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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-16 01:54:38 +02:00

#11 health & oxygen bars; #23 auto-retarget when enemy died; remove unused shaders; fix underwater sound stop in Web version

This commit is contained in:
XProger
2017-06-22 04:03:08 +03:00
parent 0d8cb3c283
commit d5c48f936a
18 changed files with 299 additions and 438 deletions

View File

@@ -27,10 +27,6 @@ const char FILTER[] =
#include "shaders/filter.glsl"
;
const char VOLUME[] =
#include "shaders/volume.glsl"
;
const char GUI[] =
#include "shaders/gui.glsl"
;
@@ -45,15 +41,15 @@ struct ShaderCache {
memset(shaders, 0, sizeof(shaders));
LOG("shader: cache warm up...\n");
if (Core::settings.shadows)
if (Core::settings.detail.shadows)
compile(Core::passShadow, Shader::ENTITY, FX_NONE);
if (Core::settings.ambient) {
if (Core::settings.detail.ambient) {
compile(Core::passAmbient, Shader::ROOM, FX_NONE);
compile(Core::passAmbient, Shader::ROOM, FX_ALPHA_TEST);
compile(Core::passAmbient, Shader::ROOM, FX_UNDERWATER);
compile(Core::passAmbient, Shader::SPRITE, FX_ALPHA_TEST);
if (Core::settings.water) {
if (Core::settings.detail.water) {
compile(Core::passAmbient, Shader::ROOM, FX_CLIP_PLANE);
compile(Core::passAmbient, Shader::ROOM, FX_ALPHA_TEST | FX_CLIP_PLANE);
compile(Core::passAmbient, Shader::ROOM, FX_UNDERWATER | FX_CLIP_PLANE);
@@ -61,7 +57,7 @@ struct ShaderCache {
}
}
if (Core::settings.water) {
if (Core::settings.detail.water) {
compile(Core::passWater, Shader::WATER_MASK, FX_NONE);
compile(Core::passWater, Shader::WATER_STEP, FX_NONE);
compile(Core::passWater, Shader::WATER_CAUSTICS, FX_NONE);
@@ -83,7 +79,7 @@ struct ShaderCache {
compile(Core::passCompose, Shader::SPRITE, FX_ALPHA_TEST);
compile(Core::passCompose, Shader::SPRITE, FX_UNDERWATER | FX_ALPHA_TEST);
compile(Core::passCompose, Shader::FLASH, FX_ALPHA_TEST);
if (Core::settings.water) {
if (Core::settings.detail.water) {
compile(Core::passCompose, Shader::ROOM, FX_CLIP_PLANE);
compile(Core::passCompose, Shader::ROOM, FX_ALPHA_TEST | FX_CLIP_PLANE);
compile(Core::passCompose, Shader::ROOM, FX_UNDERWATER | FX_CLIP_PLANE);
@@ -108,7 +104,7 @@ struct ShaderCache {
Shader* compile(Core::Pass pass, Shader::Type type, int fx) {
char def[1024], ext[255];
ext[0] = 0;
if (Core::settings.shadows) {
if (Core::settings.detail.shadows) {
if (Core::support.shadowSampler) {
#ifdef MOBILE
strcat(ext, "#extension GL_EXT_shadow_samplers : require\n");
@@ -139,10 +135,10 @@ struct ShaderCache {
if (fx & FX_UNDERWATER) strcat(def, "#define UNDERWATER\n" UNDERWATER_COLOR);
if (fx & FX_ALPHA_TEST) strcat(def, "#define ALPHA_TEST\n");
if (fx & FX_CLIP_PLANE) strcat(def, "#define CLIP_PLANE\n");
if (Core::settings.ambient) strcat(def, "#define OPT_AMBIENT\n");
if (Core::settings.lighting) strcat(def, "#define OPT_LIGHTING\n");
if (Core::settings.shadows) strcat(def, "#define OPT_SHADOW\n");
if (Core::settings.water) strcat(def, "#define OPT_WATER\n");
if (Core::settings.detail.ambient) strcat(def, "#define OPT_AMBIENT\n");
if (Core::settings.detail.lighting) strcat(def, "#define OPT_LIGHTING\n");
if (Core::settings.detail.shadows) strcat(def, "#define OPT_SHADOW\n");
if (Core::settings.detail.water) strcat(def, "#define OPT_WATER\n");
break;
}
case Core::passWater : {
@@ -162,13 +158,6 @@ struct ShaderCache {
sprintf(def, "%s#define PASS_%s\n#define FILTER_%s\n", ext, passNames[pass], typ);
break;
}
case Core::passVolume : {
static const char *typeNames[] = { "DEFAULT" };
src = VOLUME;
typ = typeNames[type];
sprintf(def, "%s#define PASS_%s\n", ext, passNames[pass]);
break;
}
case Core::passGUI : {
static const char *typeNames[] = { "DEFAULT" };
src = GUI;

View File

@@ -5,7 +5,7 @@
#include "trigger.h"
struct Character : Controller {
int health;
float health;
float tilt;
quat rotHead, rotChest;
@@ -37,7 +37,7 @@ struct Character : Controller {
Collision collision;
Character(IGame *game, int entity, int health) : Controller(game, entity), health(health), tilt(0.0f), stand(STAND_GROUND), lastInput(0), velocity(0.0f), angleExt(0.0f) {
Character(IGame *game, int entity, float health) : Controller(game, entity), health(health), tilt(0.0f), stand(STAND_GROUND), lastInput(0), velocity(0.0f), angleExt(0.0f) {
animation.initOverrides();
rotHead = rotChest = quat(0, 0, 0, 1);
@@ -68,8 +68,8 @@ struct Character : Controller {
angle.x = clamp(angle.x + delta, -PI * 0.49f, PI * 0.49f);
}
virtual void hit(int damage, Controller *enemy = NULL) {
health -= damage;
virtual void hit(float damage, Controller *enemy = NULL) {
health = max(0.0f, health - damage);
};
virtual void checkRoom() {

View File

@@ -308,7 +308,7 @@ namespace Core {
Texture *blackTex, *whiteTex;
enum Pass { passCompose, passShadow, passAmbient, passWater, passFilter, passVolume, passGUI, passMAX } pass;
enum Pass { passCompose, passShadow, passAmbient, passWater, passFilter, passGUI, passMAX } pass;
GLuint FBO, defaultFBO;
Texture *defaultTarget;
@@ -362,10 +362,16 @@ namespace Core {
} stats;
struct {
bool ambient;
bool lighting;
bool shadows;
bool water;
struct {
bool ambient;
bool lighting;
bool shadows;
bool water;
} detail;
struct {
bool retarget;
} controls;
} settings;
}

View File

@@ -72,7 +72,7 @@ struct Enemy : Character {
bool targetFromView; // enemy in target view zone
bool targetCanAttack;
Enemy(IGame *game, int entity, int health, int radius, float length, float aggression) : Character(game, entity, health), ai(AI_RANDOM), mood(MOOD_SLEEP), wound(false), nextState(0), targetBox(-1), thinkTime(1.0f / 30.0f), length(length), aggression(aggression), radius(radius), target(NULL), path(NULL) {
Enemy(IGame *game, int entity, float health, int radius, float length, float aggression) : Character(game, entity, health), ai(AI_RANDOM), mood(MOOD_SLEEP), wound(false), nextState(0), targetBox(-1), thinkTime(1.0f / 30.0f), length(length), aggression(aggression), radius(radius), target(NULL), path(NULL) {
stepHeight = 256;
dropHeight = -256;
@@ -257,12 +257,12 @@ struct Enemy : Character {
return 0;
}
virtual void hit(int damage, Controller *enemy = NULL) {
virtual void hit(float damage, Controller *enemy = NULL) {
Character::hit(damage, enemy);
wound = true;
};
void bite(const vec3 &pos, int damage) {
void bite(const vec3 &pos, float damage) {
ASSERT(target);
target->hit(damage, this);
Sprite::add(game, TR::Entity::BLOOD, target->getRoomIndex(), (int)pos.x, (int)pos.y, (int)pos.z, Sprite::FRAME_ANIMATED);
@@ -605,7 +605,7 @@ struct Wolf : Enemy {
case STATE_ATTACK :
case STATE_BITE :
if (nextState == STATE_NONE && targetInView && (collide(target) & HIT_MASK)) {
bite(animation.getJoints(getMatrix(), jointHead, true).pos, state == STATE_ATTACK ? 50 : 100);
bite(animation.getJoints(getMatrix(), jointHead, true).pos, state == STATE_ATTACK ? 50.0f : 100.0f);
nextState = state == STATE_ATTACK ? STATE_RUN : STATE_GROWL;
}
return state == STATE_ATTACK ? STATE_RUN : state;
@@ -753,7 +753,7 @@ struct Bear : Enemy {
case STATE_BITE :
case STATE_ATTACK :
if (nextState == STATE_NONE && (collide(target) & HIT_MASK)) {
bite(animation.getJoints(getMatrix(), jointHead, true).pos, state == STATE_BITE ? 200 : 400);
bite(animation.getJoints(getMatrix(), jointHead, true).pos, state == STATE_BITE ? 200.0f : 400.0f);
nextState = state == STATE_BITE ? STATE_STOP : STATE_HOWL;
}
break;

View File

@@ -393,12 +393,13 @@ namespace TR {
Color32(uint8 r, uint8 g, uint8 b, uint8 a) : r(r), g(g), b(b), a(a) {}
};
struct Color24 {
uint8 r, g, b;
Color24() {}
Color24(uint8 r, uint8 g, uint8 b) : r(r), g(g), b(b) {}
operator Color32() const { return Color32(r, g, b, 255); }
};
struct Color16 {

View File

@@ -19,10 +19,12 @@ namespace Game {
void init(Stream *lvl, Stream *snd) {
Core::init();
Core::settings.ambient = true;
Core::settings.lighting = true;
Core::settings.shadows = true;
Core::settings.water = Core::support.texFloat || Core::support.texHalf;
Core::settings.detail.ambient = true;
Core::settings.detail.lighting = true;
Core::settings.detail.shadows = true;
Core::settings.detail.water = Core::support.texFloat || Core::support.texHalf;
Core::settings.controls.retarget = true;
level = NULL;
startLevel(lvl, snd, false, false);

View File

@@ -277,6 +277,26 @@ struct Inventory {
return 0;
}
float getAngle(int index, int count) {
return PI * 2.0f / float(count) * index;
}
int getItemsCount(int page) {
int count = 0;
for (int i = 0; i < itemsCount; i++)
if (items[i].desc.page == page)
count++;
return count;
}
bool showHealthBar() {
int idx = getItemIndex(page, index);
TR::Entity::Type type = items[idx].type;
return active && phaseRing == 1.0f && index == targetIndex && phasePage == 1.0f && (type == TR::Entity::INV_MEDIKIT_SMALL || type == TR::Entity::INV_MEDIKIT_BIG);
}
void update() {
doPhase(active, 2.0f, phaseRing);
doPhase(true, 1.6f, phasePage);
@@ -334,7 +354,7 @@ struct Inventory {
float w = 90.0f * DEG2RAD * Core::deltaTime;
int itemIndex = getItemIndex(page, index);
int itemIndex = index == targetIndex ? getItemIndex(page, index) : -1;
for (int i = 0; i < itemsCount; i++) {
items[i].update();
@@ -420,20 +440,6 @@ struct Inventory {
}
}
float getAngle(int index, int count) {
return PI * 2.0f / float(count) * index;
}
int getItemsCount(int page) {
int count = 0;
for (int i = 0; i < itemsCount; i++)
if (items[i].desc.page == page)
count++;
return count;
}
void renderPage(int page) {
float phase = page == targetPage ? phasePage : (1.0f - phasePage);
@@ -465,15 +471,16 @@ struct Inventory {
float ia = item.angle;
float ra = ringTilt;
float rd = radius;
float rh = ringHeight;
if (itemIndex == pageItemIndex[page] && (chosen || phaseChoose > 0.0f)) {
ia *= 1.0f - phaseChoose;
ra *= 1.0f - phaseChoose;
rh -= 128 * phaseChoose;
rd += 296 * phaseChoose;
}
Basis basis = Basis(quat(vec3(1, 0, 0), ra), vec3(0.0f));
basis = basis * Basis(quat(vec3(0, 1, 0), PI + ia - a), vec3(sinf(a), 0, -cosf(a)) * rd - vec3(0, item.desc.page * INVENTORY_HEIGHT - ringHeight, 0));
basis = basis * Basis(quat(vec3(0, 1, 0), PI + ia - a), vec3(sinf(a), 0, -cosf(a)) * rd - vec3(0, item.desc.page * INVENTORY_HEIGHT - rh, 0));
item.render(game, basis);
@@ -531,46 +538,27 @@ struct Inventory {
renderPage(page);
if (page != targetPage)
renderPage(targetPage);
}
if (phaseRing < 1.0f)
return;
Core::setDepthTest(false);
Core::setBlending(bmAlpha);
Core::setCulling(cfNone);
game->setupBinding();
float w = 480 * aspect;
Core::mViewProj = mat4(0.0f, w, 480, 0.0f, 0.0f, 1.0f);
game->setShader(Core::passGUI, Shader::DEFAULT);
Core::active.shader->setParam(uMaterial, vec4(1.0f));
Core::active.shader->setParam(uPosScale, vec4(0.0f, 0.0f, 1.0f, 1.0f));
UI::textBegin();
void renderUI() {
if (!active || phaseRing < 1.0f) return;
static const char* pageTitle[PAGE_MAX] = { "OPTION", "INVENTORY", "ITEMS" };
UI::textOut(game, vec2( 0, 32), pageTitle[page], UI::aCenter, w);
UI::textOut(game, vec2( 0, 32), pageTitle[page], UI::aCenter, UI::width);
if (page < PAGE_ITEMS && getItemsCount(page + 1)) {
UI::textOut(game, vec2(16, 32), "\x5B", UI::aLeft, w);
UI::textOut(game, vec2( 0, 32), "\x5B", UI::aRight, w - 20);
UI::textOut(game, vec2(16, 32), "\x5B", UI::aLeft, UI::width);
UI::textOut(game, vec2( 0, 32), "\x5B", UI::aRight, UI::width - 20);
}
if (page > PAGE_OPTION && getItemsCount(page - 1)) {
UI::textOut(game, vec2(16, 480 - 16), "\x5D", UI::aLeft, w);
UI::textOut(game, vec2(0, 480 - 16), "\x5D", UI::aRight, w - 20);
UI::textOut(game, vec2(16, 480 - 16), "\x5D", UI::aLeft, UI::width);
UI::textOut(game, vec2(0, 480 - 16), "\x5D", UI::aRight, UI::width - 20);
}
if (index == targetIndex)
renderItemText(items[getItemIndex(page, index)], w);
UI::textEnd(game);
Core::setCulling(cfFront);
Core::setBlending(bmNone);
Core::setDepthTest(true);
renderItemText(items[getItemIndex(page, index)], UI::width);
}
};

View File

@@ -20,7 +20,8 @@
#define LARA_TILT_SPEED (DEG2RAD * 37.5f)
#define LARA_TILT_MAX (DEG2RAD * 10.0f)
#define LARA_MAX_HEALTH 1000
#define LARA_MAX_HEALTH 1000.0f
#define LARA_MAX_OXYGEN 60.0f
#define LARA_HANG_OFFSET 724
#define LARA_HEIGHT 762
@@ -36,6 +37,8 @@
#define LARA_WET_SPECULAR 0.5f
#define LARA_WET_TIMER (LARA_WET_SPECULAR / 16.0f) // 4 sec
#define LARA_DAMAGE_TIME (40.0f / 30.0f)
#define PICKUP_FRAME_GROUND 40
#define PICKUP_FRAME_UNDERWATER 18
#define PUZZLE_FRAME 80
@@ -219,6 +222,8 @@ struct Lara : Character {
int roomPrev; // water out from room
vec2 rotFactor;
float oxygen;
float damageTime;
float hitTime;
int hitDir;
vec3 collisionOffset;
@@ -393,8 +398,10 @@ struct Lara : Character {
animation.setAnim(ANIM_STAND);
}
hitDir = -1;
hitTime = 0.0f;
oxygen = LARA_MAX_OXYGEN;
hitDir = -1;
damageTime = LARA_DAMAGE_TIME;
hitTime = 0.0f;
getEntity().flags.active = 1;
initMeshOverrides();
@@ -426,7 +433,7 @@ struct Lara : Character {
//reset(14, vec3(40448, 3584, 60928), PI * 0.5f, true); // gym (pool)
//reset(14, vec3(20215, 6656, 52942), PI); // level 1 (bridge)
//reset(15, vec3(70067, -256, 29104), -0.68f); // level 2 (pool)
reset(15, vec3(70067, -256, 29104), -0.68f); // level 2 (pool)
//reset(61, vec3(27221, -1024, 29205), PI * 0.5f); // level 2 (blade)
//reset(43, vec3(31400, -2560, 25200), PI); // level 2 (reach)
//reset(16, vec3(60907, 0, 39642), PI * 3 / 2); // level 2 (hang & climb)
@@ -520,7 +527,7 @@ struct Lara : Character {
wpnSetState(wState);
}
int wpnGetDamage() {
float wpnGetDamage() {
switch (wpnCurrent) {
case Weapon::PISTOLS : return 1;
case Weapon::SHOTGUN : return 1;
@@ -1059,8 +1066,18 @@ struct Lara : Character {
return;
}
// auto retarget
bool retarget = false;
if (Core::settings.controls.retarget) {
for (int i = 0; i < 2; i++)
if (arms[i].tracking == -1 || ((Character*)level->entities[arms[i].tracking].controller)->health <= 0.0f) {
retarget = true;
break;
}
}
int count = wpnCurrent != Weapon::SHOTGUN ? 2 : 1;
if (!(input & ACTION)) {
if (!(input & ACTION) || retarget) {
getTargets(arms[0].tracking, arms[1].tracking);
if (count == 1)
arms[1].tracking = -1;
@@ -1219,8 +1236,10 @@ struct Lara : Character {
}
}
virtual void hit(int damage, Controller *enemy = NULL) {
health -= damage;
virtual void hit(float damage, Controller *enemy = NULL) {
damageTime = LARA_DAMAGE_TIME;
Character::hit(damage, enemy);
if (damage == 10000) { // T-Rex attack (fatal)
pos = enemy->pos;
angle = enemy->angle;
@@ -1244,6 +1263,7 @@ struct Lara : Character {
case TR::Entity::INV_UZIS : wpnChange(Lara::Weapon::UZIS); break;
case TR::Entity::INV_MEDIKIT_SMALL :
case TR::Entity::INV_MEDIKIT_BIG :
damageTime = LARA_DAMAGE_TIME;
health = min(LARA_MAX_HEALTH, health + (item == TR::Entity::INV_MEDIKIT_SMALL ? LARA_MAX_HEALTH / 2 : LARA_MAX_HEALTH));
playSound(TR::SND_HEALTH, pos, Sound::PAN);
break;
@@ -1866,7 +1886,7 @@ struct Lara : Character {
virtual int getStateDeath() {
velocity = vec3(0.0f);
return STATE_DEATH;
return (stand == STAND_UNDERWATER || stand == STAND_ONWATER) ? STATE_UNDERWATER_DEATH : STATE_DEATH;
}
virtual int getStateDefault() {
@@ -1952,6 +1972,18 @@ struct Lara : Character {
virtual void update() {
Character::update();
if (damageTime > 0.0f)
damageTime = max(0.0f, damageTime - Core::deltaTime);
if (stand == STAND_UNDERWATER) {
if (oxygen > 0.0f)
oxygen -= Core::deltaTime;
else
hit(Core::deltaTime * 150.0f);
} else
if (oxygen < LARA_MAX_OXYGEN)
oxygen = min(LARA_MAX_OXYGEN, oxygen += Core::deltaTime * 10.0f);
}
virtual void updateAnimation(bool commands) {

View File

@@ -295,10 +295,10 @@ struct Level : IGame {
level.cameraController = camera;
ambientCache = Core::settings.ambient ? new AmbientCache(this) : NULL;
waterCache = Core::settings.water ? new WaterCache(this) : NULL;
ambientCache = Core::settings.detail.ambient ? new AmbientCache(this) : NULL;
waterCache = Core::settings.detail.water ? new WaterCache(this) : NULL;
zoneCache = new ZoneCache(this);
shadow = Core::settings.shadows ? new Texture(SHADOW_TEX_SIZE, SHADOW_TEX_SIZE, Texture::SHADOW, false) : NULL;
shadow = Core::settings.detail.shadows ? new Texture(SHADOW_TEX_SIZE, SHADOW_TEX_SIZE, Texture::SHADOW, false) : NULL;
initReflections();
@@ -379,11 +379,29 @@ struct Level : IGame {
int i = y * 1024 + x;
data[i].r = data[i].g = data[i].b = data[i].a = 255; // white texel for colored triangles
}
/*
// uint32 healthBar[1+5+1] = { 0xFF2C5C70, 0xFF2C5C70, 0xFF4878A4, 0xFF2C5C70, 0xFF004458, 0xFF143050, 0xFF143050 };
uint32 healthBar[1+5+1] = { 0xFF2C5D71, 0xFF2C5D71, 0xFF5E81AE, 0xFF2C5D71, 0xFF1B4557, 0xFF16304F, 0xFF16304F };
for (int y = 0; y < COUNT(healthBar); y++)
for (int x = 0; x < 2; x++) {
int i = (TEX_HEALTH_BAR_Y + y) * 1024 + (TEX_HEALTH_BAR_X + x);
*((uint32*)&data[i]) = healthBar[y];
}
uint32 oxygenBar[1+5+1] = { 0xFF647464, 0xFF647464, 0xFFA47848, 0xFF647464, 0xFF4C504C, 0xFF303030, 0xFF303030 };
for (int y = 0; y < COUNT(oxygenBar); y++)
for (int x = 0; x < 2; x++) {
int i = (TEX_OXYGEN_BAR_Y + y) * 1024 + (TEX_OXYGEN_BAR_X + x);
*((uint32*)&data[i]) = oxygenBar[y];
}
/*
FILE *f = fopen("atlas.raw", "wb");
fwrite(data, 1024 * 1024 * 4, 1, f);
fclose(f);
*/
*/
atlas = new Texture(1024, 1024, Texture::RGBA, false, data);
PROFILE_LABEL(TEXTURE, atlas->ID, "atlas");
@@ -590,7 +608,7 @@ struct Level : IGame {
if (isModel) { // model
vec3 pos = controller->getPos();
if (Core::settings.ambient) {
if (Core::settings.detail.ambient) {
AmbientCache::Cube cube;
if (Core::stats.frame != controller->frameIndex) {
ambientCache->getAmbient(entity.room, pos, cube);
@@ -647,11 +665,9 @@ struct Level : IGame {
sndCurrent = camera->isUnderwater() ? sndUnderwater : sndSoundtrack;
if (sndCurrent) {
if (sndSoundtrack && sndCurrent != sndSoundtrack) sndSoundtrack->volume = 0.0f;
if (sndUnderwater && sndCurrent != sndUnderwater) sndUnderwater->volume = 0.0f;
sndCurrent->volume = 1.0f;
}
if (sndSoundtrack && sndCurrent != sndSoundtrack) sndSoundtrack->volume = 0.0f;
if (sndUnderwater && sndCurrent != sndUnderwater) sndUnderwater->volume = 0.0f;
if (sndCurrent) sndCurrent->volume = 1.0f;
if (waterCache)
waterCache->update();
@@ -949,6 +965,31 @@ struct Level : IGame {
inventory.render();
}
void renderUI() {
UI::begin();
// render health & oxygen bars
vec2 size = vec2(180, 10);
float health = lara->health / float(LARA_MAX_HEALTH);
float oxygen = lara->oxygen / float(LARA_MAX_OXYGEN);
if ((params->time - int(params->time)) < 0.5f) { // blinking
if (health <= 0.2f) health = 0.0f;
if (oxygen <= 0.2f) oxygen = 0.0f;
}
if (inventory.showHealthBar() || (!inventory.active && (!lara->emptyHands() || lara->damageTime > 0.0f || health <= 0.2f)))
UI::renderBar(0, vec2(32, 32), size, health);
if (lara->stand == Lara::STAND_ONWATER || lara->stand == Character::STAND_UNDERWATER)
UI::renderBar(1, vec2(UI::width - 32 - size.x, 32), size, oxygen);
inventory.renderUI();
UI::end();
}
void render() {
bool title = isTitle();
bool copyBg = title && lastTitle != title;
@@ -970,6 +1011,8 @@ struct Level : IGame {
if (title)
renderInventory();
renderUI();
lastTitle = title;
}

View File

@@ -4,6 +4,12 @@
#include "core.h"
#include "format.h"
#define TEX_HEALTH_BAR_X 1000
#define TEX_HEALTH_BAR_Y 1000
#define TEX_OXYGEN_BAR_X 1002
#define TEX_OXYGEN_BAR_Y 1000
typedef unsigned short Index;
struct Vertex {
@@ -184,7 +190,6 @@ struct MeshBuilder {
MeshRange *sequences;
// procedured
MeshRange shadowBlob, shadowBox;
MeshRange bar;
MeshRange quad, circle;
MeshRange plane;
@@ -227,7 +232,7 @@ struct MeshBuilder {
iCount += d.rCount * 6 + d.tCount * 3;
vCount += d.rCount * 4 + d.tCount * 3;
if (Core::settings.water)
if (Core::settings.detail.water)
roomRemoveWaterSurfaces(r, iCount, vCount);
for (int j = 0; j < r.meshesCount; j++) {
@@ -288,13 +293,6 @@ struct MeshBuilder {
iCount += shadowBox.iCount;
vCount += 4 * 6;
// bar (health, oxygen)
bar.vStart = vCount;
bar.iStart = iCount;
bar.iCount = 2 * 3;
iCount += bar.iCount;
vCount += 4;
// quad (post effect filter)
quad.vStart = vCount;
quad.iStart = iCount;
@@ -498,22 +496,6 @@ struct MeshBuilder {
aCount++;
}
// white bar
addQuad(indices, iCount, vCount, bar.vStart, vertices, &whiteTile);
vertices[vCount + 0].coord = { 0, 0, 0, 0 };
vertices[vCount + 1].coord = { 1, 0, 0, 0 };
vertices[vCount + 2].coord = { 1, 1, 0, 0 };
vertices[vCount + 3].coord = { 0, 1, 0, 0 };
for (int i = 0; i < 4; i++) {
Vertex &v = vertices[vCount + i];
v.normal = { 0, 0, 0, 0 };
v.color = { 255, 255, 255, 255 };
v.texCoord = { 32688, 32688, 0, 0 };
}
vCount += 4;
aCount++;
// quad
addQuad(indices, iCount, vCount, quad.vStart, vertices, &whiteTile);
vertices[vCount + 3].coord = { -1, -1, 0, 0 };
@@ -595,7 +577,6 @@ struct MeshBuilder {
mesh->initRange(models[i].geometry);
mesh->initRange(shadowBlob);
mesh->initRange(shadowBox);
mesh->initRange(bar);
mesh->initRange(quad);
mesh->initRange(circle);
mesh->initRange(plane);
@@ -978,6 +959,93 @@ struct MeshBuilder {
vCount += 4;
}
void addBar(Index *indices, Vertex *vertices, int &iCount, int &vCount, int type, const vec2 &pos, const vec2 &size, uint32 color) {
addQuad(indices, iCount, vCount, 0, vertices, NULL);
int16 minX = int16(pos.x);
int16 minY = int16(pos.y);
int16 maxX = int16(size.x) + minX;
int16 maxY = int16(size.y) + minY;
vertices[vCount + 0].coord = { minX, minY, 0, 0 };
vertices[vCount + 1].coord = { maxX, minY, 0, 0 };
vertices[vCount + 2].coord = { maxX, maxY, 0, 0 };
vertices[vCount + 3].coord = { minX, maxY, 0, 0 };
for (int i = 0; i < 4; i++) {
Vertex &v = vertices[vCount + i];
v.normal = { 0, 0, 0, 0 };
v.color = *((ubyte4*)&color);
int16 s, t;
if (type == 0) { // health bar
s = TEX_HEALTH_BAR_X + 1;
t = TEX_HEALTH_BAR_Y + 1;
} else { // oxygen bar
s = TEX_OXYGEN_BAR_X + 1;
t = TEX_OXYGEN_BAR_Y + 1;
}
if (i > 1) t += 5;
s = int(s) * 32767 / 1024;
t = int(t) * 32767 / 1024;
v.texCoord = { s, t, 0, 0 };
}
vCount += 4;
}
void addFrame(Index *indices, Vertex *vertices, int &iCount, int &vCount, const vec2 &pos, const vec2 &size, uint32 color1, uint32 color2) {
int16 minX = int16(pos.x);
int16 minY = int16(pos.y);
int16 maxX = int16(size.x) + minX;
int16 maxY = int16(size.y) + minY;
vertices[vCount + 0].coord = { minX, minY, 0, 0 };
vertices[vCount + 1].coord = { maxX, minY, 0, 0 };
vertices[vCount + 2].coord = { maxX, int16(minY + 1), 0, 0 };
vertices[vCount + 3].coord = { minX, int16(minY + 1), 0, 0 };
vertices[vCount + 4].coord = { minX, minY, 0, 0 };
vertices[vCount + 5].coord = { int16(minX + 1), minY, 0, 0 };
vertices[vCount + 6].coord = { int16(minX + 1), maxY, 0, 0 };
vertices[vCount + 7].coord = { minX, maxY, 0, 0 };
for (int i = 0; i < 8; i++) {
Vertex &v = vertices[vCount + i];
v.normal = { 0, 0, 0, 0 };
v.color = *((ubyte4*)&color1);
v.texCoord = { 32688, 32688, 0, 0 };
}
addQuad(indices, iCount, vCount, 0, vertices, NULL); vCount += 4;
addQuad(indices, iCount, vCount, 0, vertices, NULL); vCount += 4;
vertices[vCount + 0].coord = { minX, int16(maxY - 1), 0, 0 };
vertices[vCount + 1].coord = { maxX, int16(maxY - 1), 0, 0 };
vertices[vCount + 2].coord = { maxX, maxY, 0, 0 };
vertices[vCount + 3].coord = { minX, maxY, 0, 0 };
vertices[vCount + 4].coord = { int16(maxX - 1), minY, 0, 0 };
vertices[vCount + 5].coord = { maxX, minY, 0, 0 };
vertices[vCount + 6].coord = { maxX, maxY, 0, 0 };
vertices[vCount + 7].coord = { int16(maxX - 1), maxY, 0, 0 };
for (int i = 0; i < 8; i++) {
Vertex &v = vertices[vCount + i];
v.normal = { 0, 0, 0, 0 };
v.color = *((ubyte4*)&color2);
v.texCoord = { 32688, 32688, 0, 0 };
}
addQuad(indices, iCount, vCount, 0, vertices, NULL); vCount += 4;
addQuad(indices, iCount, vCount, 0, vertices, NULL); vCount += 4;
}
void bind() {
mesh->bind();
}
@@ -1029,34 +1097,6 @@ struct MeshBuilder {
void renderPlane() {
mesh->render(plane);
}
void renderBar(const vec2 &size, float value) {
/*
float w = size.y / 9.0f;
// health bar
enum Colors {
clBlack = 0xFF000000,
clGrayL = 0xFF748474,
clGrayD = 0xFF4C504C,
clRed1 = 0xFF705C2C,
clRed2 = 0xFFA47848,
clRed3 = 0xFF705C2C,
clRed4 = 0xFF584400,
clRed5 = 0xFF503014,
};
uint32 *d = (uint32*)&data[0];
d[0] = clGrayD; d[1] = clGrayD; d[2] = clGrayD; d[3] = clGrayD; d[4] = clGrayL; d+= 1024;
d[0] = clGrayD; d[1] = clBlack; d[2] = clBlack; d[3] = clBlack; d[4] = clGrayL; d+= 1024;
d[0] = clGrayD; d[1] = clBlack; d[2] = clRed1; d[3] = clBlack; d[4] = clGrayL; d+= 1024;
d[0] = clGrayD; d[1] = clBlack; d[2] = clRed2; d[3] = clBlack; d[4] = clGrayL; d+= 1024;
d[0] = clGrayD; d[1] = clBlack; d[2] = clRed3; d[3] = clBlack; d[4] = clGrayL; d+= 1024;
d[0] = clGrayD; d[1] = clBlack; d[2] = clRed4; d[3] = clBlack; d[4] = clGrayL; d+= 1024;
d[0] = clGrayD; d[1] = clBlack; d[2] = clRed5; d[3] = clBlack; d[4] = clGrayL; d+= 1024;
d[0] = clGrayD; d[1] = clBlack; d[2] = clBlack; d[3] = clBlack; d[4] = clGrayL; d+= 1024;
d[0] = clGrayD; d[1] = clGrayL; d[2] = clGrayL; d[3] = clGrayL; d[4] = clGrayL; d+= 1024;
*/
}
};
#endif

View File

@@ -215,12 +215,9 @@
<ClInclude Include="..\..\utils.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\shaders\depth.glsl" />
<None Include="..\..\shaders\filter.glsl" />
<None Include="..\..\shaders\gui.glsl" />
<None Include="..\..\shaders\shader.glsl" />
<None Include="..\..\shaders\shadow.glsl" />
<None Include="..\..\shaders\volume.glsl" />
<None Include="..\..\shaders\water.glsl" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@@ -42,9 +42,6 @@
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\shaders\depth.glsl">
<Filter>shaders</Filter>
</None>
<None Include="..\..\shaders\filter.glsl">
<Filter>shaders</Filter>
</None>
@@ -54,12 +51,6 @@
<None Include="..\..\shaders\shader.glsl">
<Filter>shaders</Filter>
</None>
<None Include="..\..\shaders\shadow.glsl">
<Filter>shaders</Filter>
</None>
<None Include="..\..\shaders\volume.glsl">
<Filter>shaders</Filter>
</None>
<None Include="..\..\shaders\water.glsl">
<Filter>shaders</Filter>
</None>

View File

@@ -3,10 +3,12 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Editor|Win32'">
<LocalDebuggerWorkingDirectory>../../../bin</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerCommandArguments>data/LEVEL3A.PSX</LocalDebuggerCommandArguments>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>../../../bin</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerCommandArguments>data/LEVEL2.PHD</LocalDebuggerCommandArguments>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Profile|Win32'">
<LocalDebuggerWorkingDirectory>../../../bin</LocalDebuggerWorkingDirectory>
@@ -15,5 +17,6 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>../../../bin</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerCommandArguments>data/LEVEL2.PSX</LocalDebuggerCommandArguments>
</PropertyGroup>
</Project>

View File

@@ -1,80 +0,0 @@
R"====(
#ifdef GL_ES
precision lowp int;
precision highp float;
#endif
#if defined(ALPHA_TEST)
varying vec2 vTexCoord;
#endif
#define TEXCOORD_SCALE (1.0 / 32767.0)
#ifdef VERTEX
attribute vec4 aCoord;
#if defined(TYPE_SPRITE) || defined(ALPHA_TEST)
attribute vec4 aTexCoord;
#endif
#ifdef TYPE_SPRITE
uniform mat4 uViewInv;
#endif
uniform mat4 uViewProj;
#ifdef TYPE_ENTITY
uniform vec4 uBasis[32 * 2];
#else
uniform vec4 uBasis[2];
#endif
vec3 mulQuat(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + v * q.w);
}
vec3 mulBasis(vec4 rot, vec4 pos, vec3 v) {
return mulQuat(rot, v) + pos.xyz;
}
vec4 _transform() {
#ifdef TYPE_ENTITY
int index = int(aCoord.w * 2.0);
vec4 rBasisRot = uBasis[index];
vec4 rBasisPos = uBasis[index + 1];
#else
vec4 rBasisRot = uBasis[0];
vec4 rBasisPos = uBasis[1];
#endif
vec4 coord = vec4(mulBasis(rBasisRot, rBasisPos, aCoord.xyz), rBasisPos.w);
#ifdef TYPE_SPRITE
coord.xyz += uViewInv[0].xyz * aTexCoord.z - uViewInv[1].xyz * aTexCoord.w;
#endif
#if defined(ALPHA_TEST)
vTexCoord = aTexCoord.xy * TEXCOORD_SCALE;
#endif
return coord;
}
void main() {
gl_Position = uViewProj * _transform();
}
#else
#ifdef ALPHA_TEST
uniform sampler2D sDiffuse;
#endif
void main() {
#ifdef ALPHA_TEST
if (texture2D(sDiffuse, vTexCoord).w <= 0.5)
discard;
#endif
gl_FragColor = vec4(0.0);
}
#endif
)===="

View File

@@ -5,26 +5,29 @@ R"====(
#endif
varying vec2 vTexCoord;
varying vec4 vColor;
#ifdef VERTEX
uniform mat4 uViewProj;
uniform vec4 uPosScale;
uniform vec4 uMaterial;
attribute vec4 aCoord;
attribute vec4 aTexCoord;
attribute vec4 aColor;
#define TEXCOORD_SCALE (1.0 / 32767.0)
void main() {
vTexCoord = aTexCoord.xy * TEXCOORD_SCALE;
vColor = aColor * uMaterial;
gl_Position = uViewProj * vec4(aCoord.xy * uPosScale.zw + uPosScale.xy, 0.0, 1.0);
}
#else
uniform sampler2D sDiffuse;
uniform vec4 uMaterial;
void main() {
gl_FragColor = texture2D(sDiffuse, vTexCoord) * uMaterial;
gl_FragColor = texture2D(sDiffuse, vTexCoord) * vColor;
}
#endif
)===="

View File

@@ -1,135 +0,0 @@
R"====(
#ifdef GL_ES
precision lowp int;
precision highp float;
#endif
varying vec3 vNormal;
varying vec4 vLightProj;
varying vec3 vLightVec;
uniform vec3 uLightPos[MAX_LIGHTS];
uniform vec4 uLightColor[MAX_LIGHTS]; // xyz - color, w - radius * intensity
#ifdef VERTEX
attribute vec4 aCoord;
attribute vec4 aNormal;
uniform mat4 uViewProj;
uniform mat4 uLightProj;
#ifdef TYPE_ENTITY
uniform vec4 uBasis[32 * 2];
#else
uniform vec4 uBasis[2];
#endif
vec3 mulQuat(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + v * q.w);
}
vec3 mulBasis(vec4 rot, vec4 pos, vec3 v) {
return mulQuat(rot, v) + pos.xyz;
}
void main() {
#ifdef TYPE_ENTITY
int index = int(aCoord.w * 2.0);
vec4 rBasisRot = uBasis[index];
vec4 rBasisPos = uBasis[index + 1];
#else
vec4 rBasisRot = uBasis[0];
vec4 rBasisPos = uBasis[1];
#endif
vNormal = normalize(mulQuat(rBasisRot, aNormal.xyz));
vec4 coord = vec4(mulBasis(rBasisRot, rBasisPos, aCoord.xyz), rBasisPos.w);
vLightProj = uLightProj * coord;
vLightVec = (uLightPos[0].xyz - coord.xyz) * uLightColor[0].w;
gl_Position = uViewProj * coord;
}
#else
#ifdef SHADOW_SAMPLER
uniform sampler2DShadow sShadow;
#ifdef GL_ES
#define SHADOW(V) (shadow2DEXT(sShadow, V))
#else
#define SHADOW(V) (shadow2D(sShadow, V).x)
#endif
#else
uniform sampler2D sShadow;
#define CMP(a,b) step(b, a)
#ifdef SHADOW_DEPTH
#define compare(p, z) CMP(texture2D(sShadow, (p)).x, (z));
#elif defined(SHADOW_COLOR)
float unpack(vec4 value) {
vec4 bitSh = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);
return dot(value, bitSh);
}
#define compare(p, z) CMP(unpack(texture2D(sShadow, (p))), (z));
#endif
float SHADOW(vec3 p) {
return compare(p.xy, p.z);
}
#endif
#define SHADOW_TEXEL (2.0 / 1024.0)
float random(vec3 seed, float freq) {
float dt = dot(floor(seed * freq), vec3(53.1215, 21.1352, 9.1322));
return fract(sin(dt) * 2105.2354);
}
float randomAngle(vec3 seed, float freq) {
return random(seed, freq) * 6.283285;
}
vec3 rotate(vec2 sc, vec2 v) {
return vec3(v.x * sc.y + v.y * sc.x, v.x * -sc.x + v.y * sc.y, 0.0);
}
float getShadow(vec4 lightProj) {
vec3 p = lightProj.xyz / lightProj.w;
float rShadow = SHADOW(SHADOW_TEXEL * vec3(-0.93289, -0.03146, 0.0) + p) +
SHADOW(SHADOW_TEXEL * vec3( 0.81628, -0.05965, 0.0) + p) +
SHADOW(SHADOW_TEXEL * vec3(-0.18455, 0.97225, 0.0) + p) +
SHADOW(SHADOW_TEXEL * vec3( 0.04032, -0.85898, 0.0) + p);
if (rShadow > 0.1 && rShadow < 3.9) {
float angle = randomAngle(gl_FragCoord.xyz, 15.0);
vec2 sc = vec2(sin(angle), cos(angle));
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2(-0.54316, 0.21186)) + p);
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2(-0.03925, -0.34345)) + p);
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2( 0.07695, 0.40667)) + p);
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2(-0.66378, -0.54068)) + p);
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2(-0.54130, 0.66730)) + p);
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2( 0.69301, 0.46990)) + p);
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2( 0.37228, 0.03811)) + p);
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2( 0.28597, 0.80228)) + p);
rShadow += SHADOW(SHADOW_TEXEL * rotate(sc, vec2( 0.44801, -0.43844)) + p);
rShadow /= 13.0;
} else
rShadow /= 4.0;
float fade = clamp(dot(vLightVec, vLightVec), 0.0, 1.0);
return mix(rShadow, 1.0, fade);
}
float getShadow() {
return min(dot(vNormal.xyz, vLightVec), vLightProj.w) > 0.0 ? getShadow(vLightProj) : 1.0;
}
void main() {
float s = getShadow();
gl_FragColor = vec4(s, s, s, 1.0);
}
#endif
)===="

View File

@@ -1,45 +0,0 @@
R"====(
#ifdef GL_ES
precision lowp int;
precision highp float;
#endif
varying vec3 color;
#ifdef VERTEX
attribute vec4 aCoord;
attribute vec4 aNormal;
attribute vec4 aColor;
uniform mat4 uViewProj;
uniform vec4 uBasis[2]; // quat rot, pos
uniform vec3 uPosScale; // xyz - scale
uniform vec4 uLightPos; // xyz - pos, w - radius
vec3 mulQuat(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + v * q.w);
}
vec3 mulBasis(vec4 rot, vec4 pos, vec3 v) {
return mulQuat(rot, v) + pos.xyz;
}
void main() {
vec4 c = vec4(mulBasis(uBasis[0], uBasis[1], aCoord.xyz * uPosScale), 1.0);
vec3 n = mulQuat(uBasis[0], normalize(aNormal.xyz));
vec3 lv = uLightPos.xyz - c.xyz;
if (dot(lv, n) < 0.0)
c.xyz -= normalize(lv) * uLightPos.w;
color = aColor.xyz;
gl_Position = uViewProj * c;
}
#else
void main() {
gl_FragColor = vec4(color, 1.0);
}
#endif
)===="

View File

@@ -6,6 +6,7 @@
namespace UI {
IGame *game;
float width;
const static uint8 char_width[110] = {
14, 11, 11, 11, 11, 11, 11, 13, 8, 11, 12, 11, 13, 13, 12, 11, 12, 12, 11, 12, 13, 13, 13, 12,
@@ -43,17 +44,37 @@ namespace UI {
int vCount;
} buffer;
void textBegin() {
void begin() {
Core::setDepthTest(false);
Core::setBlending(bmAlpha);
Core::setCulling(cfNone);
game->setupBinding();
float aspect = float(Core::width) / float(Core::height);
width = 480 * aspect;
Core::mViewProj = mat4(0.0f, width, 480, 0.0f, 0.0f, 1.0f);
game->setShader(Core::passGUI, Shader::DEFAULT);
Core::active.shader->setParam(uMaterial, vec4(1));
Core::active.shader->setParam(uPosScale, vec4(0, 0, 1, 1));
buffer.iCount = buffer.vCount = 0;
}
void textEnd(IGame *game) {
void flush() {
if (buffer.iCount > 0) {
game->getMesh()->renderBuffer(buffer.indices, buffer.iCount, buffer.vertices, buffer.vCount);
buffer.iCount = buffer.vCount = 0;
}
}
void end() {
flush();
Core::setCulling(cfFront);
Core::setBlending(bmNone);
Core::setDepthTest(true);
}
void textOut(IGame *game, const vec2 &pos, const char *text, Align align = aLeft, float width = 0) {
if (!text) return;
@@ -80,7 +101,7 @@ namespace UI {
int frame = charRemap(c);
if (buffer.iCount == MAX_CHARS * 6)
textEnd(game);
flush();
TR::SpriteTexture &sprite = level->spriteTextures[level->spriteSequences[seq].sStart + frame];
mesh->addSprite(buffer.indices, buffer.vertices, buffer.iCount, buffer.vCount, 0, x, y, 0, sprite, 255, true);
@@ -137,8 +158,13 @@ namespace UI {
Core::setDepthTest(true);
}
void renderBar(const vec2 &pos, const vec2 &size, float value) {
//
void renderBar(int type, const vec2 &pos, const vec2 &size, float value) {
MeshBuilder *mesh = game->getMesh();
mesh->addFrame(buffer.indices, buffer.vertices, buffer.iCount, buffer.vCount, pos - 2.0f, size + 4.0f, 0xFF4C504C, 0xFF748474);
mesh->addBar(buffer.indices, buffer.vertices, buffer.iCount, buffer.vCount, type, pos - 1.0f, size + 2.0f, 0x80000000);
if (value > 0.0f)
mesh->addBar(buffer.indices, buffer.vertices, buffer.iCount, buffer.vCount, type, pos, vec2(size.x * value, size.y), 0xFFFFFFFF);
}
};