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DrawField is a variant of DrawDungeon. Unlike the first-person perspective of DrawDungeon, DrawField uses a third-person, bird's-eye view camera. Key features include: - Character Rendering: A new system to render up to 256 billboarded sprites (characters, enemies, etc.) in the 3D world. The renderer supports controlling position, sprite animation, and visibility for each character. - DrawField HLL API: Functions for loading assets, managing characters, and manipulating dungeon properties like door locks. - Renderer: The core renderer is updated to support the DrawField mode. This includes disabling fog, handling sprite sheets via UV manipulation, and rendering ceilings as billboards. - Map: The 2D map has been updated to reflect the DrawField style, including colored door lock indicators.
52 lines
2.2 KiB
C
52 lines
2.2 KiB
C
/* Copyright (C) 2021 kichikuou <KichikuouChrome@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#ifndef SYSTEM4_DUNGEON_RENDERER_H
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#define SYSTEM4_DUNGEON_RENDERER_H
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#include <cglm/cglm.h>
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#include "gfx/gl.h"
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struct texture;
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struct dgn_cell;
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struct dtx;
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struct polyobj;
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struct dungeon_renderer;
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struct drawfield_character {
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vec3 pos;
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int sprite;
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int rows;
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int cols;
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int cg_index;
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bool show;
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};
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struct dungeon_renderer *dungeon_renderer_create(enum draw_dungeon_version version, int num, struct dtx *dtx, GLuint *event_textures, int nr_event_textures, struct polyobj *po);
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void dungeon_renderer_free(struct dungeon_renderer *r);
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void dungeon_renderer_render(struct dungeon_renderer *r, struct dgn_cell **cells, int nr_cells, struct drawfield_character *characters, mat4 view_transform, mat4 proj_transform);
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void dungeon_renderer_enable_event_markers(struct dungeon_renderer *r, bool enable);
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bool dungeon_renderer_event_markers_enabled(struct dungeon_renderer *r);
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bool dungeon_renderer_is_floor_opaque(struct dungeon_renderer *r, struct dgn_cell *cell);
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void dungeon_renderer_run_post_processing(struct dungeon_renderer *r, struct texture *src, struct texture *dst);
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void dungeon_renderer_set_raster_scroll(struct dungeon_renderer *r, int type);
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void dungeon_renderer_set_raster_amp(struct dungeon_renderer *r, float amp);
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void dungeon_renderer_enable_lightmap(struct dungeon_renderer *r, bool enable);
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bool dungeon_renderer_get_draw_obj_flag(struct dungeon_renderer *r, int type);
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void dungeon_renderer_set_draw_obj_flag(struct dungeon_renderer *r, int type, bool flag);
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#endif /* SYSTEM4_DUNGEON_RENDERER_H */
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