NS/main/source/ui/SpritePanel.cpp
pierow 8ab1a69972 add postprocessing
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp
- clear framebuffer between frames to fix visual bugs outside map
- remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader
- additional visual preset config updates
2024-02-28 22:36:49 -05:00

165 lines
4.2 KiB
C++

#include "ui/SpritePanel.h"
#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
const string kTopAlignment = "top";
const string kBottomAlignment = "bottom";
SpritePanel::SpritePanel(const string& inBaseSpriteName, const string& inRenderMode)
{
this->mBaseSpriteName = inBaseSpriteName;
ASSERT(this->mBaseSpriteName.c_str() != "");
this->mRenderMode = inRenderMode;
this->mSpriteHandle = 0;
//this->mGammaSlope = 1.0f;
}
int SpritePanel::GetNumSpritesAcross()
{
ASSERT(this->mSpriteHandle);
int theFrame = 0;
int theSpriteWidth = SPR_Width(this->mSpriteHandle, theFrame);
int theCompWidth;
int theCompHeight;
this->getSize(theCompWidth, theCompHeight);
int theNumSpritesAcross = max(1, ((theCompWidth + theSpriteWidth - 1)/theSpriteWidth));
return theNumSpritesAcross;
}
int SpritePanel::GetNumSpritesDown()
{
ASSERT(this->mSpriteHandle);
int theFrame = 0;
int theSpriteHeight = SPR_Height(this->mSpriteHandle, theFrame);
int theCompWidth;
int theCompHeight;
this->getSize(theCompWidth, theCompHeight);
int theNumSpritesDown = max(1, ((theCompHeight + theSpriteHeight - 1)/theSpriteHeight));
return theNumSpritesDown;
}
//void SpritePanel::NotifyGammaChange(float inGammaSlope)
//{
// this->mGammaSlope = inGammaSlope;
//}
void SpritePanel::paint()
{
int theScreenWidth = ScreenWidth();
int theScreenHeight = ScreenHeight();
if(!this->mSpriteHandle)
{
// Load it up
char theSpriteName[256];
sprintf(theSpriteName, "sprites/%d%s.spr", theScreenWidth, this->mBaseSpriteName.c_str());
this->mSpriteHandle = SPR_Load(theSpriteName);
// If loaded, reposition component if bottom aligned
if(this->mSpriteHandle)
{
if(this->mVAlignment == kBottomAlignment)
{
int theX, theY;
this->getPos(theX, theY);
int theWidth, theHeight;
this->getSize(theWidth, theHeight);
int theSpriteHeight = SPR_Height(this->mSpriteHandle, 0);
int theNumSpritesDown = this->GetNumSpritesDown();
int theAdjustedHeightDiff = (theSpriteHeight*theNumSpritesDown - theHeight);
this->setPos(theX, theY - theAdjustedHeightDiff);
int theNewHeight = theHeight + theAdjustedHeightDiff;
this->setSize(theWidth, theNewHeight);
}
}
}
if(this->mSpriteHandle)
{
// NOTE: Assumes that all frames are the same size
int theFrame = 0;
int theCompWidth;
int theCompHeight;
this->getSize(theCompWidth, theCompHeight);
int theNumSpritesAcross = this->GetNumSpritesAcross();
int theNumSpritesDown = this->GetNumSpritesDown();
int theNumFramesToFillArea = theNumSpritesAcross*theNumSpritesDown;
int theCurrentFrame = 0;
int theNumFrames = SPR_Frames(this->mSpriteHandle);
int theSpriteWidth = SPR_Width(this->mSpriteHandle, theFrame);
int theSpriteHeight = SPR_Height(this->mSpriteHandle, theFrame);
int theAlignBottomOffset = 0;
//if(this->mVAlignment == kBottomAlignment)
//{
// theAlignBottomOffset = min(0, theCompHeight - theNumSpritesDown*theSpriteHeight);
//}
for(int theY = 0; theY < theNumSpritesDown; theY++)
{
for(int theX = 0; theX < theNumSpritesAcross; theX++)
{
if(theCurrentFrame < theNumFrames)
{
//int theGammaAwareColorComponent = (int)(255.0f/this->mGammaSlope);
//SPR_Set(this->mSpriteHandle, theGammaAwareColorComponent, theGammaAwareColorComponent, theGammaAwareColorComponent);
SPR_Set(this->mSpriteHandle, 255, 255, 255);
int theFinalX = theX*theSpriteWidth;
int theFinalY = theY*theSpriteHeight + theAlignBottomOffset;
//if(!theAlignmentIsTop)
//{
// theFinalY = theScreenHeight - (theNumSpritesDown - theY)*theSpriteHeight;
//}
if(this->mRenderMode == "alphatest")
{
SPR_DrawHoles(theCurrentFrame, theFinalX, theFinalY, NULL);
}
else if(this->mRenderMode == "additive")
{
SPR_DrawAdditive(theCurrentFrame, theFinalX, theFinalY, NULL);
}
else
{
SPR_Draw(theCurrentFrame, theFinalX, theFinalY, NULL);
}
theCurrentFrame++;
}
}
}
}
}
void SpritePanel::paintBackground()
{
}
void SpritePanel::SetVAlignment(const string& inAlignment)
{
ASSERT((inAlignment == kTopAlignment) || (inAlignment == kBottomAlignment));
this->mVAlignment = inAlignment;
}
void SpritePanel::VidInit(void)
{
this->mSpriteHandle = 0;
}