render ceiling tiles (including out of bounds) and ceiling entities */
render_map_layer(g->map, camera, CEILING);
render_entities(g, camera, ceiling_depth_measure, show_hitboxes);
extern font_t font_rogue;
font_t const *old_font = dfont(&font_rogue);
/* Render wave progress bar */
level_wave_t const *wave = game_current_wave(g);
int wave_enemies = 0;
for(int i = 0; i < wave->entry_count; i++)
wave_enemies += wave->entries[i].amount;
dprint_opt(DWIDTH/2, 2, C_WHITE, C_NONE, DTEXT_CENTER, DTEXT_TOP,
"Wave %d: Spawned %d/%d, time %d/%d+%d s",
g->wave, g->wave_spawned, wave_enemies,
fround(g->time_wave), wave->duration, wave->delay_after);
/* Render HUD */
extern bopti_image_t img_hud;
dimage(0, DHEIGHT - img_hud.height, &img_hud);
fighter_t *player_f = getcomp(g->player, fighter);
mechanical_t *player_m = getcomp(g->player, mechanical);
/* Render life bar */
extern bopti_image_t img_hud_life;
int fill_height = (img_hud_life.height * player_f->HP) / player_f->HP_max;
dsubimage(184, DHEIGHT - 5 - fill_height, &img_hud_life,
0, img_hud_life.height - fill_height, img_hud_life.width, fill_height,
DIMAGE_NONE);
/* Render skill icons */
extern bopti_image_t img_skillicons;
static const int skill_size = 23;
static const int skill_box_size = 27;
for(int i = 0; i < 6; i++) {
/* Activity and cooldown */
fixed_t cooldown_total=0, cooldown_remaining=0;
if(i == 0 && player_m->dash < 0) {
cooldown_total = player_m->limits->dash_cooldown;
cooldown_remaining = -player_m->dash;
}
else if(i > 0) {
cooldown_total = player_f->actions_cooldown_total[i-1];
cooldown_remaining = player_f->actions_cooldown[i-1];
}
int x = 31 + 48*i + 64*(i>=3);
int y = DHEIGHT - 33;
int bg = (cooldown_remaining != 0);
dsubimage(x+2, y+2, &img_skillicons, skill_size * bg, 0, skill_size,
skill_size, DIMAGE_NONE);
dsubimage(x+2, y+2, &img_skillicons, skill_size * (i+2), 0, skill_size,
skill_size, DIMAGE_NONE);
/* Darken the area representing remaining cooldown */
if(cooldown_total != 0) {
int height = (cooldown_remaining*skill_box_size) / cooldown_total;
int ymin = y + skill_box_size - height;
int ymax = y + skill_box_size;
for(int y1 = ymin; y1 < ymax; y1++) {
for(int x1 = x; x1 < x + skill_box_size; x1++) {
int i = DWIDTH * y1 + x1;
gint_vram[i] = ~((~gint_vram[i] & 0xf7de) >> 1);
}
}
}
}
dfont(old_font);
}
void render_pfg_all2one(pfg_all2one_t const *paths, camera_t const *c)
{
for(int row = 0; row < paths->map->height; row++)
for(int col = 0; col < paths->map->width; col++) {
tile_t *tile = map_tile(paths->map, col, row);
if(!tile || tile->solid) continue;
vec2 fp = vec_i2f_center((ivec2){ col, row });
ivec2 p = camera_map2screen(c, fp);
int dir = paths->direction[row * paths->map->width + col];
if(dir == -1) {
drect(p.x-1, p.y-1, p.x+1, p.y+1, C_RGB(31, 0, 31));
}
else {
ivec2 v = vec_f2i(fdir(dir));
int x2 = p.x + 8*v.x;
int y2 = p.y + 8*v.y;
int dx = 3*v.x, dy = 3*v.y;
dline(p.x, p.y, x2, y2, C_RGB(31, 0, 31));
dline(x2, y2, x2-dx-dy, y2-dy-dx, C_RGB(31, 0, 31));
dline(x2, y2, x2-dx+dy, y2-dy+dx, C_RGB(31, 0, 31));
}
}
}