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itgmania212121/src/NoteDisplay.cpp
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#include "global.h"
#include "NoteDisplay.h"
#include "GameState.h"
#include "NoteSkinManager.h"
#include "ArrowEffects.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "ActorUtil.h"
#include "Style.h"
#include "PlayerState.h"
#include "Sprite.h"
#include "NoteTypes.h"
#include "LuaBinding.h"
#include "Foreach.h"
#include "RageMath.h"
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const RString& NoteNotePartToString( NotePart i );
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/** @brief A foreach loop going through the different NoteParts. */
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#define FOREACH_NotePart( i ) FOREACH_ENUM( NotePart, i )
static const char *NotePartNames[] = {
"TapNote",
"TapMine",
"TapLift",
"TapFake",
"HoldHead",
"HoldTail",
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"HoldTopCap",
"HoldBody",
"HoldBottomCap",
};
XToString( NotePart );
LuaXType( NotePart );
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static bool IsVectorZero( const RageVector2 &v )
{
return v.x == 0 && v.y == 0;
}
// Don't require that NoteSkins have more than 8 colors. Using 9 colors to display 192nd notes
// would double the number of texture memory needed for many NoteSkin graphics versus just having
// 8 colors.
static const NoteType MAX_DISPLAY_NOTE_TYPE = (NoteType)7;
// cache
struct NoteMetricCache_t
{
bool m_bDrawHoldHeadForTapsOnSameRow;
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float m_fAnimationLength[NUM_NotePart];
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bool m_bAnimationIsVivid[NUM_NotePart];
RageVector2 m_fAdditionTextureCoordOffset[NUM_NotePart];
RageVector2 m_fNoteColorTextureCoordSpacing[NUM_NotePart];
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//For animation based on beats or seconds -DaisuMaster
bool m_bAnimationBasedOnBeats;
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bool m_bHoldHeadIsAboveWavyParts;
bool m_bHoldTailIsAboveWavyParts;
int m_iStartDrawingHoldBodyOffsetFromHead;
int m_iStopDrawingHoldBodyOffsetFromTail;
float m_fHoldLetGoGrayPercent;
bool m_bFlipHeadAndTailWhenReverse;
bool m_bFlipHoldBodyWhenReverse;
bool m_bTopHoldAnchorWhenReverse;
bool m_bHoldActiveIsAddLayer;
void Load( const RString &sButton );
} *NoteMetricCache;
void NoteMetricCache_t::Load( const RString &sButton )
{
m_bDrawHoldHeadForTapsOnSameRow = NOTESKIN->GetMetricB(sButton,"DrawHoldHeadForTapsOnSameRow");
FOREACH_NotePart( p )
{
const RString &s = NotePartToString(p);
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m_fAnimationLength[p] = NOTESKIN->GetMetricF(sButton,s+"AnimationLength");
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m_bAnimationIsVivid[p] = NOTESKIN->GetMetricB(sButton,s+"AnimationIsVivid");
m_fAdditionTextureCoordOffset[p].x = NOTESKIN->GetMetricF(sButton,s+"AdditionTextureCoordOffsetX");
m_fAdditionTextureCoordOffset[p].y = NOTESKIN->GetMetricF(sButton,s+"AdditionTextureCoordOffsetY");
m_fNoteColorTextureCoordSpacing[p].x = NOTESKIN->GetMetricF(sButton,s+"NoteColorTextureCoordSpacingX");
m_fNoteColorTextureCoordSpacing[p].y = NOTESKIN->GetMetricF(sButton,s+"NoteColorTextureCoordSpacingY");
}
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//I was here -DaisuMaster
m_bAnimationBasedOnBeats = NOTESKIN->GetMetricB(sButton,"AnimationIsBeatBased");
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m_bHoldHeadIsAboveWavyParts = NOTESKIN->GetMetricB(sButton,"HoldHeadIsAboveWavyParts");
m_bHoldTailIsAboveWavyParts = NOTESKIN->GetMetricB(sButton,"HoldTailIsAboveWavyParts");
m_iStartDrawingHoldBodyOffsetFromHead = NOTESKIN->GetMetricI(sButton,"StartDrawingHoldBodyOffsetFromHead");
m_iStopDrawingHoldBodyOffsetFromTail = NOTESKIN->GetMetricI(sButton,"StopDrawingHoldBodyOffsetFromTail");
m_fHoldLetGoGrayPercent = NOTESKIN->GetMetricF(sButton,"HoldLetGoGrayPercent");
m_bFlipHeadAndTailWhenReverse = NOTESKIN->GetMetricB(sButton,"FlipHeadAndTailWhenReverse");
m_bFlipHoldBodyWhenReverse = NOTESKIN->GetMetricB(sButton,"FlipHoldBodyWhenReverse");
m_bTopHoldAnchorWhenReverse = NOTESKIN->GetMetricB(sButton,"TopHoldAnchorWhenReverse");
m_bHoldActiveIsAddLayer = NOTESKIN->GetMetricB(sButton,"HoldActiveIsAddLayer");
}
struct NoteSkinAndPath
{
NoteSkinAndPath( const RString sNoteSkin_, const RString sPath_ ) : sNoteSkin(sNoteSkin_), sPath(sPath_) { }
RString sNoteSkin;
RString sPath;
bool operator<( const NoteSkinAndPath &other ) const
{
int cmp = strcmp(sNoteSkin, other.sNoteSkin);
if( cmp < 0 )
return true;
else if( cmp == 0 )
return sPath < other.sPath;
else
return false;
}
};
struct NoteResource
{
NoteResource( const NoteSkinAndPath &nsap ): m_nsap(nsap)
{
m_iRefCount = 0;
m_pActor = NULL;
}
~NoteResource()
{
delete m_pActor;
}
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const NoteSkinAndPath m_nsap; // should be refcounted along with g_NoteResource[]
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int m_iRefCount;
Actor *m_pActor; // todo: AutoActor me? -aj
};
static map<NoteSkinAndPath, NoteResource *> g_NoteResource;
static NoteResource *MakeNoteResource( const RString &sButton, const RString &sElement, bool bSpriteOnly )
{
RString sElementAndType = ssprintf( "%s, %s", sButton.c_str(), sElement.c_str() );
NoteSkinAndPath nsap( NOTESKIN->GetCurrentNoteSkin(), sElementAndType );
map<NoteSkinAndPath, NoteResource *>::iterator it = g_NoteResource.find( nsap );
if( it == g_NoteResource.end() )
{
NoteResource *pRes = new NoteResource( nsap );
pRes->m_pActor = NOTESKIN->LoadActor( sButton, sElement, NULL, bSpriteOnly );
ASSERT( pRes->m_pActor );
g_NoteResource[nsap] = pRes;
it = g_NoteResource.find( nsap );
}
NoteResource *pRet = it->second;
++pRet->m_iRefCount;
return pRet;
}
static void DeleteNoteResource( NoteResource *pRes )
{
ASSERT( pRes != NULL );
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ASSERT_M( pRes->m_iRefCount > 0, ssprintf("RefCount %i > 0", pRes->m_iRefCount) );
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--pRes->m_iRefCount;
if( pRes->m_iRefCount )
return;
g_NoteResource.erase( pRes->m_nsap );
delete pRes;
}
/* NoteColorActor */
NoteColorActor::NoteColorActor()
{
m_p = NULL;
}
NoteColorActor::~NoteColorActor()
{
if( m_p )
DeleteNoteResource( m_p );
}
void NoteColorActor::Load( const RString &sButton, const RString &sElement )
{
m_p = MakeNoteResource( sButton, sElement, false );
}
Actor *NoteColorActor::Get()
{
return m_p->m_pActor;
}
/* NoteColorSprite */
NoteColorSprite::NoteColorSprite()
{
m_p = NULL;
}
NoteColorSprite::~NoteColorSprite()
{
if( m_p )
DeleteNoteResource( m_p );
}
void NoteColorSprite::Load( const RString &sButton, const RString &sElement )
{
m_p = MakeNoteResource( sButton, sElement, true );
}
Sprite *NoteColorSprite::Get()
{
return dynamic_cast<Sprite *>( m_p->m_pActor );
}
static const char *HoldTypeNames[] = {
"Hold",
"Roll",
//"Minefield",
};
XToString( HoldType );
static const char *ActiveTypeNames[] = {
"Active",
"Inactive",
};
XToString( ActiveType );
NoteDisplay::NoteDisplay()
{
cache = new NoteMetricCache_t;
}
NoteDisplay::~NoteDisplay()
{
delete cache;
}
void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, float fYReverseOffsetPixels )
{
m_pPlayerState = pPlayerState;
m_fYReverseOffsetPixels = fYReverseOffsetPixels;
const RString &sButton = GAMESTATE->GetCurrentStyle()->ColToButtonName( iColNum );
cache->Load( sButton );
// "normal" note types
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m_TapNote.Load( sButton, "Tap Note" );
m_TapMine.Load( sButton, "Tap Mine" );
m_TapLift.Load( sButton, "Tap Lift" );
m_TapFake.Load( sButton, "Tap Fake" );
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// hold types
FOREACH_HoldType( ht )
{
FOREACH_ActiveType( at )
{
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m_HoldHead[ht][at].Load( sButton, HoldTypeToString(ht)+" Head "+ActiveTypeToString(at) );
m_HoldTopCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Topcap "+ActiveTypeToString(at) );
m_HoldBody[ht][at].Load( sButton, HoldTypeToString(ht)+" Body "+ActiveTypeToString(at) );
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m_HoldBottomCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Bottomcap "+ActiveTypeToString(at) );
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m_HoldTail[ht][at].Load( sButton, HoldTypeToString(ht)+" Tail "+ActiveTypeToString(at) );
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}
}
}
bool NoteDisplay::DrawHoldHeadForTapsOnSameRow() const
{
return cache->m_bDrawHoldHeadForTapsOnSameRow;
}
void NoteDisplay::Update( float fDeltaTime )
{
/* This function is static: it's called once per game loop, not once per
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* NoteDisplay. Update each cached item exactly once. */
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map<NoteSkinAndPath, NoteResource *>::iterator it;
for( it = g_NoteResource.begin(); it != g_NoteResource.end(); ++it )
{
NoteResource *pRes = it->second;
pRes->m_pActor->Update( fDeltaTime );
}
}
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void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLength, bool bVivid )
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{
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/* -inf ... inf */
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float fBeatOrSecond = cache->m_bAnimationBasedOnBeats ? GAMESTATE->m_fSongBeat : GAMESTATE->m_fMusicSeconds;
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/* -len ... +len */
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float fPercentIntoAnimation = fmodf( fBeatOrSecond, fAnimationLength );
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/* -1 ... 1 */
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fPercentIntoAnimation /= fAnimationLength;
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if( bVivid )
{
float fNoteBeatFraction = fmodf( fNoteBeat, 1.0f );
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const float fInterval = 1.f / fAnimationLength;
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fPercentIntoAnimation += QuantizeDown( fNoteBeatFraction, fInterval );
// just in case somehow we're majorly negative with the subtraction
wrap( fPercentIntoAnimation, 1.f );
}
else
{
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/* 0 ... 1, wrapped */
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if( fPercentIntoAnimation < 0 )
fPercentIntoAnimation += 1.0f;
}
float fLengthSeconds = actorToSet.GetAnimationLengthSeconds();
actorToSet.SetSecondsIntoAnimation( fPercentIntoAnimation*fLengthSeconds );
}
Actor *NoteDisplay::GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat )
{
Actor *pActorOut = nca.Get();
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SetActiveFrame( fNoteBeat, *pActorOut, cache->m_fAnimationLength[part], cache->m_bAnimationIsVivid[part] );
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return pActorOut;
}
Actor *NoteDisplay::GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld )
{
return GetTapActor( nca[bIsRoll ? roll:hold][bIsBeingHeld ? active:inactive], part, fNoteBeat );
}
Sprite *NoteDisplay::GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld )
{
Sprite *pSpriteOut = ncs[bIsRoll ? roll:hold][bIsBeingHeld ? active:inactive].Get();
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SetActiveFrame( fNoteBeat, *pSpriteOut, cache->m_fAnimationLength[part], cache->m_bAnimationIsVivid[part] );
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return pSpriteOut;
}
static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
if( bGlow )
return ArrowEffects::GetGlow( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
else
return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
struct StripBuffer
{
enum { size = 512 };
RageSpriteVertex *buf;
RageSpriteVertex *v;
StripBuffer()
{
buf = (RageSpriteVertex *) malloc( size * sizeof(RageSpriteVertex) );
Init();
}
~StripBuffer()
{
free( buf );
}
void Init()
{
v = buf;
}
void Draw()
{
DISPLAY->DrawSymmetricQuadStrip( buf, v-buf );
}
int Used() const { return v - buf; }
int Free() const { return size - Used(); }
};
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void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar,
float fOverlappedTime,
float fYTop, float fYBottom,
float fYStartPos, float fYEndPos,
bool bWrapping, bool bAnchorToTop, bool bFlipTextureVertically )
{
ASSERT( !vpSpr.empty() );
Sprite *pSprite = vpSpr.front();
FOREACH( Sprite *, vpSpr, s )
{
(*s)->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
ASSERT( (*s)->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
ASSERT( (*s)->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
}
// draw manually in small segments
RectF rect = *pSprite->GetCurrentTextureCoordRect();
if( bFlipTextureVertically )
swap( rect.top, rect.bottom );
const float fFrameWidth = pSprite->GetZoomedWidth();
const float fFrameHeight = pSprite->GetZoomedHeight();
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/* Only draw the section that's within the range specified. If a hold note is
* very long, don't process or draw the part outside of the range. Don't change
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* fYTop or fYBottom; they need to be left alone to calculate texture coordinates. */
fYStartPos = max( fYTop, fYStartPos );
fYEndPos = min( fYBottom, fYEndPos );
if( bGlow )
fColorScale = 1;
// top to bottom
bool bAllAreTransparent = true;
bool bLast = false;
float fAddToTexCoord = 0;
if( !bAnchorToTop )
{
float fTexCoordBottom = SCALE( fYBottom - fYTop, 0, fFrameHeight, rect.top, rect.bottom );
float fWantTexCoordBottom = ceilf( fTexCoordBottom - 0.0001f );
fAddToTexCoord = fWantTexCoordBottom - fTexCoordBottom;
}
if( bWrapping )
{
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/* For very large hold notes, shift the texture coordinates to be near 0, so we
* don't send very large values to the renderer. */
const float fDistFromTop = fYStartPos - fYTop;
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float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
fTexCoordTop += fAddToTexCoord;
fAddToTexCoord -= floorf( fTexCoordTop );
}
DISPLAY->ClearAllTextures();
const float fTexCoordLeft = rect.left;
const float fTexCoordRight = rect.right;
const float fTexCoordCenter = (fTexCoordLeft+fTexCoordRight)/2;
StripBuffer queue;
for( float fY = fYStartPos; !bLast; fY += fYStep )
{
if( fY >= fYEndPos )
{
fY = fYEndPos;
bLast = true;
}
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fFrameWidthScale = ArrowEffects::GetFrameWidthScale( m_pPlayerState, fYOffset, fOverlappedTime );
const float fScaledFrameWidth = fFrameWidth * fFrameWidthScale;
float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
// XXX: Actor rotations use degrees, RageFastCos/Sin use radians. Convert here.
const float fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset ) * PI/180;
// if we're rotating, we need to modify the X and Z coords for the outer edges.
const float fRotOffsetX = (fScaledFrameWidth/2) * RageFastCos(fRotationY);
const float fRotOffsetZ = (fScaledFrameWidth/2) * RageFastSin(fRotationY);
//const float fXLeft = fX - (fScaledFrameWidth/2);
const float fXLeft = fX - fRotOffsetX;
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const float fXCenter = fX;
//const float fXRight = fX + (fScaledFrameWidth/2);
const float fXRight = fX + fRotOffsetX;
const float fZLeft = fZ - fRotOffsetZ;
const float fZCenter = fZ;
const float fZRight = fZ + fRotOffsetZ;
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const float fDistFromTop = fY - fYTop;
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
fTexCoordTop += fAddToTexCoord;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
bAllAreTransparent = false;
queue.v[0].p = RageVector3(fXLeft, fY, fZLeft); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
queue.v[1].p = RageVector3(fXCenter, fY, fZCenter); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
queue.v[2].p = RageVector3(fXRight, fY, fZRight); queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v+=3;
if( queue.Free() < 3 || bLast )
{
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/* The queue is full. Render it, clear the buffer, and move back a step to
* start off the strip again. */
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if( !bAllAreTransparent )
{
FOREACH( Sprite*, vpSpr, spr )
{
RageTexture* pTexture = (*spr)->GetTexture();
DISPLAY->SetTexture( TextureUnit_1, pTexture->GetTexHandle() );
DISPLAY->SetBlendMode( spr == vpSpr.begin() ? BLEND_NORMAL : BLEND_ADD );
DISPLAY->SetCullMode( CULL_NONE );
DISPLAY->SetTextureWrapping( TextureUnit_1, bWrapping );
queue.Draw();
}
}
queue.Init();
bAllAreTransparent = true;
fY -= fYStep;
}
}
}
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow,
float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
vector<Sprite*> vpSprTop;
Sprite *pSpriteTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
vpSprTop.push_back( pSpriteTop );
vector<Sprite*> vpSprBody;
Sprite *pSpriteBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
vpSprBody.push_back( pSpriteBody );
vector<Sprite*> vpSprBottom;
Sprite *pSpriteBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
vpSprBottom.push_back( pSpriteBottom );
if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{
Sprite *pSprTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
vpSprTop.push_back( pSprTop );
Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
vpSprBody.push_back( pSprBody );
Sprite *pSprBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
vpSprBottom.push_back( pSprBottom );
}
const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
bool bFlipHoldBody = bReverse && cache->m_bFlipHoldBodyWhenReverse;
if( bFlipHoldBody )
{
swap( vpSprTop, vpSprBottom );
swap( pSpriteTop, pSpriteBottom );
}
if( bGlow )
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
else
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
const bool bWavyPartsNeedZBuffer = ArrowEffects::NeedZBuffer( m_pPlayerState );
DISPLAY->SetZTestMode( bWavyPartsNeedZBuffer?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
DISPLAY->SetZWrite( bWavyPartsNeedZBuffer );
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/* Hack: Z effects need a finer grain step. */
const int fYStep = bWavyPartsNeedZBuffer? 4: 16; // use small steps only if wavy
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if( bFlipHoldBody )
{
fYHead -= cache->m_iStopDrawingHoldBodyOffsetFromTail;
fYTail -= cache->m_iStartDrawingHoldBodyOffsetFromHead;
}
else
{
fYHead += cache->m_iStartDrawingHoldBodyOffsetFromHead;
fYTail += cache->m_iStopDrawingHoldBodyOffsetFromTail;
}
const float fFrameHeightTop = pSpriteTop->GetUnzoomedHeight();
const float fFrameHeightBottom = pSpriteBottom->GetUnzoomedHeight();
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceAfterTargetsPixels, m_fYReverseOffsetPixels );
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceBeforeTargetsPixels, m_fYReverseOffsetPixels );
if( bReverse )
swap( fYStartPos, fYEndPos );
bool bTopAnchor = bReverse && cache->m_bTopHoldAnchorWhenReverse;
// Draw the top cap
DrawHoldPart(
vpSprTop,
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iCol, fYStep, fPercentFadeToFail, fColorScale, bGlow,
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fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar,
tn.HoldResult.fOverlappedTime,
fYHead-fFrameHeightTop, fYHead,
fYStartPos, fYEndPos,
false, bTopAnchor, bFlipHoldBody );
// Draw the body
DrawHoldPart(
vpSprBody,
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iCol, fYStep, fPercentFadeToFail, fColorScale, bGlow,
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fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar,
tn.HoldResult.fOverlappedTime,
fYHead, fYTail,
fYStartPos, fYEndPos,
true, bTopAnchor, bFlipHoldBody );
// Draw the bottom cap
DrawHoldPart(
vpSprBottom,
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iCol, fYStep, fPercentFadeToFail, fColorScale, bGlow,
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fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar,
tn.HoldResult.fOverlappedTime,
fYTail, fYTail+fFrameHeightBottom,
max(fYStartPos, fYHead), fYEndPos,
false, bTopAnchor, bFlipHoldBody );
}
void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail,
float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
{
int iEndRow = iRow + tn.iDuration;
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iRow) );
float fThrowAway = 0;
// HACK: If life > 0, don't set YOffset to 0 so that it doesn't jiggle around the receptor.
bool bStartIsPastPeak = true;
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float fStartYOffset = 0;
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if( tn.HoldResult.bActive && tn.HoldResult.fLife > 0 )
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; // use the default values filled in above
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else
fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat, fThrowAway, bStartIsPastPeak );
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float fEndPeakYOffset = 0;
bool bEndIsPastPeak = false;
float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, NoteRowToBeat(iEndRow), fEndPeakYOffset, bEndIsPastPeak );
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// In boomerang, the arrows reverse direction at Y offset value fPeakAtYOffset.
// If fPeakAtYOffset lies inside of the hold we're drawing, then the we
// want to draw the tail at that max Y offset, or else the hold will appear
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// to magically grow as the tail approaches the max Y offset.
if( bStartIsPastPeak && !bEndIsPastPeak )
fEndYOffset = fEndPeakYOffset; // use the calculated PeakYOffset so that long holds don't appear to grow
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// Swap in reverse, so fStartYOffset is always the offset higher on the screen.
if( bReverse )
swap( fStartYOffset, fEndYOffset );
const float fYHead = ArrowEffects::GetYPos( m_pPlayerState, iCol, fStartYOffset, fReverseOffsetPixels );
const float fYTail = ArrowEffects::GetYPos( m_pPlayerState, iCol, fEndYOffset, fReverseOffsetPixels );
const float fColorScale = SCALE( tn.HoldResult.fLife, 0.0f, 1.0f, cache->m_fHoldLetGoGrayPercent, 1.0f );
bool bFlipHeadAndTail = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
float fBeat = NoteRowToBeat(iRow);
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//if( !cache->m_bHoldHeadIsAboveWavyParts )
//{
// Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
// DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
//}
//if( !cache->m_bHoldTailIsAboveWavyParts )
//{
// Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
// DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
//}
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DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, true, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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/* These set the texture mode themselves. */
// this part was modified in pumpmania, where it flips the draw order
// of the head and tail. Perhaps make this a theme/noteskin metric? -aj
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if( cache->m_bHoldTailIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
if( cache->m_bHoldHeadIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
}
void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fYOffset, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fColorScale, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
return;
const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor glow = RageColor(1,1,1,fGlow);
float fRotationX = 0, fRotationY = 0, fRotationZ = 0;
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fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, tn.type == tn.hold_head );
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if( tn.type != tn.hold_head )
fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
pActor->SetRotationX( fRotationX );
pActor->SetRotationY( fRotationY );
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pActor->SetRotationZ( fRotationZ );
pActor->SetXY( fX, fY );
pActor->SetZ( fZ );
pActor->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
// [AJ] this two lines (and how they're handled) piss off many people:
pActor->SetDiffuse( diffuse );
pActor->SetGlow( glow );
bool bNeedsTranslate = (bIsAddition && !IsVectorZero(cache->m_fAdditionTextureCoordOffset[part])) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]);
if( bNeedsTranslate )
{
DISPLAY->TexturePushMatrix();
NoteType nt = BeatToNoteType( fBeat );
ENUM_CLAMP( nt, (NoteType)0, MAX_DISPLAY_NOTE_TYPE );
DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
}
pActor->Draw();
if( bNeedsTranslate )
{
DISPLAY->TexturePopMatrix();
}
}
void NoteDisplay::DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
Actor* pActor = NULL;
NotePart part = NotePart_Tap;
if( tn.type == TapNote::lift )
{
pActor = GetTapActor( m_TapLift, NotePart_Lift, fBeat );
part = NotePart_Lift;
}
else if( tn.type == TapNote::mine )
{
pActor = GetTapActor( m_TapMine, NotePart_Mine, fBeat );
part = NotePart_Mine;
}
else if( tn.type == TapNote::fake )
{
pActor = GetTapActor( m_TapFake, NotePart_Fake, fBeat );
part = NotePart_Fake;
}
else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
{
pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, false, false );
}
else
{
pActor = GetTapActor( m_TapNote, NotePart_Tap, fBeat );
}
if( tn.type == TapNote::attack )
{
Message msg( "SetAttack" );
msg.SetParam( "Modifiers", tn.sAttackModifiers );
pActor->HandleMessage( msg );
}
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
// this is the line that forces the (1,1,1,x) part of the noteskin diffuse -aj
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DrawActor( tn, pActor, part, iCol, fYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, 1.0f, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( tn.type == TapNote::attack )
pActor->PlayCommand( "UnsetAttack" );
}
/*
* (c) 2001-2006 Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/