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https://github.com/AquariaOSE/Aquaria.git
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271 lines
8.2 KiB
C++
271 lines
8.2 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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#include "VertexBuffer.h"
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#include "RenderGrid.h"
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#include "Texture.h" // TexCoordBox
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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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Assumptions:
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- Most tiles that exist are going to be rendered
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- Only few tiles have an effect attached
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Gotchas:
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- Keeping a pointer to a TileData is not safe.
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- Tile indexes are not stable. Moving a tile changes the index it can be addressed with
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- Tile repeat causes a tile to have non-standard texcoords.
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Grid effect texcoords need to be synced with repeat tc, if repeat is toggled.
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Also mind non-standard texcoords in ElementTemplate (eg. aquarian glyphs)
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*/
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class ElementTemplate;
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class Texture;
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class DynamicRenderGrid;
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class TileRender;
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enum EFXType
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{
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EFX_NONE,
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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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struct TileData;
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// static configuration for one effect type. POD.
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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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bool needsOwnInstanceForTile(const TileData& t) const;
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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_TRIM = 0x04, // trim generated OT_* to make it less thick
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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 update, must delete
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TILEFLAG_HIDDEN = 0x80, // don't render tile
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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.
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TILEFLAG_FV = 0x400, // flipped vertically
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};
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struct TileEffectData
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{
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friend struct TileData;
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TileEffectData(const TileEffectConfig& cfg, const TileData *t); // NULL is passed in during global prepare, when we don't have a tile
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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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void deleteGrid();
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const EFXType efxtype;
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const unsigned efxidx; // index of TileEffect
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DynamicRenderGrid *grid; // may or may not own this. This possibly points to a tile's TileRepeatData::grid
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InterpolatedVector alpha;
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BlendType blend;
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bool ownGrid; // true if we own grid
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bool shared; // only used for assertions. set if this tile effect instance is pre-made and shared across many tiles
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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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void stop();
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};
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Wavy wavy;
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private:
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TileEffectData(const TileEffectData&); // internal use only
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DynamicRenderGrid *_ensureGrid(size_t w, size_t h, const TileData *t);
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};
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struct TileRepeatData
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{
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TileRepeatData();
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TileRepeatData(const TileRepeatData& o);
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const TexCoordBox& getTexCoords() const { return grid.getTexCoords(); }
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const DynamicRenderGrid& getGrid() const { return grid; }
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// written via refresh()
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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
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float texscaleX, texscaleY;
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float texOffX, texOffY;
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// pass owning tile
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void refresh(const TileData& t);
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private:
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TexCoordBox calcTexCoords(const TileData& t) const;
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};
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// POD and as compact as possible. Intended for rendering as quickly 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, scalex, scaley;
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float rotation;
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unsigned flags; // TileFlags
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unsigned tag; // FIXME: make this int
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const ElementTemplate *et; // never NULL. texture, texcoords, etc is here.
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TileEffectData *eff; // mostly NULL. owned if flags & TILEFLAG_OWN_EFFDATA, otherwise shared
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TileRepeatData *rep; // NULL in most cases, set if repeating. Always owned.
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// helpers for external access
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inline void setVisible(bool on) { if(on) flags &= ~TILEFLAG_HIDDEN; else flags |= TILEFLAG_HIDDEN; }
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inline bool isVisible() const { return !(flags & TILEFLAG_HIDDEN); }
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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);
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void setRepeatOff();
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void refreshRepeat();
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bool hasStandardTexcoords() const;
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const TexCoordBox& getTexcoords() const;
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const RenderGrid *getGrid() const;
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};
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class TileEffectStorage
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{
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public:
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TileEffectStorage();
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~TileEffectStorage();
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void finalize(); // first fill configs[], then call this
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void assignEffect(TileData& t, int index) const;
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void update(float dt);
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void clear(); // do NOT call this while there are tiles that may reference one in prepared[]
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std::vector<TileEffectConfig> configs;
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private:
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void clearPrepared();
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std::vector<TileEffectData*> prepared;
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TileEffectStorage(const TileEffectStorage&); // no-copy
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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();
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~TileStorage();
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void moveToFront(const size_t *indices, size_t n);
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void moveToBack(const size_t *indices, size_t n);
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// returns starting index of new tiles. Since new tiles are always appended at the end,
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// the new indices corresponding to the moved tiles are [retn .. retn+n)
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size_t moveToOther(TileStorage& other, const size_t *indices, size_t n);
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size_t cloneSome(const TileEffectStorage& effstore, 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(const TileEffectStorage& effstore, int idx, const size_t *indices, size_t n);
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void changeFlags(unsigned flagsToSet, unsigned flagsToUnset, 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 select(const size_t *indices, size_t n);
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void clearSelection();
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struct Sizes
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{
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size_t tiles, update, collide;
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};
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Sizes stats() const;
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size_t size() const { return tiles.size(); }
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std::vector<TileData> tiles; // must call refreshAll() after changing this
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private:
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std::vector<size_t> indicesToUpdate;
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std::vector<size_t> indicesToCollide;
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void _refreshTile(const TileData& t);
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void _moveToFront(const size_t *indices, size_t n);
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void _moveToBack(const size_t *indices, size_t n);
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void _moveToPos(size_t where, const size_t *indices, size_t n);
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TileStorage(const TileStorage&); // no-copy
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};
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#endif // BBGE_TILE_H
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