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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"
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#include "Sprite.h"
#include "NoteTypes.h"
#include "LuaBinding.h"
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#include "Foreach.h"
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const RString& NoteNotePartToString( NotePart i );
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#define FOREACH_NotePart( i ) FOREACH_ENUM( NotePart, i )
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static const char *NotePartNames[] = {
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"TapNote",
"TapMine",
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"TapLift",
"TapFake",
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"HoldHead",
"HoldTopCap",
"HoldBody",
"HoldBottomCap",
"HoldTail",
};
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XToString( NotePart );
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static bool IsVectorZero( const RageVector2 &v )
{
return v.x == 0 && v.y == 0;
}
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// 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;
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// cache
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struct NoteMetricCache_t
{
bool m_bDrawHoldHeadForTapsOnSameRow;
float m_fAnimationLengthInBeats[NUM_NotePart];
bool m_bAnimationIsVivid[NUM_NotePart];
RageVector2 m_fAdditionTextureCoordOffset[NUM_NotePart];
RageVector2 m_fNoteColorTextureCoordSpacing[NUM_NotePart];
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bool m_bHoldHeadIsAboveWavyParts;
bool m_bHoldTailIsAboveWavyParts;
int m_iStartDrawingHoldBodyOffsetFromHead;
int m_iStopDrawingHoldBodyOffsetFromTail;
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float m_fHoldLetGoGrayPercent;
bool m_bFlipHeadAndTailWhenReverse;
bool m_bFlipHoldBodyWhenReverse;
bool m_bTopHoldAnchorWhenReverse;
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bool m_bHoldActiveIsAddLayer;
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void Load( const RString &sButton );
} *NoteMetricCache;
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void NoteMetricCache_t::Load( const RString &sButton )
{
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m_bDrawHoldHeadForTapsOnSameRow = NOTESKIN->GetMetricB(sButton,"DrawHoldHeadForTapsOnSameRow");
FOREACH_NotePart( p )
{
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const RString &s = NotePartToString(p);
m_fAnimationLengthInBeats[p] = NOTESKIN->GetMetricF(sButton,s+"AnimationLengthInBeats");
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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m_bHoldHeadIsAboveWavyParts = NOTESKIN->GetMetricB(sButton,"HoldHeadIsAboveWavyParts");
m_bHoldTailIsAboveWavyParts = NOTESKIN->GetMetricB(sButton,"HoldTailIsAboveWavyParts");
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m_iStartDrawingHoldBodyOffsetFromHead = NOTESKIN->GetMetricI(sButton,"StartDrawingHoldBodyOffsetFromHead");
m_iStopDrawingHoldBodyOffsetFromTail = NOTESKIN->GetMetricI(sButton,"StopDrawingHoldBodyOffsetFromTail");
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m_fHoldLetGoGrayPercent = NOTESKIN->GetMetricF(sButton,"HoldLetGoGrayPercent");
m_bFlipHeadAndTailWhenReverse = NOTESKIN->GetMetricB(sButton,"FlipHeadAndTailWhenReverse");
m_bFlipHoldBodyWhenReverse = NOTESKIN->GetMetricB(sButton,"FlipHoldBodyWhenReverse");
m_bTopHoldAnchorWhenReverse = NOTESKIN->GetMetricB(sButton,"TopHoldAnchorWhenReverse");
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m_bHoldActiveIsAddLayer = NOTESKIN->GetMetricB(sButton,"HoldActiveIsAddLayer");
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}
struct NoteSkinAndPath
{
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NoteSkinAndPath( const RString sNoteSkin_, const RString sPath_ ) : sNoteSkin(sNoteSkin_), sPath(sPath_) { }
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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;
}
const NoteSkinAndPath m_nsap; /* should be refcounted along with g_NoteResource[] */
int m_iRefCount;
Actor *m_pActor;
};
static map<NoteSkinAndPath, NoteResource *> g_NoteResource;
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static NoteResource *MakeNoteResource( const RString &sButton, const RString &sElement, bool bSpriteOnly )
{
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RString sElementAndType = ssprintf( "%s, %s", sButton.c_str(), sElement.c_str() );
NoteSkinAndPath nsap( NOTESKIN->GetCurrentNoteSkin(), sElementAndType );
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map<NoteSkinAndPath, NoteResource *>::iterator it = g_NoteResource.find( nsap );
if( it == g_NoteResource.end() )
{
NoteResource *pRes = new NoteResource( nsap );
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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;
}
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static void DeleteNoteResource( NoteResource *pRes )
{
ASSERT( pRes != NULL );
ASSERT_M( pRes->m_iRefCount > 0, ssprintf("%i", pRes->m_iRefCount) );
--pRes->m_iRefCount;
if( pRes->m_iRefCount )
return;
g_NoteResource.erase( pRes->m_nsap );
delete pRes;
}
NoteColorActor::NoteColorActor()
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{
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m_p = NULL;
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}
NoteColorActor::~NoteColorActor()
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{
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if( m_p )
DeleteNoteResource( m_p );
}
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void NoteColorActor::Load( const RString &sButton, const RString &sElement )
{
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m_p = MakeNoteResource( sButton, sElement, false );
}
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Actor *NoteColorActor::Get()
{
return m_p->m_pActor;
}
NoteColorSprite::NoteColorSprite()
{
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m_p = NULL;
}
NoteColorSprite::~NoteColorSprite()
{
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if( m_p )
DeleteNoteResource( m_p );
}
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void NoteColorSprite::Load( const RString &sButton, const RString &sElement )
{
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m_p = MakeNoteResource( sButton, sElement, true );
}
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Sprite *NoteColorSprite::Get()
{
return dynamic_cast<Sprite *>( m_p->m_pActor );
}
static const char *HoldTypeNames[] = {
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"Hold",
"Roll",
};
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XToString( HoldType );
static const char *ActiveTypeNames[] = {
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"Active",
"Inactive",
};
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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 );
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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" );
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) );
m_HoldBottomCap[ht][at].Load( sButton, HoldTypeToString(ht)+" Bottomcap "+ActiveTypeToString(at) );
m_HoldTail[ht][at].Load( sButton, HoldTypeToString(ht)+" Tail "+ActiveTypeToString(at) );
}
}
}
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
* NoteDisplay. Update each cached item exactly once. */
map<NoteSkinAndPath, NoteResource *>::iterator it;
for( it = g_NoteResource.begin(); it != g_NoteResource.end(); ++it )
{
NoteResource *pRes = it->second;
pRes->m_pActor->Update( fDeltaTime );
}
}
void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid )
{
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/* -inf ... inf */
float fSongBeat = GAMESTATE->m_fSongBeat;
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/* -len ... +len */
float fPercentIntoAnimation = fmodf( fSongBeat, fAnimationLengthInBeats );
/* -1 ... 1 */
fPercentIntoAnimation /= fAnimationLengthInBeats;
if( bVivid )
{
float fNoteBeatFraction = fmodf( fNoteBeat, 1.0f );
const float fInterval = 1.f / fAnimationLengthInBeats;
fPercentIntoAnimation += QuantizeDown( fNoteBeatFraction, fInterval );
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// just in case somehow we're majorly negative with the subtraction
wrap( fPercentIntoAnimation, 1.f );
}
else
{
/* 0 ... 1, wrapped */
if( fPercentIntoAnimation < 0 )
fPercentIntoAnimation += 1.0f;
}
float fLengthSeconds = actorToSet.GetAnimationLengthSeconds();
actorToSet.SetSecondsIntoAnimation( fPercentIntoAnimation*fLengthSeconds );
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}
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Actor *NoteDisplay::GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat )
{
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Actor *pActorOut = nca.Get();
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SetActiveFrame( fNoteBeat, *pActorOut, cache->m_fAnimationLengthInBeats[part], cache->m_bAnimationIsVivid[part] );
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return pActorOut;
}
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Actor *NoteDisplay::GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld )
{
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return GetTapActor( nca[bIsRoll ? roll:hold][bIsBeingHeld ? active:inactive], part, fNoteBeat );
}
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Sprite *NoteDisplay::GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld )
{
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Sprite *pSpriteOut = ncs[bIsRoll ? roll:hold][bIsBeingHeld ? active:inactive].Get();
SetActiveFrame( fNoteBeat, *pSpriteOut, cache->m_fAnimationLengthInBeats[part], cache->m_bAnimationIsVivid[part] );
return pSpriteOut;
}
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static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
if( bGlow )
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return ArrowEffects::GetGlow( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
else
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return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
struct StripBuffer
{
enum { size = 512 };
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RageSpriteVertex *buf;
RageSpriteVertex *v;
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StripBuffer()
{
buf = (RageSpriteVertex *) malloc( size * sizeof(RageSpriteVertex) );
Init();
}
~StripBuffer()
{
free( buf );
}
void Init()
{
v = buf;
}
void Draw()
{
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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 fXOffset, float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar,
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float fOverlappedTime,
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float fYTop, float fYBottom,
float fYStartPos, float fYEndPos,
bool bWrapping, bool bAnchorToTop, bool bFlipTextureVertically )
{
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ASSERT( !vpSpr.empty() );
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Sprite *pSprite = vpSpr.front();
FOREACH( Sprite *, vpSpr, s )
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{
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(*s)->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
ASSERT( (*s)->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
ASSERT( (*s)->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
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}
// 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
* fYTop or fYBottom; they need to be left alone to calculate texture coordinates. */
fYStartPos = max( fYTop, fYStartPos );
fYEndPos = min( fYBottom, fYEndPos );
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if( bGlow )
fColorScale = 1;
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// top to bottom
bool bAllAreTransparent = true;
bool bLast = false;
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float fAddToTexCoord = 0;
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if( !bAnchorToTop )
{
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float fTexCoordBottom = SCALE( fYBottom - fYTop, 0, fFrameHeight, rect.top, rect.bottom );
float fWantTexCoordBottom = ceilf( fTexCoordBottom - 0.0001f );
fAddToTexCoord = fWantTexCoordBottom - fTexCoordBottom;
}
if( bWrapping )
{
/* For very large hold notes, shift the texture coordinates to be near 0, so we
* don't send very large values to the renderer. */
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const float fDistFromTop = fYStartPos - fYTop;
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
fTexCoordTop += fAddToTexCoord;
fAddToTexCoord -= floorf( fTexCoordTop );
}
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DISPLAY->ClearAllTextures();
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const float fTexCoordLeft = rect.left;
const float fTexCoordRight = rect.right;
const float fTexCoordCenter = (fTexCoordLeft+fTexCoordRight)/2;
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StripBuffer queue;
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for( float fY = fYStartPos; !bLast; fY += fYStep )
{
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if( fY >= fYEndPos )
{
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fY = fYEndPos;
bLast = true;
}
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const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fFrameWidthScale = ArrowEffects::GetFrameWidthScale( m_pPlayerState, fYOffset, fOverlappedTime );
const float fScaledFrameWidth = fFrameWidth * fFrameWidthScale;
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float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
fX += fXOffset;
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const float fXLeft = fX - fScaledFrameWidth/2;
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const float fXCenter = fX;
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const float fXRight = fX + fScaledFrameWidth/2;
const float fDistFromTop = fY - fYTop;
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
fTexCoordTop += fAddToTexCoord;
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const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
bAllAreTransparent = false;
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
queue.v[1].p = RageVector3(fXCenter, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
queue.v[2].p = RageVector3(fXRight, fY, fZ); queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
queue.v+=3;
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if( queue.Free() < 3 || bLast )
{
/* The queue is full. Render it, clear the buffer, and move back a step to
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* start off the strip again. */
if( !bAllAreTransparent )
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{
FOREACH( Sprite*, vpSpr, spr )
{
RageTexture* pTexture = (*spr)->GetTexture();
DISPLAY->SetTexture( TextureUnit_1, pTexture->GetTexHandle() );
DISPLAY->SetBlendMode( spr == vpSpr.begin() ? BLEND_NORMAL : BLEND_ADD );
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DISPLAY->SetCullMode( CULL_NONE );
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DISPLAY->SetTextureWrapping( TextureUnit_1, bWrapping );
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queue.Draw();
}
}
queue.Init();
bAllAreTransparent = true;
fY -= fYStep;
}
}
}
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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 )
{
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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 );
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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 );
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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 );
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
{
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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 );
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}
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 );
}
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if( bGlow )
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
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else
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
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const bool bWavyPartsNeedZBuffer = ArrowEffects::NeedZBuffer( m_pPlayerState );
DISPLAY->SetZTestMode( bWavyPartsNeedZBuffer?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
DISPLAY->SetZWrite( bWavyPartsNeedZBuffer );
/* Hack: Z effects need a finer grain step. */
const int fYStep = bWavyPartsNeedZBuffer? 4: 16; // use small steps only if wavy
if( bFlipHoldBody )
{
fYHead -= cache->m_iStopDrawingHoldBodyOffsetFromTail;
fYTail -= cache->m_iStartDrawingHoldBodyOffsetFromHead;
}
else
{
fYHead += cache->m_iStartDrawingHoldBodyOffsetFromHead;
fYTail += cache->m_iStopDrawingHoldBodyOffsetFromTail;
}
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const float fFrameHeightTop = pSpriteTop->GetUnzoomedHeight();
const float fFrameHeightBottom = pSpriteBottom->GetUnzoomedHeight();
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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 );
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float fXOffset = ArrowEffects::GetXOffset( m_pPlayerState, tn.iMidiNote );
bool bTopAnchor = bReverse && cache->m_bTopHoldAnchorWhenReverse;
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// Draw the top cap
DrawHoldPart(
vpSprTop,
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iCol, fYStep, fXOffset, fPercentFadeToFail, fColorScale, bGlow,
fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar,
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tn.HoldResult.fOverlappedTime,
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fYHead-fFrameHeightTop, fYHead,
fYStartPos, fYEndPos,
false, bTopAnchor, bFlipHoldBody );
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// Draw the body
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DrawHoldPart(
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vpSprBody,
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iCol, fYStep, fXOffset, fPercentFadeToFail, fColorScale, bGlow,
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fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar,
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tn.HoldResult.fOverlappedTime,
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fYHead, fYTail,
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fYStartPos, fYEndPos,
true, bTopAnchor, bFlipHoldBody );
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// Draw the bottom cap
DrawHoldPart(
vpSprBottom,
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iCol, fYStep, fXOffset, fPercentFadeToFail, fColorScale, bGlow,
fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar,
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tn.HoldResult.fOverlappedTime,
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fYTail, fYTail+fFrameHeightBottom,
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max(fYStartPos, fYHead), fYEndPos,
false, bTopAnchor, bFlipHoldBody );
}
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void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail,
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float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
{
int iEndRow = iRow + tn.iDuration;
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// 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;
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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;
float fStartYOffset = 0;
if( tn.HoldResult.bActive && tn.HoldResult.fLife > 0 )
; // use the default values filled in above
else
fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat, fThrowAway, bStartIsPastPeak );
float fEndPeakYOffset = 0;
bool bEndIsPastPeak = false;
float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, NoteRowToBeat(iEndRow), fEndPeakYOffset, bEndIsPastPeak );
// 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
// 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 );
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const float fYHead = ArrowEffects::GetYPos( m_pPlayerState, iCol, fStartYOffset, fReverseOffsetPixels );
const float fYTail = ArrowEffects::GetYPos( m_pPlayerState, iCol, fEndYOffset, fReverseOffsetPixels );
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const float fColorScale = SCALE( tn.HoldResult.fLife, 0.0f, 1.0f, cache->m_fHoldLetGoGrayPercent, 1.0f );
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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. */
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float fBeat = NoteRowToBeat(iRow);
if( !cache->m_bHoldHeadIsAboveWavyParts )
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{
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
if( !cache->m_bHoldTailIsAboveWavyParts )
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{
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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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 );
/* These set the texture mode themselves. */
if( cache->m_bHoldTailIsAboveWavyParts )
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{
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
if( cache->m_bHoldHeadIsAboveWavyParts )
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{
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
}
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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 )
{
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
return;
const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
if( tn.iMidiNote )
fX += ArrowEffects::GetXOffset( m_pPlayerState, tn.iMidiNote );
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);
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float fRotation = 0;
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fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat, tn.type == tn.hold_head );
if( tn.type != tn.hold_head )
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fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
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pActor->SetRotationZ( fRotation );
pActor->SetXY( fX, fY );
pActor->SetZ( fZ );
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pActor->SetDiffuse( diffuse );
pActor->SetGlow( glow );
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pActor->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
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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 );
}
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pActor->Draw();
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if( bNeedsTranslate )
{
DISPLAY->TexturePopMatrix();
}
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}
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void NoteDisplay::DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
Actor* pActor = NULL;
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NotePart part = NotePart_Tap;
if( tn.type == TapNote::lift )
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{
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pActor = GetTapActor( m_TapLift, NotePart_Lift, fBeat );
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part = NotePart_Lift;
}
else if( tn.type == TapNote::mine )
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{
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pActor = GetTapActor( m_TapMine, NotePart_Mine, fBeat );
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part = NotePart_Mine;
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}
else if( tn.type == TapNote::fake )
{
pActor = GetTapActor( m_TapFake, NotePart_Fake, fBeat );
part = NotePart_Fake;
}
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else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
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{
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pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, fBeat, false, false );
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}
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else
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{
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pActor = GetTapActor( m_TapNote, NotePart_Tap, fBeat );
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}
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if( tn.type == TapNote::attack )
{
Message msg( "SetAttack" );
msg.SetParam( "Modifiers", tn.sAttackModifiers );
pActor->HandleMessage( msg );
}
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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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" );
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}
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/*
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* (c) 2001-2006 Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway
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* 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.
*/