mkxp/src/tilemap.cpp

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2013-09-01 14:27:21 +00:00
/*
** tilemap.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "tilemap.h"
#include "viewport.h"
#include "bitmap.h"
#include "table.h"
#include "globalstate.h"
#include "glstate.h"
#include "gl-util.h"
#include "etc-internal.h"
#include "quadarray.h"
#include "texpool.h"
#include "quad.h"
#include "tileatlas.h"
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#include "sigc++/connection.h"
#include <string.h>
#include <stdint.h>
#include <QVector>
#include <SDL2/SDL_surface.h>
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extern const StaticRect autotileRects[];
typedef QVector<SVertex> SVVector;
typedef struct { SVVector v[4]; } TileVBuffer;
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static const int tilesetW = 8 * 32;
static const int autotileW = 3 * 32;
static const int autotileH = 4 * 32;
static const int autotileCount = 7;
static const int atAreaW = autotileW * 4;
static const int atAreaH = autotileH * autotileCount;
static const int tsLaneW = tilesetW / 2;
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/* Vocabulary:
*
* Atlas: A texture containing both the tileset and all
* autotile images. This is so the entire tilemap can
* be drawn from one texture (for performance reasons).
* This means that we have to watch the 'modified' signals
* of all Bitmaps that make up the atlas, and update it
* as required during runtime.
* The atlas is tightly packed, with the autotiles located
* in the top left corener and the tileset image filing the
* remaining open space (below the autotiles as well as
* besides it). The tileset is vertically cut in half, where
* the first half fills available texture space, and then the
* other half (as if the right half was cut and pasted below
* the left half before fitting it all into the atlas).
* Internally these halves are called "tileset lanes".
*
* Tile atlas
* *-----------------------*--------------*
* | | | | | ¦ |
* | AT1 | AT1 | AT1 | AT1 | ¦ |
* | FR0 | FR1 | FR2 | FR3 | | ¦ | |
* |-----|-----|-----|-----| v ¦ v |
* | | | | | ¦ |
* | AT1 | | | | ¦ |
* | | | | | ¦ |
* |-----|-----|-----|-----| ¦ |
* |[...]| | | | ¦ |
* |-----|-----|-----|-----| ¦ |
* | | | | | | ¦ | |
* | AT7 | | | | v ¦ v |
* | | | | | ¦ |
* |-----|-----|-----|-----| ¦ |
* | ¦ ¦ ¦ ¦ |
* | Tile- ¦ | ¦ | ¦ ¦ |
* | set ¦ v ¦ v ¦ ¦ |
* | ¦ ¦ ¦ | ¦ | |
* | | ¦ ¦ ¦ v ¦ v |
* | v ¦ | ¦ | ¦ ¦ |
* | ¦ v ¦ v ¦ ¦ |
* | ¦ ¦ ¦ ¦ |
* *---------------------------------------*
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*
* When allocating the atlas size, we first expand vertically
* until all the space immediately below the autotile area
* is used up, and then, when the max texture size
* is reached, horizontally.
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*
* To animate the autotiles, we keep 4 buffers (packed into
* one big VBO and accessed using offsets) with vertex data
* corresponding to the respective animation frame. Likewise,
* the IBO is expanded to 4 times its usual size. In practice
* this means that all vertex data which does not stem from an
* animated autotile is duplicated across all 4 buffers.
* The range of one such buffer inside the VBO is called
* buffer frame, and tiles.bufferFrameSize * bufferIndex gives
* us the base offset into the IBO to access it.
* If there are no animated autotiles attached, we only use
* the first buffer.
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*
* Elements:
* Even though the Tilemap carries similarities with other
* SceneElements, it is not one itself but composed of multiple
* such elements (GroundLayer and ScanRows).
*
* GroundLayer:
* Every tile with priority=0 is drawn at z=0, so we
* collect all such tiles in one big quad array and
* draw them at once.
*
* ScanRow:
* Each tile in row n with priority=m is drawn at the same
* z as every tile in row n-1 with priority=m-1. This means
* we can collect all tiles sharing the same z in one quad
* array and draw them at once. I call these collections
* 'scanrows', as they're drawn from the top part of the map
* (lowest z) to the bottom part (highest z).
* Objects that would end up on the same scanrow are eg. trees.
*
* Replica:
* A tilemap is not drawn as one rectangular object, but
* "tiled" if there is an area on the screen that would
* otherwise not be covered by it. RGSS does this so when the
* game orders a screen shake which draws the tilemap at slightly
* different x-offsets, black area isn't exposed (this would
* always happen for 20x15 maps). 'Replicas' describes where the
* tilemap needs to be drawn again to achieve this tiled effect
* (above the tilemap, to the right, above and right etc.).
* 'Normal' means no replica needs to be drawn.
* Because the minimum map size in RMXP covers the entire screen,
* we don't have to worry about ever drawing more than one replica
* in each dimension.
*
*/
/* Replica positions */
enum Position
{
Normal = 1 << 0,
Left = 1 << 1,
Right = 1 << 2,
Top = 1 << 3,
Bottom = 1 << 4,
TopLeft = Top | Left,
TopRight = Top | Right,
BottomLeft = Bottom | Left,
BottomRight = Bottom | Right
};
static const Position positions[] =
{
Normal,
Left, Right, Top, Bottom,
TopLeft, TopRight, BottomLeft, BottomRight
};
static elementsN(positions);
static const uint8_t flashAlpha[] =
{
/* Fade in */
0x3C, 0x3C, 0x3C, 0x3C, 0x4B, 0x4B, 0x4B, 0x4B,
0x5A, 0x5A, 0x5A, 0x5A, 0x69, 0x69, 0x69, 0x69,
/* Fade out */
0x78, 0x78, 0x78, 0x78, 0x69, 0x69, 0x69, 0x69,
0x5A, 0x5A, 0x5A, 0x5A, 0x4B, 0x4B, 0x4B, 0x4B
};
static elementsN(flashAlpha);
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struct GroundLayer : public ViewportElement
{
GLsizei vboCount;
TilemapPrivate *p;
GroundLayer(TilemapPrivate *p, Viewport *viewport);
void draw();
void drawInt();
void drawFlashInt();
void onGeometryChange(const Scene::Geometry &geo);
};
struct ScanRow : public ViewportElement
{
const int index;
GLintptr vboOffset;
GLsizei vboCount;
TilemapPrivate *p;
ScanRow(TilemapPrivate *p, Viewport *viewport, int index);
void draw();
void drawInt();
void updateZ();
};
struct TilemapPrivate
{
Viewport *viewport;
Tilemap::Autotiles autotilesProxy;
Bitmap *autotiles[autotileCount];
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Bitmap *tileset;
Table *mapData;
Table *flashData;
Table *priorities;
bool visible;
Vec2i offset;
Vec2i dispPos;
/* For updating scanrow z */
int tileYOffset;
/* Tile atlas */
struct {
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TEXFBO gl;
Vec2i size;
/* Indices of usable
* (not null, not disposed) autotiles */
QVector<uint8_t> usableATs;
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/* Indices of animated autotiles */
QVector<uint8_t> animatedATs;
} atlas;
/* Map size in tiles */
int mapWidth;
int mapHeight;
/* Ground layer vertices */
TileVBuffer groundVert;
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/* Scanrow vertices */
QVector<TileVBuffer> scanrowVert;
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/* Base quad indices of each scanrow
* in the shared buffer */
QVector<int> scanrowBases;
int scanrowCount;
/* Shared buffers for all tiles */
struct
{
VAO::ID vao;
VBO::ID vbo;
bool animated;
/* Size of an IBO buffer frame, in bytes */
GLintptr bufferFrameSize;
/* Animation state */
uint8_t frameIdx;
uint8_t aniIdx;
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} tiles;
/* Flash buffers */
struct
{
VAO::ID vao;
VBO::ID vbo;
int quadCount;
uint8_t alphaIdx;
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} flash;
/* Scene elements */
struct
{
GroundLayer *ground;
QVector<ScanRow*> scanrows;
Scene::Geometry sceneGeo;
Vec2i sceneOffset;
} elem;
/* Replica bitmask */
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uint8_t replicas;
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/* Affected by: autotiles, tileset */
bool atlasSizeDirty;
/* Affected by: autotiles(.changed), tileset(.changed), allocateAtlas */
bool atlasDirty;
/* Affected by: mapData(.changed), priorities(.changed) */
bool buffersDirty;
/* Affected by: oy */
bool zOrderDirty;
/* Affected by: flashData, buffersDirty */
bool flashDirty;
/* Resources are sufficient and tilemap is ready to be drawn */
bool tilemapReady;
/* Change watches */
sigc::connection tilesetCon;
sigc::connection autotilesCon[autotileCount];
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sigc::connection mapDataCon;
sigc::connection prioritiesCon;
sigc::connection flashDataCon;
/* Dispose watches */
sigc::connection autotilesDispCon[autotileCount];
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/* Draw prepare call */
sigc::connection prepareCon;
TilemapPrivate(Viewport *viewport)
: viewport(viewport),
tileset(0),
mapData(0),
flashData(0),
priorities(0),
visible(true),
tileYOffset(0),
mapWidth(0),
mapHeight(0),
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replicas(Normal),
atlasSizeDirty(false),
atlasDirty(false),
buffersDirty(false),
zOrderDirty(false),
flashDirty(false),
tilemapReady(false)
{
memset(autotiles, 0, sizeof(autotiles));
atlas.animatedATs.reserve(autotileCount);
tiles.animated = false;
tiles.frameIdx = 0;
tiles.aniIdx = 0;
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/* Init tile buffers */
tiles.vbo = VBO::gen();
tiles.vao = VAO::gen();
VAO::bind(tiles.vao);
glEnableVertexAttribArray(Shader::Position);
glEnableVertexAttribArray(Shader::TexCoord);
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VBO::bind(tiles.vbo);
gState->bindQuadIBO();
glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), SVertex::posOffset());
glVertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), SVertex::texPosOffset());
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VAO::unbind();
VBO::unbind();
IBO::unbind();
/* Init flash buffers */
flash.vbo = VBO::gen();
flash.vao = VAO::gen();
flash.quadCount = 0;
flash.alphaIdx = 0;
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VAO::bind(flash.vao);
glEnableVertexAttribArray(Shader::Color);
glEnableVertexAttribArray(Shader::Position);
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VBO::bind(flash.vbo);
gState->bindQuadIBO();
glVertexAttribPointer(Shader::Color, 4, GL_FLOAT, GL_FALSE, sizeof(CVertex), CVertex::colorOffset());
glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(CVertex), CVertex::posOffset());
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VAO::unbind();
VBO::unbind();
IBO::unbind();
elem.ground = 0;
prepareCon = gState->prepareDraw.connect
(sigc::mem_fun(this, &TilemapPrivate::prepare));
}
~TilemapPrivate()
{
destroyElements();
gState->texPool().release(atlas.gl);
VAO::del(tiles.vao);
VBO::del(tiles.vbo);
VAO::del(flash.vao);
VBO::del(flash.vbo);
tilesetCon.disconnect();
for (int i = 0; i < autotileCount; ++i)
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{
autotilesCon[i].disconnect();
autotilesDispCon[i].disconnect();
}
mapDataCon.disconnect();
prioritiesCon.disconnect();
flashDataCon.disconnect();
prepareCon.disconnect();
}
uint8_t bufferCount() const
{
return tiles.animated ? 4 : 1;
}
void updateAtlasInfo()
{
if (!tileset || tileset->isDisposed())
{
atlas.size = Vec2i();
return;
}
atlas.size = TileAtlas::minSize(tileset->height(), glState.caps.maxTexSize);
if (atlas.size.x < 0)
throw Exception(Exception::MKXPError,
"Cannot allocate big enough texture for tileset atlas");
}
void updateAutotileInfo()
{
/* Check if and which autotiles are animated */
QVector<uint8_t> &usableATs = atlas.usableATs;
QVector<uint8_t> &animatedATs = atlas.animatedATs;
usableATs.clear();
for (int i = 0; i < autotileCount; ++i)
{
if (!autotiles[i])
continue;
if (autotiles[i]->isDisposed())
continue;
usableATs.append(i);
autotiles[i]->flush();
if (autotiles[i]->width() > autotileW)
animatedATs.append(i);
}
tiles.animated = !animatedATs.empty();
}
void updateMapDataInfo()
{
if (!mapData)
{
mapWidth = 0;
mapHeight = 0;
return;
}
mapWidth = mapData->xSize();
mapHeight = mapData->ySize();
}
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void updateSceneGeometry(const Scene::Geometry &geo)
{
elem.sceneOffset.x = geo.rect.x - geo.xOrigin;
elem.sceneOffset.y = geo.rect.y - geo.yOrigin;
elem.sceneGeo = geo;
}
void updatePosition()
{
if (mapWidth == 0 || mapHeight == 0)
return;
dispPos.x = -offset.x + elem.sceneOffset.x;
dispPos.y = -offset.y + elem.sceneOffset.y;
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dispPos.x %= mapWidth * 32;
dispPos.y %= mapHeight * 32;
}
/* Compute necessary replicas and store this
* information in a bitfield */
void updateReplicas()
{
replicas = Normal;
if (mapWidth == 0 || mapHeight == 0)
return;
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const IntRect &sRect = elem.sceneGeo.rect;
if (dispPos.x > sRect.x)
replicas |= Left;
if (dispPos.y > sRect.y)
replicas |= Top;
if (dispPos.x+mapWidth*32 < sRect.x+sRect.w)
replicas |= Right;
if (dispPos.y+mapHeight*32 < sRect.y+sRect.h)
replicas |= Bottom;
}
void invalidateAtlasSize()
{
atlasSizeDirty = true;
}
void invalidateAtlasContents()
{
atlasDirty = true;
}
void invalidateBuffers()
{
buffersDirty = true;
}
void invalidateFlash()
{
flashDirty = true;
}
/* Checks for the minimum amount of data needed to display */
bool verifyResources()
{
if (!tileset)
return false;
if (tileset->isDisposed())
return false;
if (!mapData)
return false;
return true;
}
/* Allocates correctly sized TexFBO for atlas */
void allocateAtlas()
{
updateAtlasInfo();
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/* Aquire atlas tex */
gState->texPool().release(atlas.gl);
atlas.gl = gState->texPool().request(atlas.size.x, atlas.size.y);
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atlasDirty = true;
}
/* Assembles atlas from tileset and autotile bitmaps */
void buildAtlas()
{
tileset->flush();
updateAutotileInfo();
Q_FOREACH (uint8_t i, atlas.usableATs)
autotiles[i]->flush();
TileAtlas::BlitList blits = TileAtlas::calcBlits(tileset->height(), atlas.size);
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/* Clear atlas */
FBO::bind(atlas.gl.fbo, FBO::Draw);
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glState.clearColor.pushSet(Vec4());
glState.scissorTest.pushSet(false);
glClear(GL_COLOR_BUFFER_BIT);
glState.scissorTest.pop();
glState.clearColor.pop();
/* Blit autotiles */
Q_FOREACH (uint8_t i, atlas.usableATs)
{
int blitW = min(autotiles[i]->width(), atAreaW);
int blitH = min(autotiles[i]->height(), atAreaH);
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FBO::bind(autotiles[i]->getGLTypes().fbo, FBO::Read);
FBO::blit(0, 0, 0, i*autotileH, blitW, blitH);
}
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/* Blit tileset */
if (tileset->megaSurface())
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{
/* Mega surface tileset */
FBO::unbind(FBO::Draw);
TEX::bind(atlas.gl.tex);
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SDL_Surface *tsSurf = tileset->megaSurface();
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int bpp;
Uint32 rMask, gMask, bMask, aMask;
SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888,
&bpp, &rMask, &gMask, &bMask, &aMask);
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for (int i = 0; i < blits.count(); ++i)
{
TileAtlas::Blit &blitOp = blits[i];
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SDL_Surface *blitTemp =
SDL_CreateRGBSurface(0, tsLaneW, blitOp.h, bpp, rMask, gMask, bMask, aMask);
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SDL_Rect tsRect;
tsRect.x = blitOp.src.x;
tsRect.y = blitOp.src.y;
tsRect.w = tsLaneW;
tsRect.h = blitOp.h;
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SDL_Rect tmpRect = tsRect;
tmpRect.x = tmpRect.y = 0;
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SDL_UpperBlit(tsSurf, &tsRect, blitTemp, &tmpRect);
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TEX::uploadSubImage(blitOp.dst.x, blitOp.dst.y, tsLaneW, blitOp.h, blitTemp->pixels, GL_RGBA);
SDL_FreeSurface(blitTemp);
}
}
else
{
/* Regular tileset */
FBO::bind(tileset->getGLTypes().fbo, FBO::Read);
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for (int i = 0; i < blits.count(); ++i)
{
TileAtlas::Blit &blitOp = blits[i];
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FBO::blit(blitOp.src.x, blitOp.src.y, blitOp.dst.x, blitOp.dst.y, tsLaneW, blitOp.h);
}
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}
}
int samplePriority(int tileInd)
{
if (!priorities)
return 0;
if (tileInd > priorities->xSize()-1)
return 0;
int value = priorities->at(tileInd);
if (value > 5)
return -1;
return value;
}
FloatRect getAutotilePieceRect(int x, int y, /* in pixel coords */
int corner)
{
switch (corner)
{
case 0 : break;
case 1 : x += 16; break;
case 2 : x += 16; y += 16; break;
case 3 : y += 16; break;
default: abort();
}
return FloatRect(x, y, 16, 16);
}
void handleAutotile(int x, int y, int tileInd, TileVBuffer *array)
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{
/* Which autotile [0-7] */
int atInd = tileInd / 48 - 1;
/* Which tile pattern of the autotile [0-47] */
int subInd = tileInd % 48;
const StaticRect *pieceRect = &autotileRects[subInd*4];
/* Iterate over the 4 tile pieces */
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for (int i = 0; i < 4; ++i)
{
FloatRect posRect = getAutotilePieceRect(x*32, y*32, i);
FloatRect texRect = pieceRect[i];
/* Adjust to atlas coordinates */
texRect.y += atInd * autotileH;
for (int k = 0; k < bufferCount(); ++k)
{
FloatRect _texRect = texRect;
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if (atlas.animatedATs.contains(atInd))
_texRect.x += autotileW*k;
SVertex v[4];
Quad::setTexPosRect(v, _texRect, posRect);
/* Iterate over 4 vertices */
for (int i = 0; i < 4; ++i)
array->v[k].append(v[i]);
}
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}
}
void handleTile(int x, int y, int z)
{
int tileInd = mapData->at(x, y, z);
/* Check for empty space */
if (tileInd < 48)
return;
int prio = samplePriority(tileInd);
/* Check for faulty data */
if (prio == -1)
return;
TileVBuffer *targetArray;
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/* Prio 0 tiles are all part of the same ground layer */
if (prio == 0)
{
targetArray = &groundVert;
}
else
{
int scanInd = y + prio;
targetArray = &scanrowVert[scanInd];
}
/* Check for autotile */
if (tileInd < 48*8)
{
handleAutotile(x, y, tileInd, targetArray);
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return;
}
int tsInd = tileInd - 48*8;
int tileX = tsInd % 8;
int tileY = tsInd / 8;
Vec2i texPos = TileAtlas::tileToAtlasCoor(tileX, tileY, tileset->height(), atlas.size.y);
FloatRect texRect((float) texPos.x+.5, (float) texPos.y+.5, 31, 31);
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FloatRect posRect(x*32, y*32, 32, 32);
SVertex v[4];
Quad::setTexPosRect(v, texRect, posRect);
for (int k = 0; k < bufferCount(); ++k)
for (int i = 0; i < 4; ++i)
targetArray->v[k].append(v[i]);
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}
void clearQuadArrays()
{
for (int i = 0; i < 4; ++i)
groundVert.v[i].clear();
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scanrowVert.clear();
scanrowBases.clear();
}
void buildQuadArray()
{
clearQuadArrays();
int mapDepth = mapData->zSize();
scanrowVert.resize(mapHeight + 5);
for (int x = 0; x < mapWidth; ++x)
for (int y = 0; y < mapHeight; ++y)
for (int z = 0; z < mapDepth; ++z)
handleTile(x, y, z);
}
static int quadDataSize(int quadCount)
{
return quadCount * sizeof(SVertex) * 4;
}
int scanrowSize(int index)
{
return scanrowBases[index+1] - scanrowBases[index];
}
void uploadBuffers()
{
scanrowCount = scanrowVert.count();
scanrowBases.resize(scanrowCount + 1);
/* Calculate total quad count */
int groundQuadCount = groundVert.v[0].count() / 4;
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int quadCount = groundQuadCount;
for (int i = 0; i < scanrowCount; ++i)
{
scanrowBases[i] = quadCount;
quadCount += scanrowVert[i].v[0].count() / 4;
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}
scanrowBases[scanrowCount] = quadCount;
int bufferFrameQuadCount = quadCount;
tiles.bufferFrameSize = quadCount * 6 * sizeof(uint32_t);
quadCount *= bufferCount();
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VBO::bind(tiles.vbo);
VBO::allocEmpty(quadDataSize(quadCount));
for (int k = 0; k < bufferCount(); ++k)
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{
VBO::uploadSubData(k*quadDataSize(bufferFrameQuadCount),
quadDataSize(groundQuadCount), groundVert.v[k].constData());
for (int i = 0; i < scanrowCount; ++i)
{
if (scanrowVert[i].v[0].empty())
continue;
VBO::uploadSubData(k*quadDataSize(bufferFrameQuadCount) + quadDataSize(scanrowBases[i]),
quadDataSize(scanrowSize(i)),
scanrowVert[i].v[k].constData());
}
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}
VBO::unbind();
/* Ensure global IBO size */
gState->ensureQuadIBO(quadCount*bufferCount());
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}
void bindAtlas(SimpleShader &shader)
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{
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TEX::bind(atlas.gl.tex);
shader.setTexSize(atlas.size);
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}
Vec2i getReplicaOffset(Position pos)
{
Vec2i offset;
if (pos & Left)
offset.x -= mapWidth*32;
if (pos & Right)
offset.x += mapWidth*32;
if (pos & Top)
offset.y -= mapHeight*32;
if (pos & Bottom)
offset.y += mapHeight*32;
return offset;
}
void setTranslation(Position replicaPos, ShaderBase &shader)
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{
Vec2i repOff = getReplicaOffset(replicaPos);
repOff += dispPos;
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shader.setTranslation(repOff);
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}
bool sampleFlashColor(Vec4 &out, int x, int y)
{
const int _x = x % flashData->xSize();
const int _y = y % flashData->ySize();
int16_t packed = flashData->at(_x, _y);
if (packed == 0)
return false;
const float max = 0xF;
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float b = ((packed & 0x000F) >> 0) / max;
float g = ((packed & 0x00F0) >> 4) / max;
float r = ((packed & 0x0F00) >> 8) / max;
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out = Vec4(r, g, b, 1);
return true;
}
void updateFlash()
{
QVector<CVertex> vertices;
for (int x = 0; x < mapWidth; ++x)
for (int y = 0; y < mapHeight; ++y)
{
Vec4 color;
if (!sampleFlashColor(color, x, y))
continue;
FloatRect posRect(x*32, y*32, 32, 32);
CVertex v[4];
Quad::setPosRect(v, posRect);
Quad::setColor(v, color);
for (int i = 0; i < 4; ++i)
vertices.append(v[i]);
}
flash.quadCount = vertices.count() / 4;
if (flash.quadCount == 0)
return;
VBO::bind(flash.vbo);
VBO::uploadData(sizeof(CVertex) * vertices.count(), vertices.constData());
VBO::unbind();
/* Ensure global IBO size */
gState->ensureQuadIBO(flash.quadCount);
}
void destroyElements()
{
delete elem.ground;
elem.ground = 0;
for (int i = 0; i < elem.scanrows.count(); ++i)
delete elem.scanrows[i];
elem.scanrows.clear();
}
void generateElements(QVector<int> &scanrowInd)
{
elem.ground = new GroundLayer(this, viewport);
for (int i = 0; i < scanrowInd.count(); ++i)
{
int index = scanrowInd[i];
elem.scanrows.append(new ScanRow(this, viewport, index));
}
}
void generateSceneElements()
{
destroyElements();
/* Only generate elements for non-emtpy scanrows */
QVector<int> scanrowInd;
for (int i = 0; i < scanrowCount; ++i)
if (scanrowVert[i].v[0].count() > 0)
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scanrowInd.append(i);
generateElements(scanrowInd);
}
void updateZOrder()
{
for (int i = 0; i < elem.scanrows.count(); ++i)
elem.scanrows[i]->updateZ();
}
void prepare()
{
if (!verifyResources())
{
if (elem.ground)
destroyElements();
tilemapReady = false;
return;
}
if (atlasSizeDirty)
{
allocateAtlas();
atlasSizeDirty = false;
}
if (atlasDirty)
{
buildAtlas();
atlasDirty = false;
}
if (buffersDirty)
{
buildQuadArray();
uploadBuffers();
generateSceneElements();
buffersDirty = false;
}
if (flashDirty)
{
updateFlash();
flashDirty = false;
}
if (zOrderDirty)
{
updateZOrder();
zOrderDirty = false;
}
tilemapReady = true;
}
};
GroundLayer::GroundLayer(TilemapPrivate *p, Viewport *viewport)
: ViewportElement(viewport),
p(p)
{
vboCount = p->scanrowBases[0] * 6;
onGeometryChange(scene->getGeometry());
}
void GroundLayer::draw()
{
SimpleShader &shader = gState->simpleShader();
shader.bind();
shader.applyViewportProj();
p->bindAtlas(shader);
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VAO::bind(p->tiles.vao);
p->setTranslation(Normal, shader);
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for (int i = 0; i < positionsN; ++i)
{
const Position pos = positions[i];
if (!(p->replicas & pos))
continue;
p->setTranslation(pos, shader);
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drawInt();
}
if (p->flash.quadCount > 0)
{
VAO::bind(p->flash.vao);
glState.blendMode.pushSet(BlendAddition);
glState.texture2D.pushSet(false);
FlashMapShader &shader = gState->flashMapShader();
shader.bind();
shader.applyViewportProj();
shader.setAlpha(flashAlpha[p->flash.alphaIdx] / 255.f);
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for (int i = 0; i < positionsN; ++i)
{
const Position pos = positions[i];
if (!(p->replicas & pos))
continue;
p->setTranslation(pos, shader);
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drawFlashInt();
}
glState.texture2D.pop();
glState.blendMode.pop();
}
VAO::unbind();
}
void GroundLayer::drawInt()
{
glDrawElements(GL_TRIANGLES, vboCount,
GL_UNSIGNED_INT, (GLvoid*) (p->tiles.frameIdx * p->tiles.bufferFrameSize));
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}
void GroundLayer::drawFlashInt()
{
glDrawElements(GL_TRIANGLES, p->flash.quadCount * 6, GL_UNSIGNED_INT, 0);
}
void GroundLayer::onGeometryChange(const Scene::Geometry &geo)
{
p->updateSceneGeometry(geo);
p->updatePosition();
p->updateReplicas();
}
ScanRow::ScanRow(TilemapPrivate *p, Viewport *viewport, int index)
: ViewportElement(viewport, 32 + index*32),
index(index),
p(p)
{
vboOffset = p->scanrowBases[index] * sizeof(uint32_t) * 6;
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vboCount = p->scanrowSize(index) * 6;
}
void ScanRow::draw()
{
SimpleShader &shader = gState->simpleShader();
shader.bind();
shader.applyViewportProj();
p->bindAtlas(shader);
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VAO::bind(p->tiles.vao);
p->setTranslation(Normal, shader);
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for (int i = 0; i < positionsN; ++i)
{
const Position pos = positions[i];
if (!(p->replicas & pos))
continue;
p->setTranslation(pos, shader);
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drawInt();
}
VAO::unbind();
}
void ScanRow::drawInt()
{
glDrawElements(GL_TRIANGLES, vboCount,
GL_UNSIGNED_INT, (GLvoid*) (vboOffset + p->tiles.frameIdx * p->tiles.bufferFrameSize));
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}
void ScanRow::updateZ()
{
int y = (p->offset.y > 0) ? -p->offset.y : 0;
setZ(32 + (((y) / 32) + index) * 32);
}
void Tilemap::Autotiles::set(int i, Bitmap *bitmap)
{
if (i < 0 || i > autotileCount-1)
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return;
if (p->autotiles[i] == bitmap)
return;
p->autotiles[i] = bitmap;
p->invalidateAtlasContents();
p->autotilesCon[i].disconnect();
p->autotilesCon[i] = bitmap->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateAtlasContents));
p->autotilesDispCon[i].disconnect();
p->autotilesDispCon[i] = bitmap->wasDisposed.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateAtlasContents));
p->updateAutotileInfo();
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}
Bitmap *Tilemap::Autotiles::get(int i) const
{
if (i < 0 || i > autotileCount-1)
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return 0;
return p->autotiles[i];
}
Tilemap::Tilemap(Viewport *viewport)
{
p = new TilemapPrivate(viewport);
p->autotilesProxy.p = p;
}
Tilemap::~Tilemap()
{
dispose();
}
static const uchar atAnimation[16*4] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
};
static elementsN(atAnimation);
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void Tilemap::update()
{
if (!p->tilemapReady)
return;
/* Animate flash */
if (++p->flash.alphaIdx >= flashAlphaN)
p->flash.alphaIdx = 0;
/* Animate autotiles */
if (!p->tiles.animated)
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return;
p->tiles.frameIdx = atAnimation[p->tiles.aniIdx];
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if (++p->tiles.aniIdx >= atAnimationN)
p->tiles.aniIdx = 0;
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}
Tilemap::Autotiles &Tilemap::getAutotiles() const
{
return p->autotilesProxy;
}
#define DISP_CLASS_NAME "tilemap"
DEF_ATTR_RD_SIMPLE(Tilemap, Viewport, Viewport*, p->viewport)
DEF_ATTR_RD_SIMPLE(Tilemap, Tileset, Bitmap*, p->tileset)
DEF_ATTR_RD_SIMPLE(Tilemap, MapData, Table*, p->mapData)
DEF_ATTR_RD_SIMPLE(Tilemap, FlashData, Table*, p->flashData)
DEF_ATTR_RD_SIMPLE(Tilemap, Priorities, Table*, p->priorities)
DEF_ATTR_RD_SIMPLE(Tilemap, Visible, bool, p->visible)
DEF_ATTR_RD_SIMPLE(Tilemap, OX, int, p->offset.x)
DEF_ATTR_RD_SIMPLE(Tilemap, OY, int, p->offset.y)
void Tilemap::setViewport(Viewport *value)
{
GUARD_DISPOSED
if (p->viewport == value)
return;
p->viewport = value;
if (!p->tilemapReady)
return;
p->elem.ground->setViewport(value);
for (int i = 0; i < p->elem.scanrows.count(); ++i)
p->elem.scanrows[i]->setViewport(value);
}
void Tilemap::setTileset(Bitmap *value)
{
GUARD_DISPOSED
if (p->tileset == value)
return;
p->tileset = value;
p->invalidateAtlasSize();
p->tilesetCon.disconnect();
p->tilesetCon = value->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateAtlasSize));
p->updateAtlasInfo();
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}
void Tilemap::setMapData(Table *value)
{
GUARD_DISPOSED
if (p->mapData == value)
return;
p->mapData = value;
p->invalidateBuffers();
p->mapDataCon.disconnect();
p->mapDataCon = value->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateBuffers));
p->updateMapDataInfo();
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}
void Tilemap::setFlashData(Table *value)
{
GUARD_DISPOSED
if (p->flashData == value)
return;
p->flashData = value;
p->invalidateFlash();
p->flashDataCon.disconnect();
p->flashDataCon = value->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateFlash));
}
void Tilemap::setPriorities(Table *value)
{
GUARD_DISPOSED
if (p->priorities == value)
return;
p->priorities = value;
p->invalidateBuffers();
p->prioritiesCon.disconnect();
p->prioritiesCon = value->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateBuffers));
}
void Tilemap::setVisible(bool value)
{
GUARD_DISPOSED
if (p->visible == value)
return;
p->visible = value;
if (!p->tilemapReady)
return;
p->elem.ground->setVisible(value);
for (int i = 0; i < p->elem.scanrows.count(); ++i)
p->elem.scanrows[i]->setVisible(value);
}
void Tilemap::setOX(int value)
{
GUARD_DISPOSED
if (p->offset.x == value)
return;
p->offset.x = value;
p->updatePosition();
p->updateReplicas();
}
void Tilemap::setOY(int value)
{
GUARD_DISPOSED
if (p->offset.y == value)
return;
p->offset.y = value;
p->updatePosition();
p->updateReplicas();
int tileYOffset = value / 32;
if (tileYOffset != p->tileYOffset)
{
p->tileYOffset = tileYOffset;
p->zOrderDirty = true;
}
}
void Tilemap::releaseResources()
{
delete p;
}