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5235 alpine 1
#include "rsgamedraw.h"
2
#include "rsgametext.h"
3
#include "rsgamemenu.h"
4
 
5237 alpine 5
#include "rsgentex.h"
6
#include "rs/rsplatform.h"
7
 
5235 alpine 8
#include "rskos.h"
9
 
10
#include "rsnoise.h"
11
 
12
#include "strings.h"
13
 
14
 
15
void game_draw() {
16
 
17
	int w = GAME_WIDTH;
18
	int h = GAME_HEIGHT;
19
 
5239 alpine 20
	int continue_need_redraw = 0;
21
 
5237 alpine 22
	if (game.need_redraw) {
5239 alpine 23
//    if (1) {
5235 alpine 24
 
5237 alpine 25
 
5235 alpine 26
 
5237 alpine 27
        if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ) {
28
 
29
            texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE);
30
 
31
            if (game.menu_index == MENU_MAIN) {
32
 
33
                if (game.status == STATUS_LOADING) {
5243 alpine 34
                    game_textout_at_center( 0, 240, 0, L_LOADING );
35
                    game_textout_at_center( -3, 240-2, 3, L_LOADING );
5237 alpine 36
                }
37
                else {
5235 alpine 38
 
5237 alpine 39
                    texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA );
5235 alpine 40
 
5237 alpine 41
                    if (game.time) {
42
 
5243 alpine 43
                        game_textout_at_center( 0, 230, 0, L_LEVEL_PASSED );
44
                        game_textout_at_center( -3, 230-2, 3, L_LEVEL_PASSED );
5237 alpine 45
 
5243 alpine 46
                        char s[] = L_TIME;
5237 alpine 47
                        int time_sec = game.time / 25;
5243 alpine 48
                        char *str_num = strchr(s, 'x');
49
                        str_num[0] = '0' + (( time_sec / 100 ) % 10);
50
                        str_num[1] = '0' + (( time_sec / 10 ) % 10);
51
                        str_num[2] = '0' + (( time_sec / 1 ) % 10);
5242 alpine 52
                        game_textout_at_center( 0, 260, 0, s );
53
                        game_textout_at_center( -3, 260-2, 3, s );
5237 alpine 54
                    };
5235 alpine 55
 
5243 alpine 56
                    game_textout_at_center( 0, 300, 0, L_START );
57
                    game_textout_at_center( -3, 300-2, 3, L_START );
5235 alpine 58
 
59
 
60
                };
61
 
5243 alpine 62
                game_textout( 2, GAME_HEIGHT-10, 2,  L_BOTTOM_LINE_DEVELOPER_INFO);
5237 alpine 63
            };
64
 
65
        }
66
        else {
5235 alpine 67
 
5237 alpine 68
            texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE);
5235 alpine 69
 
5239 alpine 70
            int i, j, y_shift;
5237 alpine 71
            for (i = 0; i < FIELD_HEIGHT; i++) {
72
                for (j = 0; j < FIELD_WIDTH; j++) {
73
                    if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_VISIBLE_BIT )) {
5239 alpine 74
                        y_shift = 0;
75
                        if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_MOVING_BIT ) ) {
76
                            y_shift = -CRYSTAL_SIZE + CRYSTAL_SIZE*(game.process_timer+1)/(ANIMATION_PROCESS_TIMER_LIMIT+1);
77
                            continue_need_redraw = 1;
5235 alpine 78
                        };
5239 alpine 79
                        texture_draw( &game.framebuffer, &game.tex_crystals[ game.field[i*FIELD_WIDTH + j] & CRYSTAL_INDEX_MASK ], FIELD_X0+ j*CRYSTAL_SIZE, y_shift + FIELD_Y0+ i*CRYSTAL_SIZE, DRAW_MODE_ALPHA );
5235 alpine 80
                    };
81
                };
82
            };
5237 alpine 83
 
5239 alpine 84
            if (game.selected) {
85
                texture_draw( &game.framebuffer, &game.tex_cursor, FIELD_X0+ game.selected_x*CRYSTAL_SIZE, FIELD_Y0+ game.selected_y*CRYSTAL_SIZE, DRAW_MODE_ALPHA );
86
            };
87
 
88
 
5237 alpine 89
            for (i = 0; i < game.explosions_count; i++) {
90
                texture_draw( &game.framebuffer, &(game.tex_explosion[  (game.explosions[i]>>16) & 0xFF  ]),
91
                    FIELD_X0 + CRYSTAL_SIZE*( game.explosions[i] & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 ,
92
                    FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 ,
93
                    DRAW_MODE_ALPHA);
94
            };
95
 
96
 
5243 alpine 97
            char str[] = L_TIME;
5237 alpine 98
            int time_sec = game.time / 25;
5243 alpine 99
            char *str_num = strchr(str, 'x');
100
            str_num[0] = '0' + ( (time_sec / 100) % 10);
101
            str_num[1] = '0' + ( (time_sec / 10) % 10);
102
            str_num[2] = '0' + ( (time_sec / 1) % 10);
5237 alpine 103
 
5242 alpine 104
            game_textout( 56+3, 32+2, 0, str );
105
//            game_textout( 56-1, 32-1, 0, str );
5237 alpine 106
            game_textout( 56, 32, 3, str );
107
 
5242 alpine 108
 
5243 alpine 109
            char sstr[] = L_SCORE;
110
            str_num = strchr(sstr, 'x');
111
            str_num[0] = '0' + ( (game.score / 100) % 10);
112
            str_num[1] = '0' + ( (game.score / 10) % 10);
113
            str_num[2] = '0' + ( (game.score / 1) % 10);
5237 alpine 114
 
5242 alpine 115
            game_textout( 56+3, 64+2, 0, sstr );
5237 alpine 116
            game_textout( 56, 64, 3, sstr );
117
 
5235 alpine 118
        };
119
 
120
 
5239 alpine 121
//        rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, NULL, RSKOS_BGRA);
5243 alpine 122
        rskos_draw_area(0, 0, w, h, 1, game.framebuffer.data, game.bgr_framebuffer, 0);
5237 alpine 123
	};
124
 
5239 alpine 125
	if (!continue_need_redraw) {
126
        game.need_redraw = 0;
127
	};
5237 alpine 128
 
129
};
130
 
131
 
132
 
133
void game_textures_init_stage1() {
134
 
135
    int i;
136
 
137
    texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT);
138
 
139
//    texture_init(&game.tex, 64, 64);
140
//    rs_gen_init(1, 64);
141
//    rs_gen_func_set(0, 0.0);
142
//    rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0);
143
//    rs_gen_func_normalize(0, 0.0, 1.0);
144
//    rs_gen_func_posterize(0, 5);
145
//    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
146
//    memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 );
147
//    rs_gen_term();
148
 
149
    texture_init(&game.tex_clouds, 128, 128);
150
    rs_gen_init(1, 128);
151
    rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
152
    rs_gen_func_normalize(0, 0.0, 1.0);
153
    rs_gen_func_posterize(0, 6);
154
    rs_gen_func_mult_add_value(0, 0, 0.6, 0.4);
155
//    rs_gen_func_set(0, 1.0);
156
    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
157
    memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 );
158
    rs_gen_term();
159
 
160
 
5242 alpine 161
    rs_texture_t tex_shadow;
162
    texture_init(&tex_shadow, 64, 64);
163
    rs_gen_init(1, 64);
164
    rs_gen_func_perlin(0, 21, 6, 0.5, 1000);
165
    rs_gen_func_normalize(0, 0.0, 0.5);
166
    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
167
    memcpy(tex_shadow.data, rs_gen_reg.tex_out, 64*64*4 );
168
    rs_gen_term();
5237 alpine 169
 
5242 alpine 170
 
5237 alpine 171
 
172
    texture_init(&game.tex_logo, GAME_WIDTH, 128);
173
    texture_clear(&game.tex_logo, COLOR_TRANSPARENT);
174
 
5242 alpine 175
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 4, 1, DRAW_MODE_REPLACE, "MARBLE");
5237 alpine 176
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3");
5242 alpine 177
    texture_draw(&game.tex_logo, &tex_shadow, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
178
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 5, 0, 1, DRAW_MODE_ALPHA, "MARBLE");
179
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_ALPHA, "MATCH3");
5237 alpine 180
    texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
181
 
5242 alpine 182
    texture_free(&tex_shadow);
5237 alpine 183
 
184
 
185
    texture_init(&game.tex_bg, 512, 512);
186
    texture_clear(&game.tex_bg, COLOR_SILVER);
187
 
188
    texture_init(&game.tex_bg_gameplay, 512, 512);
189
    texture_clear(&game.tex_bg_gameplay, COLOR_SILVER);
190
 
191
    texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE);
192
    rs_gen_init(2, CRYSTAL_SIZE);
193
 
194
    rs_gen_func_set(0, 0.0); // inner
195
    rs_gen_func_radial(0, 0.5, 0.5, 0.5, 1.0, 2.0);
196
    rs_gen_func_clamp(0, 0.1, 0.5);
197
    rs_gen_func_normalize(0, 0.0, 1.0);
198
    rs_gen_func_mult_add_value(0, 0, -1.0, 1.0);
199
 
200
    rs_gen_func_set(1, 0.0); // outer
201
    rs_gen_func_radial(1, 0.5, 0.5, 0.5, 1.0, 2.0);
202
    rs_gen_func_clamp(1, 0.0, 0.2);
203
    rs_gen_func_normalize(1, 0.0, 1.0);
204
 
205
    rs_gen_func_mult(0, 0, 1);
206
 
207
    rs_gen_func_set(1, 1.0);
208
//    rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
209
    rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0);
210
    memcpy(game.tex_cursor.data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
211
    rs_gen_term();
212
 
213
    texture_init(&game.tex_field, FIELD_WIDTH*CRYSTAL_SIZE + 7, FIELD_HEIGHT*CRYSTAL_SIZE + 7);
214
    texture_clear(&game.tex_field, 0xAABBBBBB); // 0x66404060 // 0xAACCCCCC
215
 
216
 
217
//    float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 };
218
//    float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 };
219
//    float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 };
220
 
221
//    float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 };
222
//    float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 };
223
//    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 };
224
 
5243 alpine 225
    float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.10, 0.9, 1.0, 0.2, 0.8 };
226
    float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.75, 0.1, 0.9, 0.2, 0.8 };
227
    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.00, 1.0, 0.1, 0.9, 0.9 };
5237 alpine 228
 
229
 
5239 alpine 230
//    rs_gen_init(5, CRYSTAL_SIZE);
231
//    for (i = 0; i < CRYSTALS_COUNT; i++) {
232
//        texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE);
233
//
234
//        rs_gen_func_set(0, 0.0);
235
//        rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0);
236
//
237
//        rs_gen_func_set(1, 0.0);
238
//        rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0);
239
//        rs_gen_func_normalize(1, 0.0, 1.0);
240
//
241
//        rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
242
//        rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0);
243
//
244
//        memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
245
//    };
246
//    rs_gen_term();
247
 
5237 alpine 248
    rs_gen_init(5, CRYSTAL_SIZE);
249
    for (i = 0; i < CRYSTALS_COUNT; i++) {
250
        texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE);
5235 alpine 251
 
5237 alpine 252
        rs_gen_func_set(0, 0.0);
253
        rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0);
5235 alpine 254
 
5239 alpine 255
        rs_gen_func_set(1, 1.0);
256
        rs_gen_func_cell(1, 310+100*i, 5, NULL, -0.5, 1.0, 1.0, 0.0, -2.0, 2.0);
5237 alpine 257
        rs_gen_func_normalize(1, 0.0, 1.0);
5235 alpine 258
 
5239 alpine 259
        rs_gen_func_normalmap(2, 3, 4, 1, 1.0);
260
        rs_gen_func_mult_add_value(3, 3, -1.0, 1.0);
5235 alpine 261
 
5239 alpine 262
        rs_gen_func_clamp(2, 0.5, 1.0);
263
        rs_gen_func_normalize(2, 0.0, 1.0);
264
        rs_gen_func_clamp(3, 0.5, 1.0);
265
        rs_gen_func_normalize(3, 0.0, 1.0);
5235 alpine 266
 
5239 alpine 267
        rs_gen_func_add(4, 2, 3, 0.5, 0.5);
268
        rs_gen_func_mult(1, 1, 4);
269
        rs_gen_func_normalize(1, 0.0, 1.0);
270
 
5237 alpine 271
        rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
272
        rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0);
5239 alpine 273
//        rs_gen_tex_out_rgba(4, 4, 4, 0, 0.8-0.8*cr_b[i], 0.8-0.8*cr_g[i], 0.8-0.8*cr_r[i], 0.0);
274
//        rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0);
5237 alpine 275
 
276
        memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
5235 alpine 277
    };
5237 alpine 278
    rs_gen_term();
279
 
280
 
281
 
282
    rs_gen_init(3, EXPLOSION_SIZE);
283
    for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) {
284
 
285
        texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE);
5235 alpine 286
 
5237 alpine 287
        rs_gen_func_set(0, 1.0);
288
//        rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0);
289
//        rs_gen_func_set(0, 1.0);
5235 alpine 290
 
5237 alpine 291
        rs_gen_func_set(1, 0.0);
292
        rs_gen_func_radial(1, 0.5, 0.5, 0.1 + 0.4*i/EXPLOSION_FRAMES_COUNT, 1.0 - 1.0*i/EXPLOSION_FRAMES_COUNT, 2.5 + i%5);
5235 alpine 293
 
5237 alpine 294
        rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0);
295
        rs_gen_tex_out_rgba(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0);
296
 
297
        memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 );
298
    };
299
    rs_gen_term();
5235 alpine 300
};
301
 
5237 alpine 302
void game_textures_init_stage2() {
303
 
304
//            texture_clear(&game.tex_bg, COLOR_SILVER);
305
//             /*
306
 
307
    rs_gen_init(6, 512);
308
    rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
309
    rs_gen_func_normalize(0, 0.0, 1.0);
310
    rs_gen_func_perlin(1, 8, 5, 0.5, 1700);
311
    rs_gen_func_normalize(1, 0.0, 1.0);
312
    rs_gen_func_cell(2, 1118, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); // 1360
313
    rs_gen_func_normalize(2, 0.0, 0.5);
314
 
315
    rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3);
316
 
317
    rs_gen_func_inv(3, 3, 7.5);
318
    rs_gen_func_normalize(3, 0.0, 1.0);
319
 
320
//            signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500};
321
    signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512};
322
//            signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384};
323
    //rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30);
324
    rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30);
325
    rs_gen_func_normalize(4, 0.0, 1.0);
326
 
327
//            rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0);
328
//            rs_gen_func_add(4, 4, 5, 0.5, 0.5);
329
//
330
    rs_gen_func_mult(4, 4, 3);
331
 
332
    // coloring...
333
    rs_gen_func_mult_add_value(0, 4, 0.8, 0.0);
334
    rs_gen_func_add(0, 4, 1, 0.95, 0.05);
335
    rs_gen_func_add(3, 4, 2, 0.95, 0.05);
336
 
337
 
338
    rs_gen_tex_out_rgba(4, 0, 3, -1, 0.9, 0.9, 0.9, 1.0);
339
    memcpy(game.tex_bg.data, rs_gen_reg.tex_out, 512*512*4 );
340
    rs_gen_term();
341
 
342
    // */
343
 
344
    // Background for gameplay
345
 
346
    texture_draw( &game.tex_bg_gameplay, &game.tex_bg, 256, 256, DRAW_MODE_REPLACE | DRAW_TILED_FLAG );
347
    // Bevel
348
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFF404060 );
349
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_WIDTH*CRYSTAL_SIZE + 10, 0xFF404060 );
350
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFF606080 );
351
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_WIDTH*CRYSTAL_SIZE + 8, 0xFF606080 );
352
 
353
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 4 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFFC0C0C0 );
354
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 + 4 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 9, 0xFFC0C0C0 );
355
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 5 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFFE0E0E0 );
356
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 + 5 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 11, 0xFFE0E0E0 );
357
 
358
    texture_draw( &game.tex_bg_gameplay, &game.tex_field, FIELD_X0 - 3, FIELD_Y0 - 3, DRAW_MODE_ALPHA );
359
 
360
 
361
};
362
 
363
void game_textures_free() {
5243 alpine 364
    free(game.bgr_framebuffer);
5237 alpine 365
 
366
    //    texture_free(&game.tex_gui_line);
367
 
368
    int i;
369
    for (i = 0; i < CRYSTALS_COUNT; i++) {
370
        texture_free(&game.tex_crystals[i]);
371
    };
372
 
373
    for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) {
374
        texture_free(&game.tex_explosion[i]);
375
    };
376
 
377
    texture_free(&game.framebuffer);
378
 
379
    texture_free(&game.tex_logo);
380
    texture_free(&game.tex_clouds);
381
 
382
    texture_free(&game.tex_bg);
383
    texture_free(&game.tex_bg_gameplay);
384
};