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more drafting for tile redering optimization

This is the last commit before the old Element class gets ripped
This commit is contained in:
fgenesis 2023-07-11 22:30:28 +02:00
parent 0818fbcdb4
commit e8c405cd9e
11 changed files with 591 additions and 65 deletions

View file

@ -2,9 +2,12 @@
#include "RenderBase.h"
#include "Core.h"
#include "Tileset.h"
#include "RenderGrid.h"
#include "RenderObject.h"
TileRender::TileRender(const TileStorage& tiles)
: storage(tiles)
: storage(tiles), renderBorders(false)
{
}
@ -12,11 +15,36 @@ 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];
Vector M = rl.followCameraMult; // affected by parallaxLock
const Vector M = rl.followCameraMult; // affected by parallaxLock
const float F = rl.followCamera;
// Formula from RenderObject::getFollowCameraPosition() and optimized for speed
@ -26,18 +54,20 @@ void TileRender::onRender(const RenderState& rs) const
unsigned lastTexRepeat = false;
unsigned lastTexId = 0;
BlendType blend = BLEND_DEFAULT; // TODO: influenced by efx
const bool renderBorders = true; // TODO: when layer selected in editor
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
rs.gpu.setBlend(blend);
ElementTemplate * const et = tile.et;
if(Texture * const tex = et->tex.content())
{
@ -51,34 +81,47 @@ void TileRender::onRender(const RenderState& rs) const
}
}
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)
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.beforeScaleOffset.x, tile.beforeScaleOffset.y, tile.beforeScaleOffset.z);
glTranslatef(tile.beforeScaleOffsetX, tile.beforeScaleOffsetY, 0);
glScalef(tile.scale.x, tile.scale.y, 1);
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
// TODO: only need to do this when prev. tile had different alpha
BlendType blend = BLEND_DEFAULT;
float alpha = rs.alpha;
RenderGrid *grid = NULL;
const TileEffectData * const eff = tile.eff;
if(eff)
{
const float alpha = 1; // TODO: via efx
Vector col = rs.color;
glColor4f(col.x, col.y, col.z, rs.alpha*alpha);
grid = eff->grid;
alpha *= eff->alpha.x;
blend = eff->blend;
}
const float _w2 = float(int(et->w)) * 0.5f;
const float _h2 = float(int(et->h)) * 0.5f;
rs.gpu.setBlend(blend);
// render texture
// 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 Vector upperLeftTextureCoordinates(et->tu1, et->tv1);
const Vector lowerRightTextureCoordinates(et->tu2, et->tv2);
const float _w2 = et->w * 0.5f;
const float _h2 = et->h * 0.5f;
glBegin(GL_QUADS);
{
@ -96,14 +139,29 @@ void TileRender::onRender(const RenderState& rs) const
}
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);
Vector color(0.5f,0.5f,0.5f); // TODO: (1,1,1) when selected
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);
@ -129,7 +187,3 @@ void TileRender::onRender(const RenderState& rs) const
RenderObject::lastTextureApplied = lastTexId;
RenderObject::lastTextureRepeat = !!lastTexRepeat;
}
void TileRender::onUpdate(float dt)
{
}