Files
itgmania212121/stepmania/src/NoteDisplay.cpp
T
Glenn Maynard 2c7db70f4b instead of toggling head/tail as wavy/not, have a wavy part (top cap
and bottom cap) and a solid part (head/tail).

allow overriding note skin metric values per-button

(rather larger patch than I intended to commit at once; sorry)
2003-02-08 23:47:47 +00:00

705 lines
28 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: NoteDisplay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Brian Bugh
Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
#include "NoteDisplay.h"
#include "Notes.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "NoteSkinManager.h"
#include "RageException.h"
#include "ArrowEffects.h"
#include "RageLog.h"
#include <math.h>
#include "RageDisplay.h"
#include "NoteTypes.h"
#define DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW NOTESKIN->GetMetricB(name,"DrawHoldHeadForTapsOnSameRow")
#define TAP_NOTE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"TapNoteAnimationLengthInBeats")
#define HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldHeadAnimationLengthInBeats")
#define HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldTopCapAnimationLengthInBeats")
#define HOLD_BODY_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldBodyAnimationLengthInBeats")
#define HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldBottomCapAnimationLengthInBeats")
#define HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(name,"HoldTailAnimationLengthInBeats")
#define TAP_NOTE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"TapNoteAnimationIsVivid")
#define HOLD_HEAD_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldHeadAnimationIsVivid")
#define HOLD_TOPCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldTopCapAnimationIsVivid")
#define HOLD_BODY_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldBodyAnimationIsVivid")
#define HOLD_BOTTOMCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldBottomCapAnimationIsVivid")
#define HOLD_TAIL_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(name,"HoldTailAnimationIsVivid")
#define TAP_NOTE_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"TapNoteAnimationIsNoteColor")
#define HOLD_HEAD_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldHeadAnimationIsNoteColor")
#define HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldHeadAnimationIsNoteColor")
#define HOLD_BODY_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldBodyAnimationIsNoteColor")
#define HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldHeadAnimationIsNoteColor")
#define HOLD_TAIL_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(name,"HoldTailAnimationIsNoteColor")
#define START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD NOTESKIN->GetMetricI(name,"StartDrawingHoldBodyOffsetFromHead")
#define STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL NOTESKIN->GetMetricI(name,"StopDrawingHoldBodyOffsetFromTail")
#define HOLD_NG_GRAY_PERCENT NOTESKIN->GetMetricF(name,"HoldNGGrayPercent")
// cache
struct NoteMetricCache_t {
bool m_bDrawHoldHeadForTapsOnSameRow;
float m_fTapNoteAnimationLengthInBeats;
float m_fHoldHeadAnimationLengthInBeats;
float m_fHoldTopCapAnimationLengthInBeats;
float m_fHoldBodyAnimationLengthInBeats;
float m_fHoldBottomCapAnimationLengthInBeats;
float m_fHoldTailAnimationLengthInBeats;
bool m_bTapNoteAnimationIsVivid;
bool m_bHoldHeadAnimationIsVivid;
bool m_bHoldTopCapAnimationIsVivid;
bool m_bHoldBodyAnimationIsVivid;
bool m_bHoldBottomCapAnimationIsVivid;
bool m_bHoldTailAnimationIsVivid;
bool m_bTapNoteAnimationIsNoteColor;
bool m_bHoldHeadAnimationIsNoteColor;
bool m_bHoldTopCapAnimationIsNoteColor;
bool m_bHoldBodyAnimationIsNoteColor;
bool m_bHoldBottomCapAnimationIsNoteColor;
bool m_bHoldTailAnimationIsNoteColor;
int m_iStartDrawingHoldBodyOffsetFromHead;
int m_iStopDrawingHoldBodyOffsetFromTail;
float m_fHoldNGGrayPercent;
void Load(const CString &name);
} *NoteMetricCache;
void NoteMetricCache_t::Load(const CString &name)
{
m_bDrawHoldHeadForTapsOnSameRow = DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW;
m_fTapNoteAnimationLengthInBeats = TAP_NOTE_ANIMATION_LENGTH_IN_BEATS;
m_fHoldHeadAnimationLengthInBeats = HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS;
m_fHoldTopCapAnimationLengthInBeats = HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS;
m_fHoldBodyAnimationLengthInBeats = HOLD_BODY_ANIMATION_LENGTH_IN_BEATS;
m_fHoldBottomCapAnimationLengthInBeats = HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS;
m_fHoldTailAnimationLengthInBeats = HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS;
m_bTapNoteAnimationIsVivid = TAP_NOTE_ANIMATION_IS_VIVID;
m_bHoldHeadAnimationIsVivid = HOLD_HEAD_ANIMATION_IS_VIVID;
m_bHoldTopCapAnimationIsVivid = HOLD_TOPCAP_ANIMATION_IS_VIVID;
m_bHoldBodyAnimationIsVivid = HOLD_BODY_ANIMATION_IS_VIVID;
m_bHoldBottomCapAnimationIsVivid = HOLD_BOTTOMCAP_ANIMATION_IS_VIVID;
m_bHoldTailAnimationIsVivid = HOLD_TAIL_ANIMATION_IS_VIVID;
m_bTapNoteAnimationIsNoteColor = TAP_NOTE_ANIMATION_IS_NOTE_COLOR;
m_bHoldHeadAnimationIsNoteColor = HOLD_HEAD_ANIMATION_IS_NOTE_COLOR;
m_bHoldTopCapAnimationIsNoteColor = HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR;
m_bHoldBodyAnimationIsNoteColor = HOLD_BODY_ANIMATION_IS_NOTE_COLOR;
m_bHoldBottomCapAnimationIsNoteColor = HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR;
m_bHoldTailAnimationIsNoteColor = HOLD_TAIL_ANIMATION_IS_NOTE_COLOR;
m_iStartDrawingHoldBodyOffsetFromHead = START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD;
m_iStopDrawingHoldBodyOffsetFromTail = STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL;
m_fHoldNGGrayPercent = HOLD_NG_GRAY_PERCENT;
}
NoteDisplay::NoteDisplay()
{
cache = new NoteMetricCache_t;
}
NoteDisplay::~NoteDisplay()
{
delete cache;
}
void NoteDisplay::Load( int iColNum, PlayerNumber pn )
{
m_PlayerNumber = pn;
cache->Load(NoteSkinManager::ColToButtonName(iColNum));
// Look up note names once and store them here.
CString sNoteType[ NOTE_COLOR_IMAGES ];
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
sNoteType[i] = NoteTypeToString( (NoteType)i );
if( cache->m_bTapNoteAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
m_sprTapNote[i].Load( NOTESKIN->GetPathTo(iColNum, "tap note "+sNoteType[i]) );
}
else
{
m_sprTapNote[0].Load( NOTESKIN->GetPathTo(iColNum, "tap note") );
}
if( cache->m_bHoldHeadAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldHeadActive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold head active "+sNoteType[i]) );
m_sprHoldHeadInactive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold head inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldHeadActive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold head active") );
m_sprHoldHeadInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold head inactive") );
}
if( cache->m_bHoldTopCapAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldTopCapActive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold topcap active "+sNoteType[i]) );
m_sprHoldTopCapInactive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold topcap inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldTopCapActive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold topcap active") );
m_sprHoldTopCapInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold topcap inactive") );
}
if( cache->m_bHoldBodyAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldBodyActive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold body active "+sNoteType[i]) );
m_sprHoldBodyInactive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold body inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldBodyActive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold body active") );
m_sprHoldBodyInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold body inactive") );
}
if( cache->m_bHoldBottomCapAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldBottomCapActive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold bottomcap active "+sNoteType[i]) );
m_sprHoldBottomCapInactive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold bottomcap inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldBottomCapActive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold bottomcap active") );
m_sprHoldBottomCapInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold bottomcap inactive") );
}
if( cache->m_bHoldTailAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldTailActive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold tail active "+sNoteType[i]) );
m_sprHoldTailInactive[i].Load( NOTESKIN->GetPathTo(iColNum, "hold tail inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldTailActive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold tail active") );
m_sprHoldTailInactive[0].Load( NOTESKIN->GetPathTo(iColNum, "hold tail inactive") );
}
}
void NoteDisplay::SetActiveFrame( float fNoteBeat, Sprite &Spr, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor )
{
const int iNumFrames = Spr.GetNumStates();
float fSongBeat = GAMESTATE->m_fSongBeat;
float fPrecentIntoAnimation = fmodf(fSongBeat,fAnimationLengthInBeats) / fAnimationLengthInBeats;
float fNoteBeatFraction = fmodf( fNoteBeat, 1.0f );
int iFrameNo = (int)(fPrecentIntoAnimation*iNumFrames);
if( bVivid )
iFrameNo += (int)( froundf(fNoteBeatFraction,1.f/fAnimationLengthInBeats)*iNumFrames );
iFrameNo += iNumFrames;
iFrameNo %= iNumFrames;
ASSERT( iFrameNo>=0 && iFrameNo<iNumFrames );
Spr.SetState( iFrameNo );
}
Sprite * NoteDisplay::GetTapNoteSprite( float fNoteBeat )
{
NoteType nt = NoteType(0);
if( cache->m_bTapNoteAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = &m_sprTapNote[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
cache->m_fTapNoteAnimationLengthInBeats,
cache->m_bTapNoteAnimationIsVivid,
cache->m_bTapNoteAnimationIsNoteColor );
return pSpriteOut;
}
Sprite * NoteDisplay::GetHoldTopCapSprite( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldTopCapAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldTopCapActive[nt] : &m_sprHoldTopCapInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
cache->m_fHoldTopCapAnimationLengthInBeats,
cache->m_bHoldTopCapAnimationIsVivid,
cache->m_bHoldTopCapAnimationIsNoteColor );
return pSpriteOut;
}
Sprite * NoteDisplay::GetHoldBottomCapSprite( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldBottomCapAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldBottomCapActive[nt] : &m_sprHoldBottomCapInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
cache->m_fHoldBottomCapAnimationLengthInBeats,
cache->m_bHoldBottomCapAnimationIsVivid,
cache->m_bHoldBottomCapAnimationIsNoteColor );
return pSpriteOut;
}
Sprite * NoteDisplay::GetHoldHeadSprite( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldHeadAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldHeadActive[nt] : &m_sprHoldHeadInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
cache->m_fHoldHeadAnimationLengthInBeats,
cache->m_bHoldHeadAnimationIsVivid,
cache->m_bHoldHeadAnimationIsNoteColor );
return pSpriteOut;
}
Sprite *NoteDisplay::GetHoldBodySprite( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldBodyAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldBodyActive[nt] : &m_sprHoldBodyInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
cache->m_fHoldBodyAnimationLengthInBeats,
cache->m_bHoldBodyAnimationIsVivid,
cache->m_bHoldBodyAnimationIsNoteColor );
return pSpriteOut;
}
Sprite * NoteDisplay::GetHoldTailSprite( float fNoteBeat, bool bActive )
{
NoteType nt = NoteType(0);
if( cache->m_bHoldTailAnimationIsNoteColor )
nt = BeatToNoteType( fNoteBeat );
if( nt == NOTE_TYPE_INVALID )
nt = NOTE_TYPE_32ND;
Sprite *pSpriteOut = bActive ? &m_sprHoldTailActive[nt] : &m_sprHoldTailInactive[nt];
SetActiveFrame(
fNoteBeat,
*pSpriteOut,
cache->m_fHoldTailAnimationLengthInBeats,
cache->m_bHoldTailAnimationIsVivid,
cache->m_bHoldTailAnimationIsNoteColor );
return pSpriteOut;
}
void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly )
{
// 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
const bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll;
const int iCol = hn.m_iTrack;
const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fStartBeat );
const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fEndBeat );
const float fEndYPos = ArrowGetYPos( m_PlayerNumber, fEndYOffset );
const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head
const float fYTail = bReverse ? fStartYPos : fEndYPos; // the center the tail
const int fYStep = 16; // 16 logical pixels per segment
const float fColorScale = 1*fLife + (1-fLife)*cache->m_fHoldNGGrayPercent;
//
// draw from tail to head (so head appears on top)
//
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
static RageVertex queue[4096];
//
// Draw the bottom cap (always wavy)
//
{
Sprite* pBottomCap = GetHoldBottomCapSprite( hn.m_fStartBeat, bActive );
// draw manually in small segments
RageVertex *v = &queue[0];
RageTexture* pTexture = pBottomCap->GetTexture();
const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
DISPLAY->DisableTextureWrapping();
const float fFrameWidth = pBottomCap->GetUnzoomedWidth();
const float fFrameHeight = pBottomCap->GetUnzoomedHeight();
const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
// don't draw any part of the tail that is before the middle of the head
float fY=max( fYCapTop, fYHead );
for( ; fY<fYCapBottom; fY+=fYStep )
{
const float fYTop = fY;
const float fStepHeight = min( fYStep, fFrameHeight );
const float fYBottom = min( fY+fStepHeight, fYCapBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
const float fXBottomRight = fXBottom + fFrameWidth/2;
const float fTopDistFromTailTop = fYTop - fYCapTop;
const float fBottomDistFromTailTop = fYBottom - fYCapTop;
const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
v+=4;
}
DISPLAY->DrawQuads( queue, v-queue );
}
//
// Draw the body (always wavy)
//
{
Sprite* pSprBody = GetHoldBodySprite( hn.m_fStartBeat, bActive );
// draw manually in small segments
RageVertex *v = &queue[0];
RageTexture* pTexture = pSprBody->GetTexture();
const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
DISPLAY->EnableTextureWrapping();
const float fFrameWidth = pSprBody->GetUnzoomedWidth();
const float fFrameHeight = pSprBody->GetUnzoomedHeight();
const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
// top to bottom
for( float fY=fYBodyTop; fY<=fYBodyBottom; fY+=fYStep )
{
const float fYTop = fY;
const float fYBottom = min( fY+fYStep, fYBodyBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
const float fXBottomRight = fXBottom + fFrameWidth/2;
const float fTopDistFromBodyBottom = fYBodyBottom - fYTop;
const float fBottomDistFromBodyBottom = fYBodyBottom - fYBottom;
float fTexCoordTop = SCALE( fTopDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
float fTexCoordBottom = SCALE( fBottomDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
if( fTexCoordTop < 0 )
{
int iToSubtract = (int)fTexCoordTop - 1;
fTexCoordTop -= iToSubtract;
fTexCoordBottom -= iToSubtract;
}
else if( fTexCoordBottom > 2 )
{
int iToSubtract = (int)fTexCoordBottom;
fTexCoordTop -= iToSubtract;
fTexCoordBottom -= iToSubtract;
}
ASSERT( fTexCoordTop>=0 && fTexCoordBottom>=0 );
ASSERT( fTexCoordTop<=2 && fTexCoordBottom<=2 );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
v+=4;
}
DISPLAY->DrawQuads( queue, v-queue );
}
//
// Draw the top cap (always wavy)
//
{
Sprite* pSprTopCap = GetHoldTopCapSprite( hn.m_fStartBeat, bActive );
// draw manually in small segments
RageVertex *v = &queue[0];
RageTexture* pTexture = pSprTopCap->GetTexture();
const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
DISPLAY->SetTexture( pTexture );
DISPLAY->SetBlendModeNormal();
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
else
DISPLAY->SetTextureModeModulate();
DISPLAY->DisableTextureWrapping();
const float fFrameWidth = pSprTopCap->GetUnzoomedWidth();
const float fFrameHeight = pSprTopCap->GetUnzoomedHeight();
const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
for( float fY=fYCapTop; fY<fYCapBottom; fY+=fYStep )
{
const float fYTop = fY;
const float fStepHeight = min( fYStep, fFrameHeight );
const float fYBottom = min( fY+fStepHeight, fYCapBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
const float fXBottomRight = fXBottom + fFrameWidth/2;
const float fTopDistFromHeadTop = fYTop - fYCapTop;
const float fBottomDistFromHeadTop = fYBottom - fYCapTop;
const float fTexCoordTop = SCALE( fTopDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordBottom = SCALE( fBottomDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
ASSERT( fTexCoordTop>=-0.0001 && fTexCoordBottom<=1.0001 ); /* allow for rounding error */
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
v+=4;
}
DISPLAY->DrawQuads( queue, v-queue );
}
//
// Draw the tail
//
{
Sprite* pSprTail = GetHoldTailSprite( hn.m_fStartBeat, bActive );
const float fY = fYTail;
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pSprTail->SetXY( fX, fY );
if( bDrawGlowOnly )
{
pSprTail->SetDiffuse( RageColor(1,1,1,0) );
pSprTail->SetGlow( colorGlow );
}
else
{
pSprTail->SetDiffuse( colorDiffuse );
pSprTail->SetGlow( RageColor(0,0,0,0) );
}
pSprTail->Draw();
}
//
// Draw the head
//
{
Sprite* pSprHead = GetHoldHeadSprite( hn.m_fStartBeat, bActive );
// draw with normal Sprite
const float fY = fYHead;
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pSprHead->SetXY( fX, fY );
if( bDrawGlowOnly )
{
pSprHead->SetDiffuse( RageColor(1,1,1,0) );
pSprHead->SetGlow( colorGlow );
}
else
{
pSprHead->SetDiffuse( colorDiffuse );
pSprHead->SetGlow( RageColor(0,0,0,0) );
}
pSprHead->Draw();
}
// now, draw the glow pass
if( !bDrawGlowOnly )
DrawHold( hn, bActive, fLife, fPercentFadeToFail, true );
}
void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSameRowAsHoldStart, const float fPercentFadeToFail, const float fLife )
{
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.2f,1);
RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
RageColor glow = RageColor(1,1,1,fGlow);
/*
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_ColorType == PlayerOptions::COLOR_NOTE )
{
RageColor noteColor = GetNoteColorFromBeat(fBeat);
diffuse.r *= noteColor.r;
diffuse.g *= noteColor.g;
diffuse.b *= noteColor.b;
glow = RageColor(1,1,1,1)*fGlow + noteColor*(1-fGlow)*0.7f*fAlpha;
}
*/
Sprite* pSprite;
if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
{
// draw hold head
pSprite = GetHoldHeadSprite( fBeat, false );
pSprite->StopUsingCustomCoords();
}
else
{
// draw tap
pSprite = GetTapNoteSprite( fBeat );
pSprite->SetRotation( fRotation );
}
pSprite->SetXY( fXPos, fYPos );
pSprite->SetDiffuse( diffuse );
pSprite->SetGlow( glow );
pSprite->Draw();
}
// if( ct == PlayerOptions::COLOR_NOTE )
// {
// RageColor color = GetNoteColorFromBeat( fNoteBeat );
// colorLeadingOut = color;
// colorTrailingOut = color;
//
// // add a little bit of white so the note doesn't look so plain
// colorLeadingOut.r += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
// colorLeadingOut.g += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
// colorLeadingOut.b += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
// colorTrailingOut.r += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
// colorTrailingOut.g += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
// colorTrailingOut.b += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
// return;
// }