mirror of
https://github.com/AquariaOSE/Aquaria.git
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e8c405cd9e
This is the last commit before the old Element class gets ripped
189 lines
4.7 KiB
C++
189 lines
4.7 KiB
C++
#include "TileRender.h"
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#include "RenderBase.h"
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#include "Core.h"
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#include "Tileset.h"
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#include "RenderGrid.h"
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#include "RenderObject.h"
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TileRender::TileRender(const TileStorage& tiles)
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: storage(tiles), renderBorders(false)
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{
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}
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TileRender::~TileRender()
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{
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}
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// shamelessly ripped from paint.net default palette
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static const Vector s_tagColors[] =
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{
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/* 0 */ Vector(0.5f, 0.5f, 0.5f),
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/* 1 */ Vector(1,0,0),
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/* 2 */ Vector(1, 0.415686f, 0),
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/* 3 */ Vector(1,0.847059f, 0),
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/* 4 */ Vector(0.298039f,1,0),
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/* 5 */ Vector(0,1,1),
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/* 6 */ Vector(0,0.580392,1),
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/* 7 */ Vector(0,0.149020f,1),
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/* 8 */ Vector(0.282353f,0,1),
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/* 9 */ Vector(0.698039f,0,1),
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/* 10 */ Vector(1,0,1), // anything outside of the pretty range
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};
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static inline const Vector& getTagColor(int tag)
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{
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const unsigned idx = std::min<unsigned>(unsigned(tag), Countof(s_tagColors)-1);
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return s_tagColors[idx];
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}
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void TileRender::onRender(const RenderState& rs) const
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{
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// prepare. get parallax scroll factors
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const RenderObjectLayer& rl = core->renderObjectLayers[this->layer];
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const Vector M = rl.followCameraMult; // affected by parallaxLock
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const float F = rl.followCamera;
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// Formula from RenderObject::getFollowCameraPosition() and optimized for speed
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const Vector C = core->screenCenter;
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const Vector M1 = Vector(1,1) - M;
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const Vector T = C * (1 - F);
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unsigned lastTexRepeat = false;
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unsigned lastTexId = 0;
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const bool renderBorders = this->renderBorders;
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//bool mustSetColor = false;
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for(size_t i = 0; i < storage.tiles.size(); ++i)
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{
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const TileData& tile = storage.tiles[i];
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if(tile.flags & TILEFLAG_HIDDEN)
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continue;
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const Vector tilepos(tile.x, tile.y);
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const Vector tmp = T + (F * tilepos);
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const Vector pos = tilepos * M1 + (tmp * M); // lerp, used to select whether to use original v or parallax-corrected v
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ElementTemplate * const et = tile.et;
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if(Texture * const tex = et->tex.content())
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{
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unsigned texid = tex->gltexid;
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unsigned rep = tile.flags & TILEFLAG_REPEAT;
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if(texid != lastTexId || rep != lastTexRepeat)
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{
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lastTexId = texid;
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lastTexRepeat = rep;
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tex->apply(!!rep);
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}
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}
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else
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{
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lastTexId = 0;
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glBindTexture(GL_TEXTURE_2D, 0); // unlikely
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}
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glPushMatrix();
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glTranslatef(pos.x, pos.y, pos.z);
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glRotatef(tile.rotation, 0, 0, 1);
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if(tile.flags & TILEFLAG_FH) // TODO: This is not necessary! Since we have no children, flipped texcoords are fine
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glRotatef(180, 0, 1, 0);
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// this is only relevant in editor mode and is always 0 otherwise
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glTranslatef(tile.beforeScaleOffsetX, tile.beforeScaleOffsetY, 0);
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glScalef(tile.scalex * et->w, tile.scaley * et->h, 1);
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//glScalef(tile.scalex * et->w, tile.scaley * et->h, 1); // TODO use this + fixed verts
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BlendType blend = BLEND_DEFAULT;
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float alpha = rs.alpha;
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RenderGrid *grid = NULL;
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const TileEffectData * const eff = tile.eff;
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if(eff)
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{
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grid = eff->grid;
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alpha *= eff->alpha.x;
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blend = eff->blend;
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}
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rs.gpu.setBlend(blend);
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// TODO: only need to do this when prev. tile had different alpha
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glColor4f(rs.color.x, rs.color.y, rs.color.z, alpha);
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const Vector upperLeftTextureCoordinates(et->tu1, et->tv1);
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const Vector lowerRightTextureCoordinates(et->tu2, et->tv2);
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if(!grid)
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{
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const float _w2 = et->w * 0.5f;
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const float _h2 = et->h * 0.5f;
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glBegin(GL_QUADS);
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{
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glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
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glVertex2f(-_w2, +_h2);
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glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-upperLeftTextureCoordinates.y);
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glVertex2f(+_w2, +_h2);
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glTexCoord2f(lowerRightTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
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glVertex2f(+_w2, -_h2);
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glTexCoord2f(upperLeftTextureCoordinates.x, 1.0f-lowerRightTextureCoordinates.y);
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glVertex2f(-_w2, -_h2);
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}
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glEnd();
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}
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else
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{
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RenderState rx(rs);
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rx.alpha = alpha;
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grid->render(rx, upperLeftTextureCoordinates, lowerRightTextureCoordinates);
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if (RenderObject::renderCollisionShape)
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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grid->renderDebugPoints(rs);
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lastTexId = 0;
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}
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}
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if(renderBorders)
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{
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lastTexId = 0;
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glBindTexture(GL_TEXTURE_2D, 0);
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float c = (tile.flags & TILEFLAG_SELECTED) ? 1.0f : 0.5f;
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Vector color(c,c,c);
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color *= getTagColor(tile.tag);
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const float _w2 = et->w * 0.5f;
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const float _h2 = et->h * 0.5f;
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glColor4f(color.x, color.y, color.z, 1.0f);
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glPointSize(16);
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glBegin(GL_POINTS);
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glVertex2f(0,0);
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glEnd();
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glLineWidth(2);
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glBegin(GL_LINE_STRIP);
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glVertex2f(_w2, _h2);
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glVertex2f(_w2, -_h2);
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glVertex2f(-_w2, -_h2);
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glVertex2f(-_w2, _h2);
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glVertex2f(_w2, _h2);
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glEnd();
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}
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glPopMatrix();
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}
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RenderObject::lastTextureApplied = lastTexId;
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RenderObject::lastTextureRepeat = !!lastTexRepeat;
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}
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