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opengl_render.c
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opengl_render.c
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/*
* See Licensing and Copyright notice in naev.h
*/
/**
* @file opengl_render.c
*
* @brief This file handles the opengl rendering routines.
*
* There are two coordinate systems: relative and absolute.
*
* Relative:
* * Everything is drawn relative to the player, if it doesn't fit on screen
* it is clipped.
* * Origin (0., 0.) would be ontop of the player.
*
* Absolute:
* * Everything is drawn in "screen coordinates".
* * (0., 0.) is bottom left.
* * (SCREEN_W, SCREEN_H) is top right.
*
* Note that the game actually uses a third type of coordinates for when using
* raw commands. In this third type, the (0.,0.) is actually in middle of the
* screen. (-SCREEN_W/2.,-SCREEN_H/2.) is bottom left and
* (+SCREEN_W/2.,+SCREEN_H/2.) is top right.
*/
/** @cond */
#include "naev.h"
/** @endcond */
#include "opengl_render.h"
#include "camera.h"
#include "gui.h"
#include "opengl.h"
#define OPENGL_RENDER_VBO_SIZE 256 /**< Size of VBO. */
static gl_vbo *gl_renderVBO = 0; /**< VBO for rendering stuff. */
gl_vbo *gl_squareVBO = 0;
static gl_vbo *gl_squareEmptyVBO = 0;
gl_vbo *gl_circleVBO = 0;
static gl_vbo *gl_lineVBO = 0;
static gl_vbo *gl_triangleVBO = 0;
static int gl_renderVBOtexOffset = 0; /**< VBO texture offset. */
static int gl_renderVBOcolOffset = 0; /**< VBO colour offset. */
void gl_beginSolidProgram( mat4 projection, const glColour *c )
{
glUseProgram( shaders.solid.program );
glEnableVertexAttribArray( shaders.solid.vertex );
gl_uniformColour( shaders.solid.colour, c );
gl_uniformMat4( shaders.solid.projection, &projection );
}
void gl_endSolidProgram( void )
{
glDisableVertexAttribArray( shaders.solid.vertex );
glUseProgram( 0 );
gl_checkErr();
}
void gl_beginSmoothProgram( mat4 projection )
{
glUseProgram( shaders.smooth.program );
glEnableVertexAttribArray( shaders.smooth.vertex );
glEnableVertexAttribArray( shaders.smooth.vertex_colour );
gl_uniformMat4( shaders.smooth.projection, &projection );
}
void gl_endSmoothProgram()
{
glDisableVertexAttribArray( shaders.smooth.vertex );
glDisableVertexAttribArray( shaders.smooth.vertex_colour );
glUseProgram( 0 );
gl_checkErr();
}
/**
* @brief Renders a rectangle.
*
* @param x X position to render rectangle at.
* @param y Y position to render rectangle at.
* @param w Rectangle width.
* @param h Rectangle height.
* @param c Rectangle colour.
*/
void gl_renderRect( double x, double y, double w, double h, const glColour *c )
{
/* Set the vertex. */
mat4 projection = gl_view_matrix;
mat4_translate_scale_xy( &projection, x, y, w, h );
gl_renderRectH( &projection, c, 1 );
}
/**
* @brief Renders a rectangle.
*
* @param x X position to render rectangle at.
* @param y Y position to render rectangle at.
* @param w Rectangle width.
* @param h Rectangle height.
* @param c Rectangle colour.
*/
void gl_renderRectEmpty( double x, double y, double w, double h,
const glColour *c )
{
mat4 projection = gl_view_matrix;
mat4_translate_scale_xy( &projection, x, y, w, h );
gl_renderRectH( &projection, c, 0 );
}
/**
* @brief Renders a rectangle.
*
* @param H Transformation matrix to apply.
* @param filled Whether or not to fill.
* @param c Rectangle colour.
*/
void gl_renderRectH( const mat4 *H, const glColour *c, int filled )
{
gl_beginSolidProgram( *H, c );
if ( filled ) {
gl_vboActivateAttribOffset( gl_squareVBO, shaders.solid.vertex, 0, 2,
GL_FLOAT, 0 );
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
} else {
gl_vboActivateAttribOffset( gl_squareEmptyVBO, shaders.solid.vertex, 0, 2,
GL_FLOAT, 0 );
glDrawArrays( GL_LINE_STRIP, 0, 5 );
}
gl_endSolidProgram();
}
/**
* @brief Renders a cross at a given position.
*
* @param x X position to center at.
* @param y Y position to center at.
* @param r Radius of cross.
* @param c Colour to use.
*/
void gl_renderCross( double x, double y, double r, const glColour *c )
{
glUseProgram( shaders.crosshairs.program );
glUniform1f( shaders.crosshairs.paramf, 1. ); /* No outline. */
gl_renderShader( x, y, r, r, 0., &shaders.crosshairs, c, 1 );
}
/**
* @brief Renders a triangle at a given position.
*
* @param x X position to center at.
* @param y Y position to center at.
* @param a Angle the triangle should "face" (right is 0.)
* @param s Scaling of the triangle.
* @param length Length deforming factor. Setting it to a value of other
* than 1. moves away from an equilateral triangle.
* @param c Colour to use.
*/
void gl_renderTriangleEmpty( double x, double y, double a, double s,
double length, const glColour *c )
{
mat4 projection = gl_view_matrix;
mat4_translate_xy( &projection, x, y );
if ( a != 0. )
mat4_rotate2d( &projection, a );
mat4_scale_xy( &projection, s * length, s );
gl_beginSolidProgram( projection, c );
gl_vboActivateAttribOffset( gl_triangleVBO, shaders.solid.vertex, 0, 2,
GL_FLOAT, 0 );
glDrawArrays( GL_LINE_STRIP, 0, 4 );
gl_endSolidProgram();
}
void gl_renderDepthRawH( GLuint depth, const mat4 *projection,
const mat4 *tex_mat )
{
/* Depth testing is required for depth writing. */
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_ALWAYS );
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE,
GL_FALSE ); /* Don't draw colour. */
glUseProgram( shaders.texture_depth_only.program );
/* Bind the texture_depth_only. */
glBindTexture( GL_TEXTURE_2D, depth );
/* Set the vertex. */
glEnableVertexAttribArray( shaders.texture_depth_only.vertex );
gl_vboActivateAttribOffset( gl_squareVBO, shaders.texture_depth_only.vertex,
0, 2, GL_FLOAT, 0 );
/* Set shader uniforms. */
gl_uniformMat4( shaders.texture_depth_only.projection, projection );
gl_uniformMat4( shaders.texture_depth_only.tex_mat, tex_mat );
/* Draw. */
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
/* Clear state. */
glDisableVertexAttribArray( shaders.texture_depth_only.vertex );
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glDepthFunc( GL_LESS );
glDisable( GL_DEPTH_TEST );
/* anything failed? */
gl_checkErr();
glUseProgram( 0 );
}
void gl_renderDepthRaw( GLuint depth, uint8_t flags, double x, double y,
double w, double h, double tx, double ty, double tw,
double th, double angle )
{
mat4 projection, tex_mat;
/* Set the vertex. */
projection = gl_view_matrix;
if ( angle == 0. ) {
mat4_translate_scale_xy( &projection, x, y, w, h );
} else {
double hw = w * 0.5;
double hh = h * 0.5;
mat4_translate_xy( &projection, x + hw, y + hh );
mat4_rotate2d( &projection, angle );
mat4_translate_scale_xy( &projection, -hw, -hh, w, h );
}
/* Set the texture. */
tex_mat = ( flags & OPENGL_TEX_VFLIP )
? mat4_ortho( -1., 1., 2., 0., 1., -1. )
: mat4_identity();
mat4_translate_scale_xy( &tex_mat, tx, ty, tw, th );
gl_renderDepthRawH( depth, &projection, &tex_mat );
}
void gl_renderTextureDepthRawH( GLuint texture, GLuint depth,
const mat4 *projection, const mat4 *tex_mat,
const glColour *c )
{
/* Depth testing is required for depth writing. */
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_ALWAYS );
glUseProgram( shaders.texture_depth.program );
/* Bind the texture_depth. */
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, depth );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, texture );
/* Must have colour for now. */
if ( c == NULL )
c = &cWhite;
/* Set the vertex. */
glEnableVertexAttribArray( shaders.texture_depth.vertex );
gl_vboActivateAttribOffset( gl_squareVBO, shaders.texture_depth.vertex, 0, 2,
GL_FLOAT, 0 );
/* Set shader uniforms. */
gl_uniformColour( shaders.texture_depth.colour, c );
gl_uniformMat4( shaders.texture_depth.projection, projection );
gl_uniformMat4( shaders.texture_depth.tex_mat, tex_mat );
glUniform1i( shaders.texture_depth.depth, 1 );
/* Draw. */
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
/* Clear state. */
glDisableVertexAttribArray( shaders.texture_depth.vertex );
glDepthFunc( GL_LESS );
glDisable( GL_DEPTH_TEST );
/* anything failed? */
gl_checkErr();
glUseProgram( 0 );
}
void gl_renderTextureDepthRaw( GLuint texture, GLuint depth, uint8_t flags,
double x, double y, double w, double h,
double tx, double ty, double tw, double th,
const glColour *c, double angle )
{
mat4 projection, tex_mat;
/* Set the vertex. */
projection = gl_view_matrix;
if ( angle == 0. ) {
mat4_translate_scale_xy( &projection, x, y, w, h );
} else {
double hw = w * 0.5;
double hh = h * 0.5;
mat4_translate_xy( &projection, x + hw, y + hh );
mat4_rotate2d( &projection, angle );
mat4_translate_scale_xy( &projection, -hw, -hh, w, h );
}
/* Set the texture. */
tex_mat = ( flags & OPENGL_TEX_VFLIP )
? mat4_ortho( -1., 1., 2., 0., 1., -1. )
: mat4_identity();
mat4_translate_scale_xy( &tex_mat, tx, ty, tw, th );
gl_renderTextureDepthRawH( texture, depth, &projection, &tex_mat, c );
}
/**
* @brief Texture blitting backend.
*
* @param texture Texture to blit.
* @param projection Projection matrix tu use.
* @param tex_mat Texture matrix to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderTextureRawH( GLuint texture, const mat4 *projection,
const mat4 *tex_mat, const glColour *c )
{
glUseProgram( shaders.texture.program );
/* Bind the texture. */
glBindTexture( GL_TEXTURE_2D, texture );
/* Must have colour for now. */
if ( c == NULL )
c = &cWhite;
/* Set the vertex. */
glEnableVertexAttribArray( shaders.texture.vertex );
gl_vboActivateAttribOffset( gl_squareVBO, shaders.texture.vertex, 0, 2,
GL_FLOAT, 0 );
/* Set shader uniforms. */
gl_uniformColour( shaders.texture.colour, c );
gl_uniformMat4( shaders.texture.projection, projection );
gl_uniformMat4( shaders.texture.tex_mat, tex_mat );
/* Draw. */
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
/* Clear state. */
glDisableVertexAttribArray( shaders.texture.vertex );
/* anything failed? */
gl_checkErr();
glUseProgram( 0 );
}
/**
* @brief Texture blitting backend.
*
* @param texture Texture to blit.
* @param flags Texture flags,.
* @param x X position of the texture on the screen. (units pixels)
* @param y Y position of the texture on the screen. (units pixels)
* @param w Width on the screen. (units pixels)
* @param h Height on the screen. (units pixels)
* @param tx X position within the texture. [0:1]
* @param ty Y position within the texture. [0:1]
* @param tw Texture width. [0:1]
* @param th Texture height. [0:1]
* @param c Colour to use (modifies texture colour).
* @param angle Rotation to apply (radians ccw around the center).
*/
void gl_renderTextureRaw( GLuint texture, uint8_t flags, double x, double y,
double w, double h, double tx, double ty, double tw,
double th, const glColour *c, double angle )
{
mat4 projection, tex_mat;
/* Set the vertex. */
projection = gl_view_matrix;
if ( angle == 0. ) {
mat4_translate_scale_xy( &projection, x, y, w, h );
} else {
double hw, hh; /* Half width and height. */
hw = w * 0.5;
hh = h * 0.5;
mat4_translate_xy( &projection, x + hw, y + hh );
mat4_rotate2d( &projection, angle );
mat4_translate_scale_xy( &projection, -hw, -hh, w, h );
}
/* Set the texture. */
tex_mat = ( flags & OPENGL_TEX_VFLIP )
? mat4_ortho( -1., 1., 2., 0., 1., -1. )
: mat4_identity();
mat4_translate_scale_xy( &tex_mat, tx, ty, tw, th );
gl_renderTextureRawH( texture, &projection, &tex_mat, c );
}
/**
* @brief Texture blitting backend.
*
* @param texture Texture to blit.
* @param x X position of the texture on the screen. (units pixels)
* @param y Y position of the texture on the screen. (units pixels)
* @param w Width on the screen. (units pixels)
* @param h Height on the screen. (units pixels)
* @param tx X position within the texture. [0:1]
* @param ty Y position within the texture. [0:1]
* @param tw Texture width. [0:1]
* @param th Texture height. [0:1]
* @param c Colour to use (modifies texture colour).
* @param angle Rotation to apply (radians ccw around the center).
*/
void gl_renderTexture( const glTexture *texture, double x, double y, double w,
double h, double tx, double ty, double tw, double th,
const glColour *c, double angle )
{
gl_renderTextureRaw( texture->texture, texture->flags, x, y, w, h, tx, ty,
tw, th, c, angle );
}
/**
* @brief SDF Texture blitting backend.
*
* @param texture Texture to blit.
* @param x X position of the texture on the screen. (units pixels)
* @param y Y position of the texture on the screen. (units pixels)
* @param w Width on the screen. (units pixels)
* @param h Height on the screen. (units pixels)
* @param c Colour to use (modifies texture colour).
* @param angle Rotation to apply (radians ccw around the center).
* @param outline Thickness of the outline.
*/
void gl_renderSDF( const glTexture *texture, double x, double y, double w,
double h, const glColour *c, double angle, double outline )
{
(void)outline; /* TODO handle outline. */
double hw, hh; /* Half width and height */
double sw, sh;
mat4 projection, tex_mat;
glUseProgram( shaders.texturesdf.program );
/* Bind the texture. */
glBindTexture( GL_TEXTURE_2D, texture->texture );
/* Must have colour for now. */
if ( c == NULL )
c = &cWhite;
hw = w * 0.5;
hh = h * 0.5;
/* Set the vertex. */
projection = gl_view_matrix;
if ( angle == 0. ) {
mat4_translate_scale_xy( &projection, x + hw, y + hh, hw, hh );
} else {
mat4_translate_xy( &projection, x + hw, y + hh );
mat4_rotate2d( &projection, angle );
mat4_scale_xy( &projection, hw, hh );
}
glEnableVertexAttribArray( shaders.texturesdf.vertex );
gl_vboActivateAttribOffset( gl_circleVBO, shaders.texturesdf.vertex, 0, 2,
GL_FLOAT, 0 );
/* Set the texture. */
/* TODO we would want to pad the texture a bit to get nice marked borders,
* but we have to actually pad the SDF first... */
sw = 0.; // 1./w;
sh = 0.; // 1./h;
tex_mat = ( texture->flags & OPENGL_TEX_VFLIP )
? mat4_ortho( -1., 1., 2., 0., 1., -1. )
: mat4_identity();
mat4_scale_xy( &tex_mat, texture->srw + 2. * sw, texture->srh + 2. * sh );
mat4_translate_xy( &tex_mat, -sw, -sh );
/* Set shader uniforms. */
gl_uniformColour( shaders.texturesdf.colour, c );
gl_uniformMat4( shaders.texturesdf.projection, &projection );
gl_uniformMat4( shaders.texturesdf.tex_mat, &tex_mat );
glUniform1f( shaders.texturesdf.m,
( 2.0 * texture->vmax * ( w + 2. ) / texture->w ) );
/* Draw. */
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
/* Clear state. */
glDisableVertexAttribArray( shaders.texturesdf.vertex );
/* anything failed? */
gl_checkErr();
glUseProgram( 0 );
}
/**
* @brief Texture blitting backend for interpolated texture.
*
* @param ta Texture id A to blit.
* @param tb Texture id B to blit.
* @param inter Amount of interpolation to do.
* @param projection Projection matrix tu use.
* @param tex_mat Texture matrix to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderTextureInterpolateRawH( GLuint ta, GLuint tb, double inter,
const mat4 *projection,
const mat4 *tex_mat, const glColour *c )
{
/* Corner cases. */
if ( inter >= 1. )
return gl_renderTextureRawH( ta, projection, tex_mat, c );
else if ( inter <= 0. )
return gl_renderTextureRawH( tb, projection, tex_mat, c );
/* Must have colour for now. */
if ( c == NULL )
c = &cWhite;
glUseProgram( shaders.texture_interpolate.program );
/* Bind the textures. */
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, tb );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, ta );
/* Always end with TEXTURE0 active. */
/* Set the vertex. */
glEnableVertexAttribArray( shaders.texture_interpolate.vertex );
gl_vboActivateAttribOffset( gl_squareVBO, shaders.texture_interpolate.vertex,
0, 2, GL_FLOAT, 0 );
/* Set shader uniforms. */
glUniform1i( shaders.texture_interpolate.sampler1, 0 );
glUniform1i( shaders.texture_interpolate.sampler2, 1 );
gl_uniformColour( shaders.texture_interpolate.colour, c );
glUniform1f( shaders.texture_interpolate.inter, inter );
gl_uniformMat4( shaders.texture_interpolate.projection, projection );
gl_uniformMat4( shaders.texture_interpolate.tex_mat, tex_mat );
/* Draw. */
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
/* Clear state. */
glDisableVertexAttribArray( shaders.texture_interpolate.vertex );
/* anything failed? */
gl_checkErr();
glUseProgram( 0 );
}
/**
* @brief Texture blitting backend for interpolated texture.
*
* Value blitted is ta*inter + tb*(1.-inter).
*
* @param ta Texture A to blit.
* @param tb Texture B to blit.
* @param inter Amount of interpolation to do.
* @param x X position of the texture on the screen.
* @param y Y position of the texture on the screen.
* @param w Width on the screen. (units pixels)
* @param h Height on the screen. (units pixels)
* @param tx X position within the texture.
* @param ty Y position within the texture.
* @param tw Texture width.
* @param th Texture height.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderTextureInterpolate( const glTexture *ta, const glTexture *tb,
double inter, double x, double y, double w,
double h, double tx, double ty, double tw,
double th, const glColour *c )
{
mat4 projection, tex_mat;
/* Case no need for interpolation. */
if ( tb == NULL )
return gl_renderTexture( ta, x, y, w, h, tx, ty, tw, th, c, 0. );
else if ( ta == NULL )
return gl_renderTexture( tb, x, y, w, h, tx, ty, tw, th, c, 0. );
projection = gl_view_matrix;
mat4_translate_scale_xy( &projection, x, y, w, h );
tex_mat = ( ta->flags & OPENGL_TEX_VFLIP )
? mat4_ortho( -1., 1., 2., 0., 1., -1. )
: mat4_identity();
mat4_translate_scale_xy( &tex_mat, tx, ty, tw, th );
return gl_renderTextureInterpolateRawH( ta->texture, tb->texture, inter,
&projection, &tex_mat, c );
}
/**
* @brief Converts in-game coordinates to screen coordinates.
*
* @param[out] nx New screen X coord.
* @param[out] ny New screen Y coord.
* @param bx Game X coord to translate.
* @param by Game Y coord to translate.
*/
void gl_gameToScreenCoords( double *nx, double *ny, double bx, double by )
{
double cx, cy, gx, gy, z;
/* Get parameters. */
cam_getPos( &cx, &cy );
z = cam_getZoom();
gui_getOffset( &gx, &gy );
/* calculate position - we'll use relative coords to player */
*nx = ( bx - cx ) * z + gx + SCREEN_W * 0.5;
*ny = ( by - cy ) * z + gy + SCREEN_H * 0.5;
}
/**
* @brief Return a transformation which converts in-game coordinates to screen
* coordinates.
*
* @param lhs Matrix to multiply by the conversion matrix.
*/
mat4 gl_gameToScreenMatrix( mat4 lhs )
{
double cx, cy, gx, gy, z;
mat4 projection = lhs;
/* Get parameters. */
cam_getPos( &cx, &cy );
z = cam_getZoom();
gui_getOffset( &gx, &gy );
mat4_translate_scale_xy( &projection, gx + SCREEN_W * 0.5,
gy + SCREEN_H * 0.5, z, z );
mat4_translate_xy( &projection, -cx, cy );
return projection;
}
/**
* @brief Converts screen coordinates to in-game coordinates.
*
* @param[out] nx New in-game X coord.
* @param[out] ny New in-game Y coord.
* @param bx Screen X coord to translate.
* @param by Screen Y coord to translate.
*/
void gl_screenToGameCoords( double *nx, double *ny, int bx, int by )
{
double cx, cy, gx, gy, z;
/* Get parameters. */
cam_getPos( &cx, &cy );
z = cam_getZoom();
gui_getOffset( &gx, &gy );
/* calculate position - we'll use relative coords to player */
*nx = ( bx - SCREEN_W * 0.5 - gx ) / z + cx;
*ny = ( by - SCREEN_H * 0.5 - gy ) / z + cy;
}
/**
* @brief Blits a sprite, position is relative to the player.
*
* Since position is in "game coordinates" it is subject to all
* sorts of position transformations.
*
* @param sprite Sprite to blit.
* @param bx X position of the texture relative to the player.
* @param by Y position of the texture relative to the player.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderSprite( const glTexture *sprite, double bx, double by, int sx,
int sy, const glColour *c )
{
double x, y, w, h, tx, ty, z;
/* Translate coords. */
z = cam_getZoom();
gl_gameToScreenCoords( &x, &y, bx - sprite->sw * 0.5,
by - sprite->sh * 0.5 );
/* Scaled sprite dimensions. */
w = sprite->sw * z;
h = sprite->sh * z;
/* check if inbounds */
if ( ( x < -w ) || ( x > SCREEN_W + w ) || ( y < -h ) ||
( y > SCREEN_H + h ) )
return;
/* texture coords */
tx = sprite->sw * (double)( sx ) / sprite->w;
ty = sprite->sh * ( sprite->sy - (double)sy - 1 ) / sprite->h;
gl_renderTexture( sprite, x, y, w, h, tx, ty, sprite->srw, sprite->srh, c,
0. );
}
/**
* @brief Blits a sprite, position is relative to the player.
*
* Since position is in "game coordinates" it is subject to all
* sorts of position transformations.
*
* @param sprite Sprite to blit.
* @param bx X position of the texture relative to the player.
* @param by Y position of the texture relative to the player.
* @param scalew Scaling of width.
* @param scaleh Scaling of height.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderSpriteScale( const glTexture *sprite, double bx, double by,
double scalew, double scaleh, int sx, int sy,
const glColour *c )
{
double x, y, w, h, tx, ty, z;
/* Translate coords. */
z = cam_getZoom();
gl_gameToScreenCoords( &x, &y, bx - sprite->sw * 0.5,
by - sprite->sh * 0.5 );
/* Scaled sprite dimensions. */
w = sprite->sw * z * scalew;
h = sprite->sh * z * scaleh;
/* check if inbounds */
if ( ( x < -w ) || ( x > SCREEN_W + w ) || ( y < -h ) ||
( y > SCREEN_H + h ) )
return;
/* texture coords */
tx = sprite->sw * (double)( sx ) / sprite->w;
ty = sprite->sh * ( sprite->sy - (double)sy - 1 ) / sprite->h;
gl_renderTexture( sprite, x, y, w, h, tx, ty, sprite->srw, sprite->srh, c,
0. );
}
/**
* @brief Blits a sprite, position is relative to the player with rotation.
*
* Since position is in "game coordinates" it is subject to all
* sorts of position transformations.
*
* @param sprite Sprite to blit.
* @param bx X position of the texture relative to the player.
* @param by Y position of the texture relative to the player.
* @param angle Angle to rotate when rendering.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderSpriteRotate( const glTexture *sprite, double bx, double by,
double angle, int sx, int sy, const glColour *c )
{
double x, y, w, h, tx, ty, z;
/* Translate coords. */
z = cam_getZoom();
gl_gameToScreenCoords( &x, &y, bx - sprite->sw * 0.5,
by - sprite->sh * 0.5 );
/* Scaled sprite dimensions. */
w = sprite->sw * z;
h = sprite->sh * z;
/* check if inbounds */
if ( ( x < -w ) || ( x > SCREEN_W + w ) || ( y < -h ) ||
( y > SCREEN_H + h ) )
return;
/* texture coords */
tx = sprite->sw * (double)( sx ) / sprite->w;
ty = sprite->sh * ( sprite->sy - (double)sy - 1 ) / sprite->h;
gl_renderTexture( sprite, x, y, w, h, tx, ty, sprite->srw, sprite->srh, c,
angle );
}
/**
* @brief Blits a sprite, position is relative to the player with scaling and
* rotation.
*
* Since position is in "game coordinates" it is subject to all
* sorts of position transformations.
*
* @param sprite Sprite to blit.
* @param bx X position of the texture relative to the player.
* @param by Y position of the texture relative to the player.
* @param scalew Scaling of width.
* @param scaleh Scaling of height.
* @param angle Angle to rotate when rendering.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderSpriteScaleRotate( const glTexture *sprite, double bx, double by,
double scalew, double scaleh, double angle,
int sx, int sy, const glColour *c )
{
double x, y, w, h, tx, ty, z;
/* Translate coords. */
z = cam_getZoom();
gl_gameToScreenCoords( &x, &y, bx - sprite->sw * 0.5,
by - sprite->sh * 0.5 );
/* Scaled sprite dimensions. */
w = sprite->sw * z * scalew;
h = sprite->sh * z * scaleh;
/* check if inbounds */
if ( ( x < -w ) || ( x > SCREEN_W + w ) || ( y < -h ) ||
( y > SCREEN_H + h ) )
return;
/* texture coords */
tx = sprite->sw * (double)( sx ) / sprite->w;
ty = sprite->sh * ( sprite->sy - (double)sy - 1 ) / sprite->h;
gl_renderTexture( sprite, x, y, w, h, tx, ty, sprite->srw, sprite->srh, c,
angle );
}
/**
* @brief Blits a sprite interpolating, position is relative to the player.
*
* Since position is in "game coordinates" it is subject to all
* sorts of position transformations.
*
* Interpolation is: sa*inter + sb*1.-inter)
*
* @param sa Sprite A to blit.
* @param sb Sprite B to blit.
* @param inter Amount to interpolate.
* @param bx X position of the texture relative to the player.
* @param by Y position of the texture relative to the player.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderSpriteInterpolate( const glTexture *sa, const glTexture *sb,
double inter, double bx, double by, int sx,
int sy, const glColour *c )
{
gl_renderSpriteInterpolateScale( sa, sb, inter, bx, by, 1., 1., sx, sy, c );
}
/**
* @brief Blits a sprite interpolating, position is relative to the player.
*
* Since position is in "game coordinates" it is subject to all
* sorts of position transformations.
*
* Interpolation is: sa*inter + sb*1.-inter)
*
* @param sa Sprite A to blit.
* @param sb Sprite B to blit.
* @param inter Amount to interpolate.
* @param bx X position of the texture relative to the player.
* @param by Y position of the texture relative to the player.
* @param scalew X scale factor.
* @param scaleh Y scale factor.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderSpriteInterpolateScale( const glTexture *sa, const glTexture *sb,
double inter, double bx, double by,
double scalew, double scaleh, int sx,
int sy, const glColour *c )
{
double x, y, w, h, tx, ty, z;
/* Translate coords. */
gl_gameToScreenCoords( &x, &y, bx - scalew * sa->sw * 0.5,
by - scaleh * sa->sh * 0.5 );
/* Scaled sprite dimensions. */
z = cam_getZoom();
w = sa->sw * z * scalew;
h = sa->sh * z * scaleh;
/* check if inbounds */
if ( ( x < -w ) || ( x > SCREEN_W + w ) || ( y < -h ) ||
( y > SCREEN_H + h ) )
return;
/* texture coords */
tx = sa->sw * (double)( sx ) / sa->w;
ty = sa->sh * ( sa->sy - (double)sy - 1 ) / sa->h;
gl_renderTextureInterpolate( sa, sb, inter, x, y, w, h, tx, ty, sa->srw,
sa->srh, c );
}
/**
* @brief Blits a sprite, position is in absolute screen coordinates.
*
* @param sprite Sprite to blit.
* @param bx X position of the texture in screen coordinates.
* @param by Y position of the texture in screen coordinates.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderStaticSprite( const glTexture *sprite, double bx, double by,
int sx, int sy, const glColour *c )
{
double x, y, tx, ty;
x = bx;
y = by;
/* texture coords */
tx = sprite->sw * (double)( sx ) / sprite->w;
ty = sprite->sh * ( sprite->sy - (double)sy - 1 ) / sprite->h;
/* actual blitting */
gl_renderTexture( sprite, x, y, sprite->sw, sprite->sh, tx, ty, sprite->srw,
sprite->srh, c, 0. );
}
/**
* @brief Blits a sprite interpolating, position is relative to the player.
*
* Since position is in "game coordinates" it is subject to all
* sorts of position transformations.
*
* Interpolation is: sa*inter + sb*1.-inter)
*
* @param sa Sprite A to blit.
* @param sb Sprite B to blit.
* @param inter Amount to interpolate.
* @param bx X position of the texture in screen coordinates.
* @param by Y position of the texture in screen coordinates.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderStaticSpriteInterpolate( const glTexture *sa, const glTexture *sb,
double inter, double bx, double by,
int sx, int sy, const glColour *c )
{
gl_renderStaticSpriteInterpolateScale( sa, sb, inter, bx, by, 1., 1., sx, sy,
c );
}
/**
* @brief Blits a sprite interpolating, position is relative to the player.
*
* Since position is in "game coordinates" it is subject to all
* sorts of position transformations.
*
* Interpolation is: sa*inter + sb*1.-inter)
*
* @param sa Sprite A to blit.
* @param sb Sprite B to blit.
* @param inter Amount to interpolate.
* @param bx X position of the texture in screen coordinates.
* @param by Y position of the texture in screen coordinates.
* @param scalew X scale factor.
* @param scaleh Y scale factor.
* @param sx X position of the sprite to use.
* @param sy Y position of the sprite to use.
* @param c Colour to use (modifies texture colour).
*/
void gl_renderStaticSpriteInterpolateScale( const glTexture *sa,
const glTexture *sb, double inter,
double bx, double by, double scalew,
double scaleh, int sx, int sy,
const glColour *c )
{
double x, y, w, h, tx, ty;
x = bx;
y = by;
/* Scaled sprite dimensions. */
w = sa->sw * scalew;
h = sa->sh * scaleh;
/* check if inbounds */
if ( ( x < -w ) || ( x > SCREEN_W + w ) || ( y < -h ) ||
( y > SCREEN_H + h ) )
return;
/* texture coords */
tx = sa->sw * (double)( sx ) / sa->w;
ty = sa->sh * ( sa->sy - (double)sy - 1 ) / sa->h;