#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(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; }