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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)
{
}
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
{
// 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;
// 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 renderBorders = this->renderBorders;
//bool mustSetColor = false;
for(size_t i = 0; i < storage.tiles.size(); ++i)
{
const TileData& tile = storage.tiles[i];
if(tile.flags & TILEFLAG_HIDDEN)
continue;
const Vector tilepos(tile.x, tile.y);
const Vector tmp = T + (F * tilepos);
const Vector pos = tilepos * M1 + (tmp * M); // lerp, used to select whether to use original v or parallax-corrected v
ElementTemplate * const et = tile.et;
if(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
}
glPushMatrix();
glTranslatef(pos.x, pos.y, pos.z);
glRotatef(tile.rotation, 0, 0, 1);
if(tile.flags & TILEFLAG_FH) // TODO: This is not necessary! Since we have no children, flipped texcoords are fine
glRotatef(180, 0, 1, 0);
// this is only relevant in editor mode and is always 0 otherwise
glTranslatef(tile.beforeScaleOffsetX, tile.beforeScaleOffsetY, 0);
glScalef(tile.scalex * et->w, tile.scaley * et->h, 1);
//glScalef(tile.scalex * et->w, tile.scaley * et->h, 1); // TODO use this + fixed verts
BlendType blend = BLEND_DEFAULT;
float alpha = rs.alpha;
RenderGrid *grid = NULL;
const TileEffectData * const eff = tile.eff;
if(eff)
{
grid = eff->grid;
alpha *= eff->alpha.x;
blend = eff->blend;
}
rs.gpu.setBlend(blend);
// TODO: only need to do this when prev. tile had different alpha
glColor4f(rs.color.x, rs.color.y, rs.color.z, alpha);
const Vector upperLeftTextureCoordinates(et->tu1, et->tv1);
const Vector lowerRightTextureCoordinates(et->tu2, et->tv2);
if(!grid)
{
const float _w2 = et->w * 0.5f;
const float _h2 = et->h * 0.5f;
glBegin(GL_QUADS);
{
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
glVertex2f(-_w2, +_h2);
glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
glVertex2f(+_w2, +_h2);
glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
glVertex2f(+_w2, -_h2);
glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
glVertex2f(-_w2, -_h2);
}
glEnd();
}
else
{
RenderState rx(rs);
rx.alpha = alpha;
grid->render(rx, upperLeftTextureCoordinates, lowerRightTextureCoordinates);
if (RenderObject::renderCollisionShape)
{
glBindTexture(GL_TEXTURE_2D, 0);
grid->renderDebugPoints(rs);
lastTexId = 0;
}
}
if(renderBorders)
{
lastTexId = 0;
glBindTexture(GL_TEXTURE_2D, 0);
float c = (tile.flags & TILEFLAG_SELECTED) ? 1.0f : 0.5f;
Vector color(c,c,c);
color *= getTagColor(tile.tag);
const float _w2 = et->w * 0.5f;
const float _h2 = et->h * 0.5f;
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(_w2, _h2);
glVertex2f(_w2, -_h2);
glVertex2f(-_w2, -_h2);
glVertex2f(-_w2, _h2);
glVertex2f(_w2, _h2);
glEnd();
}
glPopMatrix();
}
RenderObject::lastTextureApplied = lastTexId;
RenderObject::lastTextureRepeat = !!lastTexRepeat;
}