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Aquaria/BBGE/Tile.h

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#ifndef BBGE_TILE_H
#define BBGE_TILE_H
#include <vector>
#include "Vector.h"
#include "EngineEnums.h"
#include "VertexBuffer.h"
#include "RenderGrid.h"
#include "Texture.h" // TexCoordBox
// A Tile is a very stripped down RenderObject that bypasses the default
// rendering pipeline for efficiency reasons.
// Use a TileRender to draw a list of Tiles.
/* Properties of tiles:
- Lots of these exist. Need to store & render efficiently
- Usually no dynamic behavior, BUT:
* can have a TileEffect that requires updating (sometimes)
* can react to entities nearby (rare)
* may have a draw grid (wobbly plants etc)
- Only modified in the editor -> Can be slow to modify or reorder
- Render order must be strictly followed to get the correct visual overlapping
- Never part of a parent/child hierarchy, all tiles are standalone
- Does not have offset, internalOffset, gravity, etc etc that RenderObject has
- Parallax scroll factor is solely influenced by layer, not individually
- RGB is never tinted, alpha may come from efx
Further observations:
- Aside from EFX_WAVY, all tiles with the same effect index can share a global modulator,
ie. the alpha value is the same per-tile unless the tile is spawned when the map is in progress.
And on map reload everything is back to the same value for each tile with the same effect and params.
So we can totally exclude the editor.
Assumptions:
- Most tiles that exist are going to be rendered
- Only few tiles have an effect attached
Gotchas:
- Keeping a pointer to a TileData is not safe.
- Tile indexes are not stable. Moving a tile changes the index it can be addressed with
- Tile repeat causes a tile to have non-standard texcoords.
Grid effect texcoords need to be synced with repeat tc, if repeat is toggled.
Also mind non-standard texcoords in ElementTemplate (eg. aquarian glyphs)
*/
class ElementTemplate;
class Texture;
class DynamicRenderGrid;
class TileRender;
enum EFXType
{
EFX_NONE,
EFX_SEGS,
EFX_ALPHA,
EFX_WAVY
};
struct TileData;
// static configuration for one effect type. POD.
struct TileEffectConfig
{
public:
EFXType type;
unsigned index;
union
{
struct
{
int x, y;
float dgox, dgoy, dgmx, dgmy, dgtm;
bool dgo;
} segs;
struct
{
float radius, min, max;
int segsy;
bool flip;
} wavy;
struct
{
float val0, val1, time;
bool pingpong, ease;
BlendType blend;
} alpha;
} u;
bool needsOwnInstanceForTile(const TileData& t) const;
};
enum TileFlags
{
TILEFLAG_NONE = 0,
TILEFLAG_REPEAT = 0x01, // texture repeats and uses texscale for the repeat factor
TILEFLAG_SOLID = 0x02, // generates OT_INVISIBLE
TILEFLAG_TRIM = 0x04, // trim generated OT_* to make it less thick
TILEFLAG_SOLID_IN = 0x08, // instead of OT_INVISIBLE, generate OT_INVISIBLEIN
TILEFLAG_HURT = 0x10, // always generate OT_HURT
TILEFLAG_FH = 0x20, // flipped horizontally
TILEFLAG_OWN_EFFDATA = 0x40, // tile owns its TileEffectData, can update, must delete
TILEFLAG_HIDDEN = 0x80, // don't render tile
TILEFLAG_SELECTED = 0x100, // ephemeral: selected in editor
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TILEFLAG_EDITOR_HIDDEN = 0x200, // tile is hidden for editor reasons. temporarily set when multi-selecting and moving. doesn't count as hidden externally and is only for rendering.
TILEFLAG_FV = 0x400, // flipped vertically
};
struct TileEffectData
{
friend struct TileData;
TileEffectData(const TileEffectConfig& cfg, const TileData *t); // NULL is passed in during global prepare, when we don't have a tile
~TileEffectData();
void update(float dt, const TileData *t); // optional t needed for EFX_WAVY
void doInteraction(const TileData& t, const Vector& pos, const Vector& vel, float mult, float touchWidth);
void deleteGrid();
const EFXType efxtype;
const unsigned efxidx; // index of TileEffect
DynamicRenderGrid *grid; // may or may not own this. This possibly points to a tile's TileRepeatData::grid
InterpolatedVector alpha;
BlendType blend;
bool ownGrid; // true if we own grid
bool shared; // only used for assertions. set if this tile effect instance is pre-made and shared across many tiles
struct Wavy
{
std::vector<float> wavy, wavySave;
Vector touchVel;
float angleOffset, magnitude, lerpIn;
float min, max;
float hitPerc, effectMult;
bool waving, flip, touching;
void update(float dt);
void stop();
};
Wavy wavy;
private:
TileEffectData(const TileEffectData&); // internal use only
DynamicRenderGrid *_ensureGrid(size_t w, size_t h, const TileData *t);
};
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struct TileRepeatData
{
TileRepeatData();
TileRepeatData(const TileRepeatData& o);
const TexCoordBox& getTexCoords() const { return grid.getTexCoords(); }
const DynamicRenderGrid& getGrid() const { return grid; }
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// written via refresh()
DynamicRenderGrid grid; // need this here because a repeating tile WITH a grid-based tile effect is a special and annoying case to handle
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// set by user
float texscaleX, texscaleY;
float texOffX, texOffY;
// pass owning tile
void refresh(const TileData& t);
private:
TexCoordBox calcTexCoords(const TileData& t) const;
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};
// POD and as compact as possible. Intended for rendering as quickly as possible.
// the idea is that these are linearly adjacent in memory in the order they are rendered,
// to maximize cache & prefetch efficiency
struct TileData
{
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float x, y, scalex, scaley;
float rotation;
unsigned flags; // TileFlags
unsigned tag; // FIXME: make this int
const ElementTemplate *et; // never NULL. texture, texcoords, etc is here.
TileEffectData *eff; // mostly NULL. owned if flags & TILEFLAG_OWN_EFFDATA, otherwise shared
TileRepeatData *rep; // NULL in most cases, set if repeating. Always owned.
// helpers for external access
inline void setVisible(bool on) { if(on) flags &= ~TILEFLAG_HIDDEN; else flags |= TILEFLAG_HIDDEN; }
inline bool isVisible() const { return !(flags & TILEFLAG_HIDDEN); }
bool isCoordinateInside(float cx, float cy, float minsize = 0) const;
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TileRepeatData *setRepeatOn(float texscalex = 1, float texscaley = 1, float offx = 0, float offy = 0);
void setRepeatOff();
void refreshRepeat();
bool hasStandardTexcoords() const;
const TexCoordBox& getTexcoords() const;
const RenderGrid *getGrid() const;
};
class TileEffectStorage
{
public:
TileEffectStorage();
~TileEffectStorage();
void finalize(); // first fill configs[], then call this
void assignEffect(TileData& t, int index) const;
void update(float dt);
void clear(); // do NOT call this while there are tiles that may reference one in prepared[]
std::vector<TileEffectConfig> configs;
private:
void clearPrepared();
std::vector<TileEffectData*> prepared;
TileEffectStorage(const TileEffectStorage&); // no-copy
};
class TileStorage
{
friend class TileRender;
public:
TileStorage();
~TileStorage();
// Pass in old indices, updates indices where the tiles are afterwards
void moveToFront(size_t *indices, size_t n);
void moveToBack(size_t *indices, size_t n);
// returns starting index of new tiles. Since new tiles are always appended at the end,
// the new indices corresponding to the moved tiles are [retn .. retn+n)
size_t moveToOther(TileStorage& other, const size_t *indices, size_t n);
size_t cloneSome(const TileEffectStorage& effstore, const size_t *indices, size_t n);
void deleteSome(const size_t *indices, size_t n);
void setTag(unsigned tag, const size_t *indices, size_t n);
void setEffect(const TileEffectStorage& effstore, int idx, const size_t *indices, size_t n);
void changeFlags(unsigned flagsToSet, unsigned flagsToUnset, const size_t *indices, size_t n);
void update(float dt);
void doInteraction(const Vector& pos, const Vector& vel, float mult, float touchWidth);
void refreshAll(); // call this after changing properties or moving to front/back
void destroyAll();
void select(const size_t *indices, size_t n);
void clearSelection();
struct Sizes
{
size_t tiles, update, collide;
};
Sizes stats() const;
size_t size() const { return tiles.size(); }
std::vector<TileData> tiles; // must call refreshAll() after changing this
private:
enum MoveTarget
{
MV_BEGIN,
MV_END,
};
std::vector<size_t> indicesToUpdate;
std::vector<size_t> indicesToCollide;
void _refreshTile(const TileData& t);
void _moveToFront(size_t *indices, size_t n);
void _moveToBack(size_t *indices, size_t n);
void _moveToPos(MoveTarget where, size_t *indices, size_t n);
TileStorage(const TileStorage&); // no-copy
};
#endif // BBGE_TILE_H