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https://github.com/AquariaOSE/Aquaria.git
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e8c405cd9e
This is the last commit before the old Element class gets ripped
181 lines
4.6 KiB
C++
181 lines
4.6 KiB
C++
#ifndef BBGE_TILE_H
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#define BBGE_TILE_H
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#include <vector>
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#include "Vector.h"
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#include "EngineEnums.h"
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// A Tile is a very stripped down RenderObject that bypasses the default
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// rendering pipeline for efficiency reasons.
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// Use a TileRender to draw a list of Tiles.
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/* Properties of tiles:
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- Lots of these exist. Need to store & render efficiently
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- Usually no dynamic behavior, BUT:
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* can have a TileEffect that requires updating (sometimes)
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* can react to entities nearby (rare)
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* may have a draw grid (wobbly plants etc)
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- Only modified in the editor -> Can be slow to modify or reorder
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- Render order must be strictly followed to get the correct visual overlapping
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- Never part of a parent/child hierarchy, all tiles are standalone
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- Does not have offset, internalOffset, gravity, etc etc that RenderObject has
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- Parallax scroll factor is solely influenced by layer, not individually
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- RGB is never tinted, alpha may come from efx
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Further observations:
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- Aside from EFX_WAVY, all tiles with the same effect index can share a global modulator,
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ie. the alpha value is the same per-tile unless the tile is spawned when the map is in progress.
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And on map reload everything is back to the same value for each tile with the same effect and params.
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So we can totally exclude the editor.
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Gotaches:
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- Keeping a pointer to a TileData is not safe.
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*/
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class ElementTemplate;
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class Texture;
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class RenderGrid;
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class TileRender;
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enum EFXType
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{
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EFX_SEGS,
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EFX_ALPHA,
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EFX_WAVY
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};
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// static configuration for one effect type
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struct TileEffectConfig
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{
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public:
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EFXType type;
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unsigned index;
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union
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{
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struct
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{
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int x, y;
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float dgox, dgoy, dgmx, dgmy, dgtm;
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bool dgo;
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} segs;
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struct
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{
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float radius, min, max;
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int segsy;
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bool flip;
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} wavy;
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struct
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{
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float val0, val1, time;
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bool pingpong, ease;
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BlendType blend;
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} alpha;
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} u;
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};
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enum TileFlags
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{
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TILEFLAG_NONE = 0,
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TILEFLAG_REPEAT = 0x01, // texture repeats and uses texscale for the repeat factor
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TILEFLAG_SOLID = 0x02, // generates OT_INVISIBLE
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TILEFLAG_SOLID_THICK = 0x04, // generates more OT_INVISIBLE
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TILEFLAG_SOLID_IN = 0x08, // instead of OT_INVISIBLE, generate OT_INVISIBLEIN
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TILEFLAG_HURT = 0x10, // always generate OT_HURT
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TILEFLAG_FH = 0x20, // flipped horizontally
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TILEFLAG_OWN_EFFDATA = 0x40, // tile owns its TileEffectData, can modify & must delete
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TILEFLAG_HIDDEN = 0x80, // don't render tile
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TILEFLAG_SELECTED = 0x100
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};
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struct TileData;
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struct TileEffectData
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{
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TileEffectData(const TileEffectConfig& cfg);
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~TileEffectData();
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void update(float dt, const TileData *t); // optional t needed for EFX_WAVY
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void doInteraction(const TileData& t, const Vector& pos, const Vector& vel, float mult, float touchWidth);
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const EFXType efxtype;
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const unsigned efxidx; // index to ElementEffect
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RenderGrid *grid;
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InterpolatedVector alpha;
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BlendType blend;
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struct Wavy
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{
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std::vector<float> wavy, wavySave;
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Vector touchVel;
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float angleOffset, magnitude, lerpIn;
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float min, max;
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float hitPerc, effectMult;
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bool waving, flip, touching;
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void update(float dt);
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};
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Wavy wavy;
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};
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// POD and as compact as possible
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// the idea is that these are linearly adjacent in memory in the order they are rendered,
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// to maximize cache & prefetch efficiency
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struct TileData
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{
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float x, y, rotation, texscale;
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float scalex, scaley;
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float beforeScaleOffsetX, beforeScaleOffsetY;
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unsigned flags; // TileFlags
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unsigned tag;
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ElementTemplate *et; // texture, texcoords, etc is here
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TileEffectData *eff;
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};
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class TileEffectStorage
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{
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public:
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void assignEffect(TileData& t, int index) const;
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void update(float dt);
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std::vector<TileEffectData*> prepared;
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std::vector<TileEffectConfig> configs;
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};
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class TileStorage
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{
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friend class TileRender;
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public:
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TileStorage(const TileEffectStorage& eff);
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~TileStorage();
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void moveToFront(size_t idx);
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void moveToBack(size_t idx);
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void moveToOther(TileStorage& other, const size_t *indices, size_t n);
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void deleteSome(const size_t *indices, size_t n);
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void setTag(unsigned tag, const size_t *indices, size_t n);
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void setEffect(int idx, const size_t *indices, size_t n);
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void update(float dt);
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void doInteraction(const Vector& pos, const Vector& vel, float mult, float touchWidth);
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void refreshAll(); // call this after changing properties or moving to front/back
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void destroyAll();
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void clearSelection();
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private:
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std::vector<TileData> tiles;
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std::vector<size_t> indicesToUpdate;
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std::vector<size_t> indicesToCollide;
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const TileEffectStorage& effstore;
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void _refreshTile(const TileData& t);
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void _moveToFront(size_t idx);
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void _moveToBack(size_t idx);
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};
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#endif // BBGE_TILE_H
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