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Aquaria/BBGE/TileRender.cpp

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#include "TileRender.h"
#include "RenderBase.h"
#include "Core.h"
#include "Tileset.h"
#include "RenderGrid.h"
#include "RenderObject.h"
TileRender::TileRender(const TileStorage& tiles)
: storage(tiles), renderBorders(false)
{
this->cull = false;
this->neverFollowCamera = true;
}
TileRender::~TileRender()
{
}
// shamelessly ripped from paint.net default palette
static const Vector s_tagColors[] =
{
/* 0 */ Vector(0.5f, 0.5f, 0.5f),
/* 1 */ Vector(1,0,0),
/* 2 */ Vector(1, 0.415686f, 0),
/* 3 */ Vector(1,0.847059f, 0),
/* 4 */ Vector(0.298039f,1,0),
/* 5 */ Vector(0,1,1),
/* 6 */ Vector(0,0.580392,1),
/* 7 */ Vector(0,0.149020f,1),
/* 8 */ Vector(0.282353f,0,1),
/* 9 */ Vector(0.698039f,0,1),
/* 10 */ Vector(1,0,1), // anything outside of the pretty range
};
static inline const Vector& getTagColor(int tag)
{
const unsigned idx = std::min<unsigned>(unsigned(tag), Countof(s_tagColors)-1);
return s_tagColors[idx];
}
void TileRender::onRender(const RenderState& rs) const
{
if(storage.tiles.empty())
return;
RenderState rx(rs);
// prepare. get parallax scroll factors
const RenderObjectLayer& rl = core->renderObjectLayers[this->layer];
const Vector M = rl.followCameraMult; // affected by parallaxLock
const float F = rl.followCamera;
const bool parallax = rl.followCamera > 0;
// Formula from RenderObject::getFollowCameraPosition() and optimized for speed
const Vector C = core->screenCenter;
const Vector M1 = Vector(1,1) - M;
const Vector T = C * (1 - F);
unsigned lastTexRepeat = false;
unsigned lastTexId = 0;
const bool renderExtras = renderBorders || RenderObject::renderCollisionShape;
const TileEffectData *prevEff = ((TileEffectData*)NULL)+1; // initial value is different from anything else
const RenderGrid *grid = NULL;
const DynamicGPUBuffer *lastVertexBuf = NULL;
for(size_t i = 0; i < storage.tiles.size(); ++i)
{
const TileData& tile = storage.tiles[i];
if(tile.flags & (TILEFLAG_HIDDEN | TILEFLAG_EDITOR_HIDDEN))
continue;
Vector pos(tile.x, tile.y);
if(parallax)
{
const Vector tmp = T + (F * pos);
pos = pos * M1 + (tmp * M); // lerp, used to select whether to use original v or parallax-corrected v
}
const ElementTemplate * const et = tile.et;
const float sw = et->w * tile.scalex;
const float sh = et->h * tile.scaley;
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// adapted from RenderObject::isOnScreen()
{
const float cullRadiusSqr = ((sw*sw + sh*sh) * core->invGlobalScaleSqr) + core->cullRadiusSqr;
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if ((pos - core->cullCenter).getSquaredLength2D() >= cullRadiusSqr)
continue;
}
if(const Texture * const tex = et->tex.content())
{
unsigned texid = tex->gltexid;
unsigned rep = tile.flags & TILEFLAG_REPEAT;
if(texid != lastTexId || rep != lastTexRepeat)
{
lastTexId = texid;
lastTexRepeat = rep;
tex->apply(!!rep);
}
}
else
{
lastTexId = 0;
glBindTexture(GL_TEXTURE_2D, 0); // unlikely
}
float alpha = rs.alpha;
const TileEffectData * const eff = tile.eff;
if(eff != prevEff) // effects between tiles are often shared so this works not only for NULL
{
prevEff = eff;
BlendType blend = BLEND_DEFAULT;
alpha = rs.alpha;
grid = NULL;
if(eff)
{
grid = eff->grid;
alpha *= eff->alpha.x;
blend = eff->blend;
}
rs.gpu.setBlend(blend);
glColor4f(rs.color.x, rs.color.y, rs.color.z, alpha);
}
glPushMatrix();
glTranslatef(pos.x, pos.y, pos.z);
// HACK: Due to a renderer bug in older versions, vertical flip is ignored
// when a grid-based tile effect is applied.
// Maps were designed with the bug present so we need to replicate it,
// otherwise things won't look correct.
unsigned effflag = tile.flags;
if(grid)
effflag &= ~TILEFLAG_FV;
float effrot = tile.rotation;
// both set? that's effectively a rotation by 180<38>
if ((effflag & (TILEFLAG_FH | TILEFLAG_FV)) == (TILEFLAG_FH | TILEFLAG_FV))
effrot += 180;
glRotatef(effrot, 0, 0, 1);
switch(effflag & (TILEFLAG_FH | TILEFLAG_FV))
{
case TILEFLAG_FH:
glRotatef(180, 0, 1, 0);
break;
case TILEFLAG_FV:
glRotatef(180, 1, 0, 0);
break;
default: ; // both or none set, nothing to do
}
// this is only relevant in editor mode and is always 0 otherwise
//glTranslatef(tile.beforeScaleOffsetX, tile.beforeScaleOffsetY, 0);
glScalef(sw, sh, 1);
if(!grid)
{
const DynamicGPUBuffer *vb = !(tile.flags & TILEFLAG_REPEAT)
? tile.et->vertexbuf
: &tile.rep->vertexbuf;
assert(vb);
if(vb != lastVertexBuf)
{
lastVertexBuf = vb;
vb->apply();
}
vb->DrawArrays(GL_TRIANGLE_FAN, 4);
}
else
{
rx.alpha = alpha;
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Vector upperLeftTextureCoordinates, lowerRightTextureCoordinates;
if(tile.flags & TILEFLAG_REPEAT)
{
upperLeftTextureCoordinates = Vector(tile.rep->tu1, tile.rep->tv1);
lowerRightTextureCoordinates = Vector(tile.rep->tu2, tile.rep->tv2);
}
else
{
upperLeftTextureCoordinates = Vector(et->tu1, et->tv1);
lowerRightTextureCoordinates = Vector(et->tu2, et->tv2);
}
grid->render(rx, upperLeftTextureCoordinates, lowerRightTextureCoordinates);
}
if(renderExtras)
{
glBindTexture(GL_TEXTURE_2D, 0);
lastTexId = 0;
prevEff = ((TileEffectData*)NULL)+1;
if(grid && RenderObject::renderCollisionShape)
{
grid->renderDebugPoints(rs);
}
if(renderBorders)
{
float c = (tile.flags & TILEFLAG_SELECTED) ? 1.0f : 0.5f;
Vector color(c,c,c);
color *= getTagColor(tile.tag);
glColor4f(color.x, color.y, color.z, 1.0f);
glPointSize(16);
glBegin(GL_POINTS);
glVertex2f(0,0);
glEnd();
glLineWidth(2);
glBegin(GL_LINE_STRIP);
glVertex2f(0.5f, 0.5f);
glVertex2f(0.5f, -0.5f);
glVertex2f(-0.5f, -0.5f);
glVertex2f(-0.5f, 0.5f);
glVertex2f(0.5f, 0.5f);
glEnd();
}
}
glPopMatrix();
}
glBindBufferARB(GL_ARRAY_BUFFER, 0);
RenderObject::lastTextureApplied = lastTexId;
RenderObject::lastTextureRepeat = !!lastTexRepeat;
}
void TileRender::onUpdate(float dt)
{
//this->position = core->screenCenter;
}