diff --git a/src/cache.h b/src/cache.h index 670d756..14c0260 100644 --- a/src/cache.h +++ b/src/cache.h @@ -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; diff --git a/src/character.h b/src/character.h index fb54a25..45635ed 100644 --- a/src/character.h +++ b/src/character.h @@ -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() { diff --git a/src/core.h b/src/core.h index 4b908c4..6ee1269 100644 --- a/src/core.h +++ b/src/core.h @@ -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; } diff --git a/src/enemy.h b/src/enemy.h index 3aaf10e..7505cf8 100644 --- a/src/enemy.h +++ b/src/enemy.h @@ -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; diff --git a/src/format.h b/src/format.h index 429b28e..47a33b5 100644 --- a/src/format.h +++ b/src/format.h @@ -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 { diff --git a/src/game.h b/src/game.h index 05b41c9..6d88517 100644 --- a/src/game.h +++ b/src/game.h @@ -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); diff --git a/src/inventory.h b/src/inventory.h index 3b5c3e0..71867ac 100644 --- a/src/inventory.h +++ b/src/inventory.h @@ -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); } }; diff --git a/src/lara.h b/src/lara.h index efe94e2..b4676b7 100644 --- a/src/lara.h +++ b/src/lara.h @@ -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) { diff --git a/src/level.h b/src/level.h index 896765e..be64e13 100644 --- a/src/level.h +++ b/src/level.h @@ -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; } diff --git a/src/mesh.h b/src/mesh.h index cf2a008..c311917 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -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 \ No newline at end of file diff --git a/src/platform/win/OpenLara.vcxproj b/src/platform/win/OpenLara.vcxproj index 55723da..9483e76 100644 --- a/src/platform/win/OpenLara.vcxproj +++ b/src/platform/win/OpenLara.vcxproj @@ -215,12 +215,9 @@ - - - diff --git a/src/platform/win/OpenLara.vcxproj.filters b/src/platform/win/OpenLara.vcxproj.filters index 3226bd0..7b33c53 100644 --- a/src/platform/win/OpenLara.vcxproj.filters +++ b/src/platform/win/OpenLara.vcxproj.filters @@ -42,9 +42,6 @@ - - shaders - shaders @@ -54,12 +51,6 @@ shaders - - shaders - - - shaders - shaders diff --git a/src/platform/win/OpenLara.vcxproj.user b/src/platform/win/OpenLara.vcxproj.user index a4941d7..a2075f5 100644 --- a/src/platform/win/OpenLara.vcxproj.user +++ b/src/platform/win/OpenLara.vcxproj.user @@ -3,10 +3,12 @@ ../../../bin WindowsLocalDebugger + data/LEVEL3A.PSX ../../../bin WindowsLocalDebugger + data/LEVEL2.PHD ../../../bin @@ -15,5 +17,6 @@ ../../../bin WindowsLocalDebugger + data/LEVEL2.PSX \ No newline at end of file diff --git a/src/shaders/depth.glsl b/src/shaders/depth.glsl deleted file mode 100644 index 859efcd..0000000 --- a/src/shaders/depth.glsl +++ /dev/null @@ -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 -)====" \ No newline at end of file diff --git a/src/shaders/gui.glsl b/src/shaders/gui.glsl index 4d157a3..4764b7c 100644 --- a/src/shaders/gui.glsl +++ b/src/shaders/gui.glsl @@ -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 )====" \ No newline at end of file diff --git a/src/shaders/shadow.glsl b/src/shaders/shadow.glsl deleted file mode 100644 index d06affb..0000000 --- a/src/shaders/shadow.glsl +++ /dev/null @@ -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 -)====" \ No newline at end of file diff --git a/src/shaders/volume.glsl b/src/shaders/volume.glsl deleted file mode 100644 index 10ca26b..0000000 --- a/src/shaders/volume.glsl +++ /dev/null @@ -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 -)====" \ No newline at end of file diff --git a/src/ui.h b/src/ui.h index 8d4df2e..84f6379 100644 --- a/src/ui.h +++ b/src/ui.h @@ -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); } };