[Change] Split player rendering properly into GUI and player.

This commit is contained in:
Allanis 2013-07-22 17:21:28 +01:00
parent 092b48651d
commit 497081b3ed
6 changed files with 69 additions and 41 deletions

View File

@ -356,10 +356,11 @@ static void render_all(void) {
pilots_render();
weapons_render(WEAPON_LAYER_FG);
spfx_render(SPFX_LAYER_BACK);
space_renderOverlay(cur_dt);
/* FG. */
player_render();
spfx_render(SPFX_LAYER_FRONT);
space_renderOverlay(cur_dt);
player_renderGUI();
display_fps(cur_dt);
}

View File

@ -10,12 +10,14 @@
#include "rng.h"
#include "menu.h"
#include "player.h"
#include "pause.h"
#include "perlin.h"
#define NEBULAE_Z 16 /* Z plane. */
#define NEBULAE_PUFFS 32 /* Amount of puffs to generate. */
#define NEBULAE_PATH_BG "gen/nebu_bg_%dx%d_%02d.png"
#define NEBULAE_PATH_PUFF "gen/nebu_puff_%02d.png"
#define NEBULAE_PUFF_BUFFER 300 /* Nebulae buffer. */
/* Extern. */
extern double gui_xoff, gui_yoff;
@ -36,19 +38,14 @@ static double nebu_view = 0.;
static double nebu_dt = 0.;
/* Puff textures. */
typedef struct NebulaePuffTex_ {
GLuint tex; /* Actualy texture. */
double w, h; /* Real dimensions. */
double pw, ph; /* Padding. */
} NebulaePuffTex;
static NebulaePuffTex nebu_pufftexs[NEBULAE_PUFFS];
static glTexture* nebu_pufftexs[NEBULAE_PUFFS];
/* Puff handling. */
typedef struct NebulaePuff_ {
double x, y; /* Position. */
double a, va; /* Alpha, alpha velocity. */
double height; /* Height vs player. */
NebulaePuffTex* tex; /* Texture. */
int tex; /* Texture. */
} NebulaePuff;
static NebulaePuff* nebu_puffs = NULL;
static int nebu_npuffs = 0;
@ -142,21 +139,21 @@ void nebu_exit(void) {
glDeleteTextures(NEBULAE_Z, nebu_textures);
for(i = 0; i < NEBULAE_PUFFS; i++)
glDeleteTextures(1, &nebu_pufftexs[i].tex);
gl_freeTexture(nebu_pufftexs[i]);
}
/* Render the nebulae. */
void nebu_render(void) {
void nebu_render(const double dt) {
unsigned int t;
double dt;
double ndt;
double tw, th;
GLfloat col[4];
int tmp;
/* Calculate frame to draw. */
t = SDL_GetTicks();
dt = (t - last_render) / 1000.;
if(dt > nebu_dt) { /* Time to change. */
ndt = (t - last_render) / 1000.;
if(ndt > nebu_dt) { /* Time to change. */
tmp = cur_nebu[0];
cur_nebu[0] += cur_nebu[0] - cur_nebu[1];
cur_nebu[1] = tmp;
@ -166,13 +163,14 @@ void nebu_render(void) {
cur_nebu[0] = 1;
last_render = t;
dt = 0.;
ndt = 0.;
}
/* Set colour. */
col[0] = cPurple.r;
col[1] = cPurple.g;
col[2] = cPurple.b;
col[3] = dt / nebu_dt;
col[3] = ndt / nebu_dt;
tw = (double)nebu_w / (double)nebu_pw;
th = (double)nebu_h / (double)nebu_ph;
@ -240,6 +238,7 @@ void nebu_render(void) {
glPopMatrix(); /* GL_PROJECTION */
/* Set values to defaults. */
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
@ -248,6 +247,9 @@ void nebu_render(void) {
/* Did anything fail? */
gl_checkErr();
/* Now render the puffs. */
nebu_renderPuffs(dt, 1);
}
void nebu_renderOverlay(const double dt) {
@ -343,27 +345,39 @@ void nebu_renderOverlay(const double dt) {
/* Render the puffs. */
void nebu_renderPuffs(const double dt, int below_player) {
int i;
glColour cPuff;
glPushMatrix(); /* GL_PROJECTION */
glTranslated(-(double)SCREEN_W/2., -(double)SCREEN_H/2., 0.);
cPuff.r = cPurple.r;
cPuff.g = cPurple.g;
cPuff.b = cPurple.b;
for(i = 0; i < nebu_npuffs; i++) {
if((below_player && (nebu_puffs[i].height < 1.)) ||
(!below_player && (nebu_puffs[i].height > 1.))) {
/* Calculate new position. */
if(!paused) {
nebu_puffs[i].x -= player->solid->vel.x * nebu_puffs[i].height * dt;
nebu_puffs[i].y -= player->solid->vel.y * nebu_puffs[i].height * dt;
}
/* Calculate new alpha. */
/*nebu_puffs[i].a += nebu_puffs[i].va * dt;*/
cPuff.a = nebu_puffs[i].a;
/* Check boundaries. */
if(nebu_puffs[i].x > SCREEN_W + NEBULAE_PUFF_BUFFER)
nebu_puffs[i].x = -NEBULAE_PUFF_BUFFER;
else if(nebu_puffs[i].y > SCREEN_H + NEBULAE_PUFF_BUFFER)
nebu_puffs[i].y = -NEBULAE_PUFF_BUFFER;
else if(nebu_puffs[i].x < -NEBULAE_PUFF_BUFFER)
nebu_puffs[i].x = SCREEN_W + NEBULAE_PUFF_BUFFER;
else if(nebu_puffs[i].y < -NEBULAE_PUFF_BUFFER)
nebu_puffs[i].y = SCREEN_H + NEBULAE_PUFF_BUFFER;
/* Render. */
ACOLOUR(cPurple, nebu_puffs[i].a);
glBegin(GL_QUADS);
glEnd(); /* GL_QUADS */
gl_blitStatic(nebu_pufftexs[nebu_puffs[i].tex],
nebu_puffs[i].x, nebu_puffs[i].y, &cPuff);
}
}
}
@ -371,8 +385,22 @@ void nebu_renderPuffs(const double dt, int below_player) {
/* Prepare the nebulae. */
void nebu_prep(double density, double volatility) {
(void)volatility;
int i;
nebu_view = 1000. - density; /* At density 1000 you're blind. */
nebu_dt = 2000. / (density + 100.); /* Faster at higher density. */
nebu_npuffs = density/4.;
nebu_puffs = realloc(nebu_puffs, sizeof(NebulaePuff)*nebu_npuffs);
for(i = 0; i < nebu_npuffs; i++) {
nebu_puffs[i].tex = RNG(0, NEBULAE_PUFFS-1);
nebu_puffs[i].x = (double)RNG(-NEBULAE_PUFF_BUFFER,
SCREEN_W + NEBULAE_PUFF_BUFFER);
nebu_puffs[i].y = (double)RNG(-NEBULAE_PUFF_BUFFER,
SCREEN_H + NEBULAE_PUFF_BUFFER);
nebu_puffs[i].a = (double)RNG(20,100)/100.;
nebu_puffs[i].height = RNGF()*2.;
}
}
/* Force generation of new nebulae. */
@ -419,15 +447,8 @@ static void nebu_generatePuffs(void) {
sur = nebu_surfaceFromNebulaeMap(nebu, w, h);
free(nebu);
/* Set dimensions. */
nebu_pufftexs[i].w = w;
nebu_pufftexs[i].h = h;
nebu_pufftexs[i].pw = gl_pot(w);
nebu_pufftexs[i].ph = gl_pot(h);
/* Actually create the texture. */
glGenTextures(1, &nebu_pufftexs[i].tex);
nebu_loadTexture(sur, 0, 0, nebu_pufftexs[i].tex);
/* Load the textures. */
nebu_pufftexs[i] = gl_loadImage(sur);
}
}
@ -445,12 +466,14 @@ static void saveNebulae(float* map, const uint32_t w, const uint32_t h,
char file_path[PATH_MAX];
SDL_Surface* sur;
/* Fix surface. */
sur = nebu_surfaceFromNebulaeMap(map, w, h);
/* Save. */
snprintf(file_path, PATH_MAX, "%s%s", lfile_basePath(), file);
SDL_savePNG(sur, file_path);
/* Cleanup. */
SDL_FreeSurface(sur);
}
@ -459,6 +482,7 @@ static SDL_Surface* loadNebulae(const char* file) {
char file_path[PATH_MAX];
SDL_Surface* sur;
/* Load the file. */
snprintf(file_path, PATH_MAX, "%s%s", lfile_basePath(), file);
sur = IMG_Load(file_path);
@ -477,6 +501,7 @@ SDL_Surface* nebu_surfaceFromNebulaeMap(float* map, const int w, const int h) {
uint32_t* pix;
double c;
/* The good surface. */
sur = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RGBAMASK);
pix = sur->pixels;

View File

@ -5,7 +5,7 @@ void nebu_init(void);
void nebu_exit(void);
/* Render. */
void nebu_render(void);
void nebu_render(const double dt);
void nebu_renderOverlay(const double dt);
void nebu_renderPuffs(const double dt, int below_player);

View File

@ -567,6 +567,12 @@ void player_renderBG(void) {
/* Render the player. */
void player_render(void) {
if((player != NULL) && !player_isFlag(PLAYER_CREATING))
pilot_render(player);
}
/* Render the player's GUI. */
void player_renderGUI(void) {
int i, j;
double x, y;
char str[10];
@ -585,9 +591,6 @@ void player_render(void) {
menu_death();
}
}
else if(!player_isFlag(PLAYER_CREATING))
pilot_render(player);
/* Fancy cinematic scene borders. */
spfx_cinematic();
@ -619,8 +622,6 @@ void player_render(void) {
x -= p->ship->gfx_space->sw * PILOT_SIZE_APROX;
gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 1, c); /* Bottom left. */
}
/* Render the player. */
pilot_render(player);
/* Lockon warning. */
if(player->lockons > 0)

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@ -41,6 +41,7 @@ int gui_init(void);
void gui_free(void);
void player_render(void);
void player_renderBG(void); /* Render BG layer. */
void player_renderGUI(void); /* Render the GUI stuff. */
/* Misc. */
void player_message(const char* fmt, ...);

View File

@ -809,7 +809,7 @@ void space_render(const double dt) {
if(cur_system == NULL) return;
if(cur_system->nebu_density > 0.)
nebu_render();
nebu_render(dt);
else
space_renderStars(dt);
}