| 1 | #include "freezebars.h" |
| 2 | |
| 3 | #include <game/client/gameclient.h> |
| 4 | |
| 5 | void CFreezeBars::RenderFreezeBar(const int ClientId) |
| 6 | { |
| 7 | const float FreezeBarWidth = 64.0f; |
| 8 | const float FreezeBarHalfWidth = 32.0f; |
| 9 | const float FreezeBarHeight = 16.0f; |
| 10 | |
| 11 | // pCharacter contains the predicted character for local players or the last snap for players who are spectated |
| 12 | CCharacterCore *pCharacter = &GameClient()->m_aClients[ClientId].m_Predicted; |
| 13 | |
| 14 | if(pCharacter->m_FreezeEnd <= 0 || pCharacter->m_FreezeStart == 0 || pCharacter->m_FreezeEnd <= pCharacter->m_FreezeStart || !GameClient()->m_Snap.m_aCharacters[ClientId].m_HasExtendedDisplayInfo || (pCharacter->m_IsInFreeze && g_Config.m_ClFreezeBarsAlphaInsideFreeze == 0)) |
| 15 | { |
| 16 | return; |
| 17 | } |
| 18 | |
| 19 | const int Max = pCharacter->m_FreezeEnd - pCharacter->m_FreezeStart; |
| 20 | float FreezeProgress = std::clamp(val: Max - (Client()->GameTick(Conn: g_Config.m_ClDummy) - pCharacter->m_FreezeStart), lo: 0, hi: Max) / (float)Max; |
| 21 | if(FreezeProgress <= 0.0f) |
| 22 | { |
| 23 | return; |
| 24 | } |
| 25 | |
| 26 | vec2 Position = GameClient()->m_aClients[ClientId].m_RenderPos; |
| 27 | Position.x -= FreezeBarHalfWidth; |
| 28 | Position.y += 32; |
| 29 | |
| 30 | float Alpha = GameClient()->IsOtherTeam(ClientId) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f; |
| 31 | if(pCharacter->m_IsInFreeze) |
| 32 | { |
| 33 | Alpha *= g_Config.m_ClFreezeBarsAlphaInsideFreeze / 100.0f; |
| 34 | } |
| 35 | |
| 36 | RenderFreezeBarPos(x: Position.x, y: Position.y, Width: FreezeBarWidth, Height: FreezeBarHeight, Progress: FreezeProgress, Alpha); |
| 37 | } |
| 38 | |
| 39 | void CFreezeBars::RenderFreezeBarPos(float x, const float y, const float Width, const float Height, float Progress, const float Alpha) |
| 40 | { |
| 41 | Progress = std::clamp(val: Progress, lo: 0.0f, hi: 1.0f); |
| 42 | |
| 43 | // what percentage of the end pieces is used for the progress indicator and how much is the rest |
| 44 | // half of the ends are used for the progress display |
| 45 | const float RestPct = 0.5f; |
| 46 | const float ProgPct = 0.5f; |
| 47 | |
| 48 | const float EndWidth = Height; // to keep the correct scale - the height of the sprite is as long as the width |
| 49 | const float BarHeight = Height; |
| 50 | const float WholeBarWidth = Width; |
| 51 | const float MiddleBarWidth = WholeBarWidth - (EndWidth * 2.0f); |
| 52 | const float EndProgressWidth = EndWidth * ProgPct; |
| 53 | const float EndRestWidth = EndWidth * RestPct; |
| 54 | const float ProgressBarWidth = WholeBarWidth - (EndProgressWidth * 2.0f); |
| 55 | const float EndProgressProportion = EndProgressWidth / ProgressBarWidth; |
| 56 | const float MiddleProgressProportion = MiddleBarWidth / ProgressBarWidth; |
| 57 | |
| 58 | // beginning piece |
| 59 | float BeginningPieceProgress = 1; |
| 60 | if(Progress <= EndProgressProportion) |
| 61 | { |
| 62 | BeginningPieceProgress = Progress / EndProgressProportion; |
| 63 | } |
| 64 | |
| 65 | // full |
| 66 | Graphics()->WrapClamp(); |
| 67 | Graphics()->TextureSet(Texture: GameClient()->m_HudSkin.m_SpriteHudFreezeBarFullLeft); |
| 68 | Graphics()->QuadsBegin(); |
| 69 | Graphics()->SetColor(r: 1.f, g: 1.f, b: 1.f, a: Alpha); |
| 70 | // Subset: top_l, top_m, btm_m, btm_l |
| 71 | Graphics()->QuadsSetSubsetFree(x0: 0, y0: 0, x1: RestPct + ProgPct * BeginningPieceProgress, y1: 0, x2: RestPct + ProgPct * BeginningPieceProgress, y2: 1, x3: 0, y3: 1); |
| 72 | IGraphics::CQuadItem QuadFullBeginning(x, y, EndRestWidth + EndProgressWidth * BeginningPieceProgress, BarHeight); |
| 73 | Graphics()->QuadsDrawTL(pArray: &QuadFullBeginning, Num: 1); |
| 74 | Graphics()->QuadsEnd(); |
| 75 | |
| 76 | // empty |
| 77 | if(BeginningPieceProgress < 1.0f) |
| 78 | { |
| 79 | Graphics()->TextureSet(Texture: GameClient()->m_HudSkin.m_SpriteHudFreezeBarEmptyRight); |
| 80 | Graphics()->QuadsBegin(); |
| 81 | Graphics()->SetColor(r: 1.f, g: 1.f, b: 1.f, a: Alpha); |
| 82 | // Subset: top_m, top_l, btm_l, btm_m | it is mirrored on the horizontal axe and rotated 180 degrees |
| 83 | Graphics()->QuadsSetSubsetFree(x0: ProgPct - ProgPct * BeginningPieceProgress, y0: 0, x1: 0, y1: 0, x2: 0, y2: 1, x3: ProgPct - ProgPct * BeginningPieceProgress, y3: 1); |
| 84 | IGraphics::CQuadItem QuadEmptyBeginning(x + EndRestWidth + EndProgressWidth * BeginningPieceProgress, y, EndProgressWidth * (1.0f - BeginningPieceProgress), BarHeight); |
| 85 | Graphics()->QuadsDrawTL(pArray: &QuadEmptyBeginning, Num: 1); |
| 86 | Graphics()->QuadsEnd(); |
| 87 | } |
| 88 | |
| 89 | // middle piece |
| 90 | x += EndWidth; |
| 91 | |
| 92 | float MiddlePieceProgress = 1; |
| 93 | if(Progress <= EndProgressProportion + MiddleProgressProportion) |
| 94 | { |
| 95 | if(Progress <= EndProgressProportion) |
| 96 | { |
| 97 | MiddlePieceProgress = 0; |
| 98 | } |
| 99 | else |
| 100 | { |
| 101 | MiddlePieceProgress = (Progress - EndProgressProportion) / MiddleProgressProportion; |
| 102 | } |
| 103 | } |
| 104 | |
| 105 | const float FullMiddleBarWidth = MiddleBarWidth * MiddlePieceProgress; |
| 106 | const float EmptyMiddleBarWidth = MiddleBarWidth - FullMiddleBarWidth; |
| 107 | |
| 108 | // full freeze bar |
| 109 | Graphics()->TextureSet(Texture: GameClient()->m_HudSkin.m_SpriteHudFreezeBarFull); |
| 110 | Graphics()->QuadsBegin(); |
| 111 | Graphics()->SetColor(r: 1.f, g: 1.f, b: 1.f, a: Alpha); |
| 112 | // select the middle portion of the sprite so we don't get edge bleeding |
| 113 | if(FullMiddleBarWidth <= EndWidth) |
| 114 | { |
| 115 | // prevent pixel puree, select only a small slice |
| 116 | // Subset: top_l, top_m, btm_m, btm_l |
| 117 | Graphics()->QuadsSetSubsetFree(x0: 0, y0: 0, x1: FullMiddleBarWidth / EndWidth, y1: 0, x2: FullMiddleBarWidth / EndWidth, y2: 1, x3: 0, y3: 1); |
| 118 | } |
| 119 | else |
| 120 | { |
| 121 | // Subset: top_l, top_r, btm_r, btm_l |
| 122 | Graphics()->QuadsSetSubsetFree(x0: 0, y0: 0, x1: 1, y1: 0, x2: 1, y2: 1, x3: 0, y3: 1); |
| 123 | } |
| 124 | IGraphics::CQuadItem QuadFull(x, y, FullMiddleBarWidth, BarHeight); |
| 125 | Graphics()->QuadsDrawTL(pArray: &QuadFull, Num: 1); |
| 126 | Graphics()->QuadsEnd(); |
| 127 | |
| 128 | // empty freeze bar |
| 129 | Graphics()->TextureSet(Texture: GameClient()->m_HudSkin.m_SpriteHudFreezeBarEmpty); |
| 130 | Graphics()->QuadsBegin(); |
| 131 | Graphics()->SetColor(r: 1.f, g: 1.f, b: 1.f, a: Alpha); |
| 132 | // select the middle portion of the sprite so we don't get edge bleeding |
| 133 | if(EmptyMiddleBarWidth <= EndWidth) |
| 134 | { |
| 135 | // prevent pixel puree, select only a small slice |
| 136 | // Subset: top_m, top_l, btm_l, btm_m | it is mirrored on the horizontal axe and rotated 180 degrees |
| 137 | Graphics()->QuadsSetSubsetFree(x0: EmptyMiddleBarWidth / EndWidth, y0: 0, x1: 0, y1: 0, x2: 0, y2: 1, x3: EmptyMiddleBarWidth / EndWidth, y3: 1); |
| 138 | } |
| 139 | else |
| 140 | { |
| 141 | // Subset: top_r, top_l, btm_l, btm_r | it is mirrored on the horizontal axe and rotated 180 degrees |
| 142 | Graphics()->QuadsSetSubsetFree(x0: 1, y0: 0, x1: 0, y1: 0, x2: 0, y2: 1, x3: 1, y3: 1); |
| 143 | } |
| 144 | |
| 145 | IGraphics::CQuadItem QuadEmpty(x + FullMiddleBarWidth, y, EmptyMiddleBarWidth, BarHeight); |
| 146 | Graphics()->QuadsDrawTL(pArray: &QuadEmpty, Num: 1); |
| 147 | Graphics()->QuadsEnd(); |
| 148 | |
| 149 | // end piece |
| 150 | x += MiddleBarWidth; |
| 151 | float EndingPieceProgress = 1; |
| 152 | if(Progress <= 1) |
| 153 | { |
| 154 | if(Progress <= (EndProgressProportion + MiddleProgressProportion)) |
| 155 | { |
| 156 | EndingPieceProgress = 0; |
| 157 | } |
| 158 | else |
| 159 | { |
| 160 | EndingPieceProgress = (Progress - EndProgressProportion - MiddleProgressProportion) / EndProgressProportion; |
| 161 | } |
| 162 | } |
| 163 | if(EndingPieceProgress > 0.0f) |
| 164 | { |
| 165 | // full |
| 166 | Graphics()->TextureSet(Texture: GameClient()->m_HudSkin.m_SpriteHudFreezeBarFullLeft); |
| 167 | Graphics()->QuadsBegin(); |
| 168 | Graphics()->SetColor(r: 1.f, g: 1.f, b: 1.f, a: Alpha); |
| 169 | // Subset: top_r, top_m, btm_m, btm_r | it is mirrored on the horizontal axe and rotated 180 degrees |
| 170 | Graphics()->QuadsSetSubsetFree(x0: 1, y0: 0, x1: 1.0f - ProgPct * EndingPieceProgress, y1: 0, x2: 1.0f - ProgPct * EndingPieceProgress, y2: 1, x3: 1, y3: 1); |
| 171 | IGraphics::CQuadItem QuadFullEnding(x, y, EndProgressWidth * EndingPieceProgress, BarHeight); |
| 172 | Graphics()->QuadsDrawTL(pArray: &QuadFullEnding, Num: 1); |
| 173 | Graphics()->QuadsEnd(); |
| 174 | } |
| 175 | // empty |
| 176 | Graphics()->TextureSet(Texture: GameClient()->m_HudSkin.m_SpriteHudFreezeBarEmptyRight); |
| 177 | Graphics()->QuadsBegin(); |
| 178 | Graphics()->SetColor(r: 1.f, g: 1.f, b: 1.f, a: Alpha); |
| 179 | // Subset: top_m, top_r, btm_r, btm_m |
| 180 | Graphics()->QuadsSetSubsetFree(x0: ProgPct - ProgPct * (1.0f - EndingPieceProgress), y0: 0, x1: 1, y1: 0, x2: 1, y2: 1, x3: ProgPct - ProgPct * (1.0f - EndingPieceProgress), y3: 1); |
| 181 | IGraphics::CQuadItem QuadEmptyEnding(x + EndProgressWidth * EndingPieceProgress, y, EndProgressWidth * (1.0f - EndingPieceProgress) + EndRestWidth, BarHeight); |
| 182 | Graphics()->QuadsDrawTL(pArray: &QuadEmptyEnding, Num: 1); |
| 183 | Graphics()->QuadsEnd(); |
| 184 | |
| 185 | Graphics()->QuadsSetSubset(TopLeftU: 0, TopLeftV: 0, BottomRightU: 1, BottomRightV: 1); |
| 186 | Graphics()->SetColor(r: 1.f, g: 1.f, b: 1.f, a: 1.f); |
| 187 | Graphics()->WrapNormal(); |
| 188 | } |
| 189 | |
| 190 | inline bool CFreezeBars::IsPlayerInfoAvailable(int ClientId) const |
| 191 | { |
| 192 | return GameClient()->m_Snap.m_aCharacters[ClientId].m_Active && |
| 193 | GameClient()->m_Snap.m_apPrevPlayerInfos[ClientId] != nullptr && |
| 194 | GameClient()->m_Snap.m_apPlayerInfos[ClientId] != nullptr; |
| 195 | } |
| 196 | |
| 197 | void CFreezeBars::OnRender() |
| 198 | { |
| 199 | if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK) |
| 200 | return; |
| 201 | |
| 202 | if(!g_Config.m_ClShowFreezeBars) |
| 203 | { |
| 204 | return; |
| 205 | } |
| 206 | // get screen edges to avoid rendering offscreen |
| 207 | float ScreenX0, ScreenY0, ScreenX1, ScreenY1; |
| 208 | Graphics()->GetScreen(pTopLeftX: &ScreenX0, pTopLeftY: &ScreenY0, pBottomRightX: &ScreenX1, pBottomRightY: &ScreenY1); |
| 209 | // expand the edges to prevent popping in/out onscreen |
| 210 | // |
| 211 | // it is assumed that the tee with the freeze bar fit into a 240x240 box centered on the tee |
| 212 | // this may need to be changed or calculated differently in the future |
| 213 | float BorderBuffer = 120; |
| 214 | ScreenX0 -= BorderBuffer; |
| 215 | ScreenX1 += BorderBuffer; |
| 216 | ScreenY0 -= BorderBuffer; |
| 217 | ScreenY1 += BorderBuffer; |
| 218 | |
| 219 | int LocalClientId = GameClient()->m_Snap.m_LocalClientId; |
| 220 | |
| 221 | // render everyone else's freeze bar, then our own |
| 222 | for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++) |
| 223 | { |
| 224 | if(ClientId == LocalClientId || !IsPlayerInfoAvailable(ClientId)) |
| 225 | { |
| 226 | continue; |
| 227 | } |
| 228 | |
| 229 | //don't render if the tee is offscreen |
| 230 | vec2 *pRenderPos = &GameClient()->m_aClients[ClientId].m_RenderPos; |
| 231 | if(pRenderPos->x < ScreenX0 || pRenderPos->x > ScreenX1 || pRenderPos->y < ScreenY0 || pRenderPos->y > ScreenY1) |
| 232 | { |
| 233 | continue; |
| 234 | } |
| 235 | |
| 236 | RenderFreezeBar(ClientId); |
| 237 | } |
| 238 | if(LocalClientId != -1 && IsPlayerInfoAvailable(ClientId: LocalClientId)) |
| 239 | { |
| 240 | RenderFreezeBar(ClientId: LocalClientId); |
| 241 | } |
| 242 | } |
| 243 | |