mkxp/src/tilemap.cpp

1389 lines
29 KiB
C++

/*
** 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 "sharedstate.h"
#include "glstate.h"
#include "gl-util.h"
#include "gl-meta.h"
#include "global-ibo.h"
#include "etc-internal.h"
#include "quadarray.h"
#include "texpool.h"
#include "quad.h"
#include "vertex.h"
#include "tileatlas.h"
#include <sigc++/connection.h>
#include <string.h>
#include <stdint.h>
#include <algorithm>
#include <vector>
#include <SDL_surface.h>
extern const StaticRect autotileRects[];
typedef std::vector<SVertex> SVVector;
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;
/* Map viewport size */
static const int viewpW = 21;
static const int viewpH = 16;
static const size_t zlayersMax = viewpH + 5;
/* 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".
* There is a 32 pixel wide empty buffer below the autotile
* area so the vertex shader can safely differentiate between
* autotile and tileset vertices (relevant for autotile animation).
*
* Tile atlas
* *-----------------------*--------------*
* | | | | | ¦ |
* | AT0 | AT0 | AT0 | AT0 | ¦ |
* | FR0 | FR1 | FR2 | FR3 | | ¦ | |
* |-----|-----|-----|-----| v ¦ v |
* | | | | | ¦ |
* | AT1 | | | | ¦ |
* | | | | | ¦ |
* |-----|-----|-----|-----| ¦ |
* |[...]| | | | ¦ |
* |-----|-----|-----|-----| ¦ |
* | | | | | | ¦ | |
* | AT6 | | | | v ¦ v |
* | | | | | ¦ |
* |-----|-----|-----|-----| ¦ |
* | Empty space | | |
* |-----------------------| | |
* | ¦ ¦ ¦ ¦ |
* | Tile- ¦ | ¦ | ¦ ¦ |
* | set ¦ v ¦ v ¦ ¦ |
* | ¦ ¦ ¦ | ¦ | |
* | | ¦ ¦ ¦ v ¦ v |
* | v ¦ | ¦ | ¦ ¦ |
* | ¦ v ¦ v ¦ ¦ |
* | ¦ ¦ ¦ ¦ |
* *---------------------------------------*
*
* 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.
*
* To animate the autotiles, we catch any autotile vertices in
* the tilemap shader based on their texcoord, and offset them
* horizontally by (animation index) * (autotile frame width = 96).
*
* Elements:
* Even though the Tilemap carries similarities with other
* SceneElements, it is not one itself but composed of multiple
* such elements (GroundLayer and ZLayers).
*
* 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.
*
* ZLayer:
* 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
* 'zlayers'. 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 zlayer are eg. trees.
*
* Map viewport:
* This rectangle describes the subregion of the map that is
* actually translated to vertices and stored on the GPU ready
* for rendering. Whenever, ox/oy are modified, its position is
* adjusted if necessary and the data is regenerated. Its size
* is fixed. This is NOT related to the RGSS Viewport class!
*
*/
static int wrap(int value, int range)
{
int res = value % range;
return res < 0 ? res + range : res;
}
static int16_t tableGetWrapped(const Table *t, int x, int y, int z = 0)
{
return t->get(wrap(x, t->xSize()),
wrap(y, t->ySize()),
z);
}
/* Autotile animation */
static const uint8_t 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);
/* Flash tiles pulsing opacity */
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);
struct GroundLayer : public ViewportElement
{
GLsizei vboCount;
TilemapPrivate *p;
GroundLayer(TilemapPrivate *p, Viewport *viewport);
void updateVboCount();
void draw();
void drawInt();
void drawFlashInt();
void onGeometryChange(const Scene::Geometry &geo);
ABOUT_TO_ACCESS_NOOP
};
struct ZLayer : public ViewportElement
{
size_t index;
GLintptr vboOffset;
GLsizei vboCount;
TilemapPrivate *p;
/* If this layer is part of a batch and not
* the head, it is 'muted' via this flag */
bool batchedFlag;
/* If this layer is a batch head, this variable
* holds the element count of the entire batch */
GLsizei vboBatchCount;
ZLayer(TilemapPrivate *p, Viewport *viewport);
void setIndex(int value);
void draw();
void drawInt();
static int calculateZ(TilemapPrivate *p, int index);
void initUpdateZ();
void finiUpdateZ(ZLayer *prev);
ABOUT_TO_ACCESS_NOOP
};
struct TilemapPrivate
{
Viewport *viewport;
Bitmap *autotiles[autotileCount];
Bitmap *tileset;
Table *mapData;
Table *flashData;
Table *priorities;
bool visible;
Vec2i offset;
Vec2i dispPos;
/* Tile atlas */
struct {
TEXFBO gl;
Vec2i size;
/* Effective tileset height,
* clamped to a multiple of 32 */
int efTilesetH;
/* Indices of usable
* (not null, not disposed) autotiles */
std::vector<uint8_t> usableATs;
/* Indices of animated autotiles */
std::vector<uint8_t> animatedATs;
} atlas;
/* Map viewport position */
Vec2i viewpPos;
/* Ground layer vertices */
SVVector groundVert;
/* ZLayer vertices */
SVVector zlayerVert[zlayersMax];
/* Base quad indices of each zlayer
* in the shared buffer */
size_t zlayerBases[zlayersMax+1];
/* Shared buffers for all tiles */
struct
{
GLMeta::VAO vao;
VBO::ID vbo;
bool animated;
/* Animation state */
uint8_t frameIdx;
uint8_t aniIdx;
} tiles;
/* Flash buffers */
struct
{
GLMeta::VAO vao;
VBO::ID vbo;
size_t quadCount;
uint8_t alphaIdx;
} flash;
/* Scene elements */
struct
{
GroundLayer *ground;
ZLayer* zlayers[zlayersMax];
/* Used layers out of 'zlayers' (rest is hidden) */
size_t activeLayers;
Scene::Geometry sceneGeo;
Vec2i sceneOffset;
} elem;
/* 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: ox, oy */
bool mapViewportDirty;
/* 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];
sigc::connection mapDataCon;
sigc::connection prioritiesCon;
sigc::connection flashDataCon;
/* Dispose watches */
sigc::connection autotilesDispCon[autotileCount];
/* Draw prepare call */
sigc::connection prepareCon;
TilemapPrivate(Viewport *viewport)
: viewport(viewport),
tileset(0),
mapData(0),
flashData(0),
priorities(0),
visible(true),
atlasSizeDirty(false),
atlasDirty(false),
buffersDirty(false),
mapViewportDirty(false),
zOrderDirty(false),
flashDirty(false),
tilemapReady(false)
{
memset(autotiles, 0, sizeof(autotiles));
atlas.animatedATs.reserve(autotileCount);
atlas.efTilesetH = 0;
tiles.animated = false;
tiles.frameIdx = 0;
tiles.aniIdx = 0;
/* Init tile buffers */
tiles.vbo = VBO::gen();
GLMeta::vaoFillInVertexData<SVertex>(tiles.vao);
tiles.vao.vbo = tiles.vbo;
tiles.vao.ibo = shState->globalIBO().ibo;
GLMeta::vaoInit(tiles.vao);
/* Init flash buffers */
flash.vbo = VBO::gen();
GLMeta::vaoFillInVertexData<CVertex>(flash.vao);
flash.vao.vbo = flash.vbo;
flash.vao.ibo = shState->globalIBO().ibo;
GLMeta::vaoInit(flash.vao);
flash.quadCount = 0;
flash.alphaIdx = 0;
elem.ground = new GroundLayer(this, viewport);
for (size_t i = 0; i < zlayersMax; ++i)
elem.zlayers[i] = new ZLayer(this, viewport);
prepareCon = shState->prepareDraw.connect
(sigc::mem_fun(this, &TilemapPrivate::prepare));
}
~TilemapPrivate()
{
/* Destroy elements */
delete elem.ground;
for (size_t i = 0; i < zlayersMax; ++i)
delete elem.zlayers[i];
shState->releaseAtlasTex(atlas.gl);
/* Destroy tile buffers */
GLMeta::vaoFini(tiles.vao);
VBO::del(tiles.vbo);
/* Destroy flash buffers */
GLMeta::vaoFini(flash.vao);
VBO::del(flash.vbo);
/* Disconnect signal handlers */
tilesetCon.disconnect();
for (int i = 0; i < autotileCount; ++i)
{
autotilesCon[i].disconnect();
autotilesDispCon[i].disconnect();
}
mapDataCon.disconnect();
prioritiesCon.disconnect();
flashDataCon.disconnect();
prepareCon.disconnect();
}
void updateAtlasInfo()
{
if (nullOrDisposed(tileset))
{
atlas.size = Vec2i();
return;
}
int tsH = tileset->height();
atlas.efTilesetH = tsH - (tsH % 32);
atlas.size = TileAtlas::minSize(atlas.efTilesetH, 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 */
std::vector<uint8_t> &usableATs = atlas.usableATs;
std::vector<uint8_t> &animatedATs = atlas.animatedATs;
usableATs.clear();
for (int i = 0; i < autotileCount; ++i)
{
if (nullOrDisposed(autotiles[i]))
continue;
if (autotiles[i]->megaSurface())
continue;
usableATs.push_back(i);
if (autotiles[i]->width() > autotileW)
animatedATs.push_back(i);
}
tiles.animated = !animatedATs.empty();
}
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()
{
dispPos.x = -(offset.x - viewpPos.x * 32) + elem.sceneOffset.x;
dispPos.y = -(offset.y - viewpPos.y * 32) + elem.sceneOffset.y;
}
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 (nullOrDisposed(tileset))
return false;
if (!mapData)
return false;
return true;
}
/* Allocates correctly sized TexFBO for atlas */
void allocateAtlas()
{
updateAtlasInfo();
/* Aquire atlas tex */
shState->releaseAtlasTex(atlas.gl);
shState->requestAtlasTex(atlas.size.x, atlas.size.y, atlas.gl);
atlasDirty = true;
}
/* Assembles atlas from tileset and autotile bitmaps */
void buildAtlas()
{
updateAutotileInfo();
TileAtlas::BlitVec blits = TileAtlas::calcBlits(atlas.efTilesetH, atlas.size);
/* Clear atlas */
FBO::bind(atlas.gl.fbo);
glState.clearColor.pushSet(Vec4());
glState.scissorTest.pushSet(false);
FBO::clear();
glState.scissorTest.pop();
glState.clearColor.pop();
GLMeta::blitBegin(atlas.gl);
/* Blit autotiles */
for (size_t i = 0; i < atlas.usableATs.size(); ++i)
{
const uint8_t atInd = atlas.usableATs[i];
Bitmap *autotile = autotiles[atInd];
int blitW = std::min(autotile->width(), atAreaW);
int blitH = std::min(autotile->height(), atAreaH);
GLMeta::blitSource(autotile->getGLTypes());
if (blitW <= autotileW && tiles.animated)
{
/* Static autotile */
for (int j = 0; j < 4; ++j)
GLMeta::blitRectangle(IntRect(0, 0, blitW, blitH),
Vec2i(autotileW*j, atInd*autotileH));
}
else
{
/* Animated autotile */
GLMeta::blitRectangle(IntRect(0, 0, blitW, blitH),
Vec2i(0, atInd*autotileH));
}
}
GLMeta::blitEnd();
/* Blit tileset */
if (tileset->megaSurface())
{
/* Mega surface tileset */
TEX::bind(atlas.gl.tex);
SDL_Surface *tsSurf = tileset->megaSurface();
for (size_t i = 0; i < blits.size(); ++i)
{
const TileAtlas::Blit &blitOp = blits[i];
GLMeta::subRectImageUpload(tsSurf->w, blitOp.src.x, blitOp.src.y,
blitOp.dst.x, blitOp.dst.y, tsLaneW, blitOp.h, tsSurf, GL_RGBA);
}
GLMeta::subRectImageEnd();
}
else
{
/* Regular tileset */
GLMeta::blitBegin(atlas.gl);
GLMeta::blitSource(tileset->getGLTypes());
for (size_t i = 0; i < blits.size(); ++i)
{
const TileAtlas::Blit &blitOp = blits[i];
GLMeta::blitRectangle(IntRect(blitOp.src.x, blitOp.src.y, tsLaneW, blitOp.h),
blitOp.dst);
}
GLMeta::blitEnd();
}
}
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, SVVector *array)
{
/* 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 */
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;
SVertex v[4];
Quad::setTexPosRect(v, texRect, posRect);
/* Iterate over 4 vertices */
for (size_t i = 0; i < 4; ++i)
array->push_back(v[i]);
}
}
void handleTile(int x, int y, int z)
{
int tileInd =
tableGetWrapped(mapData, x + viewpPos.x, y + viewpPos.y, z);
/* Check for empty space */
if (tileInd < 48)
return;
int prio = samplePriority(tileInd);
/* Check for faulty data */
if (prio == -1)
return;
SVVector *targetArray;
/* Prio 0 tiles are all part of the same ground layer */
if (prio == 0)
{
targetArray = &groundVert;
}
else
{
int layerInd = y + prio;
targetArray = &zlayerVert[layerInd];
}
/* Check for autotile */
if (tileInd < 48*8)
{
handleAutotile(x, y, tileInd, targetArray);
return;
}
int tsInd = tileInd - 48*8;
int tileX = tsInd % 8;
int tileY = tsInd / 8;
Vec2i texPos = TileAtlas::tileToAtlasCoor(tileX, tileY, atlas.efTilesetH, atlas.size.y);
FloatRect texRect((float) texPos.x+.5, (float) texPos.y+.5, 31, 31);
FloatRect posRect(x*32, y*32, 32, 32);
SVertex v[4];
Quad::setTexPosRect(v, texRect, posRect);
for (size_t i = 0; i < 4; ++i)
targetArray->push_back(v[i]);
}
void clearQuadArrays()
{
groundVert.clear();
for (size_t i = 0; i < zlayersMax; ++i)
zlayerVert[i].clear();
}
void buildQuadArray()
{
clearQuadArrays();
for (int x = 0; x < viewpW; ++x)
for (int y = 0; y < viewpH; ++y)
for (int z = 0; z < mapData->zSize(); ++z)
handleTile(x, y, z);
}
static size_t quadDataSize(size_t quadCount)
{
return quadCount * sizeof(SVertex) * 4;
}
size_t zlayerSize(size_t index)
{
return zlayerBases[index+1] - zlayerBases[index];
}
void uploadBuffers()
{
/* Calculate total quad count */
size_t groundQuadCount = groundVert.size() / 4;
size_t quadCount = groundQuadCount;
for (size_t i = 0; i < zlayersMax; ++i)
{
zlayerBases[i] = quadCount;
quadCount += zlayerVert[i].size() / 4;
}
zlayerBases[zlayersMax] = quadCount;
VBO::bind(tiles.vbo);
VBO::allocEmpty(quadDataSize(quadCount));
VBO::uploadSubData(0, quadDataSize(groundQuadCount), &groundVert[0]);
for (size_t i = 0; i < zlayersMax; ++i)
{
if (zlayerVert[i].empty())
continue;
VBO::uploadSubData(quadDataSize(zlayerBases[i]),
quadDataSize(zlayerSize(i)), &zlayerVert[i][0]);
}
VBO::unbind();
/* Ensure global IBO size */
shState->ensureQuadIBO(quadCount);
}
void bindShader(ShaderBase *&shaderVar)
{
if (tiles.animated)
{
TilemapShader &tilemapShader = shState->shaders().tilemap;
tilemapShader.bind();
tilemapShader.setAniIndex(tiles.frameIdx);
shaderVar = &tilemapShader;
}
else
{
shaderVar = &shState->shaders().simple;
shaderVar->bind();
}
shaderVar->applyViewportProj();
}
void bindAtlas(ShaderBase &shader)
{
TEX::bind(atlas.gl.tex);
shader.setTexSize(atlas.size);
}
bool sampleFlashColor(Vec4 &out, int x, int y)
{
int16_t packed = tableGetWrapped(flashData, x, y);
if (packed == 0)
return false;
const float max = 0xF;
float b = ((packed & 0x000F) >> 0) / max;
float g = ((packed & 0x00F0) >> 4) / max;
float r = ((packed & 0x0F00) >> 8) / max;
out = Vec4(r, g, b, 1);
return true;
}
void updateFlash()
{
if (!flashData)
return;
std::vector<CVertex> vertices;
for (int x = 0; x < viewpW; ++x)
for (int y = 0; y < viewpH; ++y)
{
Vec4 color;
if (!sampleFlashColor(color, x+viewpPos.x, y+viewpPos.y))
continue;
FloatRect posRect(x*32, y*32, 32, 32);
CVertex v[4];
Quad::setPosRect(v, posRect);
Quad::setColor(v, color);
for (size_t i = 0; i < 4; ++i)
vertices.push_back(v[i]);
}
flash.quadCount = vertices.size() / 4;
if (flash.quadCount == 0)
return;
VBO::bind(flash.vbo);
VBO::uploadData(sizeof(CVertex) * vertices.size(), &vertices[0]);
VBO::unbind();
/* Ensure global IBO size */
shState->ensureQuadIBO(flash.quadCount);
}
void updateActiveElements(std::vector<int> &zlayerInd)
{
elem.ground->updateVboCount();
for (size_t i = 0; i < zlayersMax; ++i)
{
if (i < zlayerInd.size())
{
int index = zlayerInd[i];
elem.zlayers[i]->setVisible(visible);
elem.zlayers[i]->setIndex(index);
}
else
{
/* Hide unused layers */
elem.zlayers[i]->setVisible(false);
}
}
}
void updateSceneElements()
{
/* Only allocate elements for non-emtpy zlayers */
std::vector<int> zlayerInd;
for (size_t i = 0; i < zlayersMax; ++i)
if (zlayerVert[i].size() > 0)
zlayerInd.push_back(i);
updateActiveElements(zlayerInd);
elem.activeLayers = zlayerInd.size();
zOrderDirty = false;
}
void hideElements()
{
elem.ground->setVisible(false);
for (size_t i = 0; i < zlayersMax; ++i)
elem.zlayers[i]->setVisible(false);
}
void updateZOrder()
{
if (elem.activeLayers == 0)
return;
for (size_t i = 0; i < elem.activeLayers; ++i)
elem.zlayers[i]->initUpdateZ();
ZLayer *prev = elem.zlayers[0];
prev->finiUpdateZ(0);
for (size_t i = 1; i < elem.activeLayers; ++i)
{
ZLayer *layer = elem.zlayers[i];
layer->finiUpdateZ(prev);
prev = layer;
}
}
/* When there are two or more zlayers with no other
* elements between them in the scene list, we can
* render them in a batch (as the zlayer data itself
* is ordered sequentially in VRAM). Every frame, we
* scan the scene list for such sequential layers and
* batch them up for drawing. The first layer of the batch
* (the "batch head") executes the draw call, all others
* are muted via the 'batchedFlag'. For simplicity,
* single sized batches are possible. */
void prepareZLayerBatches()
{
ZLayer *const *zlayers = elem.zlayers;
for (size_t i = 0; i < elem.activeLayers; ++i)
{
ZLayer *batchHead = zlayers[i];
batchHead->batchedFlag = false;
GLsizei vboBatchCount = batchHead->vboCount;
IntruListLink<SceneElement> *iter = &batchHead->link;
for (i = i+1; i < elem.activeLayers; ++i)
{
iter = iter->next;
ZLayer *layer = zlayers[i];
/* Check if the next SceneElement is also
* the next zlayer in our list. If not,
* the current batch is complete */
if (iter != &layer->link)
break;
vboBatchCount += layer->vboCount;
layer->batchedFlag = true;
}
batchHead->vboBatchCount = vboBatchCount;
--i;
}
}
void updateMapViewport()
{
int tileOX, tileOY;
if (offset.x >= 0)
tileOX = offset.x / 32;
else
tileOX = -(-(offset.x-31) / 32);
if (offset.y >= 0)
tileOY = offset.y / 32;
else
tileOY = -(-(offset.y-31) / 32);
bool dirty = false;
if (tileOX < viewpPos.x || tileOX + 21 > viewpPos.x + viewpW)
{
viewpPos.x = tileOX;
dirty = true;
}
if (tileOY < viewpPos.y || tileOY + 16 > viewpPos.y + viewpH)
{
viewpPos.y = tileOY;
dirty = true;
}
if (dirty)
{
buffersDirty = true;
flashDirty = true;
updatePosition();
}
}
void prepare()
{
if (!verifyResources())
{
if (tilemapReady)
hideElements();
tilemapReady = false;
return;
}
if (atlasSizeDirty)
{
allocateAtlas();
atlasSizeDirty = false;
}
if (atlasDirty)
{
buildAtlas();
atlasDirty = false;
}
if (mapViewportDirty)
{
updateMapViewport();
mapViewportDirty = false;
}
if (buffersDirty)
{
buildQuadArray();
uploadBuffers();
updateSceneElements();
buffersDirty = false;
}
if (flashDirty)
{
updateFlash();
flashDirty = false;
}
if (zOrderDirty)
{
updateZOrder();
zOrderDirty = false;
}
prepareZLayerBatches();
tilemapReady = true;
}
};
GroundLayer::GroundLayer(TilemapPrivate *p, Viewport *viewport)
: ViewportElement(viewport, 0),
vboCount(0),
p(p)
{
onGeometryChange(scene->getGeometry());
}
void GroundLayer::updateVboCount()
{
vboCount = p->zlayerBases[0] * 6;
}
void GroundLayer::draw()
{
ShaderBase *shader;
p->bindShader(shader);
p->bindAtlas(*shader);
GLMeta::vaoBind(p->tiles.vao);
shader->setTranslation(p->dispPos);
drawInt();
GLMeta::vaoUnbind(p->tiles.vao);
if (p->flash.quadCount > 0)
{
GLMeta::vaoBind(p->flash.vao);
glState.blendMode.pushSet(BlendAddition);
FlashMapShader &shader = shState->shaders().flashMap;
shader.bind();
shader.applyViewportProj();
shader.setAlpha(flashAlpha[p->flash.alphaIdx] / 255.f);
shader.setTranslation(p->dispPos);
drawFlashInt();
glState.blendMode.pop();
GLMeta::vaoUnbind(p->flash.vao);
}
}
void GroundLayer::drawInt()
{
gl.DrawElements(GL_TRIANGLES, vboCount, _GL_INDEX_TYPE, (GLvoid*) 0);
}
void GroundLayer::drawFlashInt()
{
gl.DrawElements(GL_TRIANGLES, p->flash.quadCount * 6, _GL_INDEX_TYPE, 0);
}
void GroundLayer::onGeometryChange(const Scene::Geometry &geo)
{
p->updateSceneGeometry(geo);
p->updatePosition();
}
ZLayer::ZLayer(TilemapPrivate *p, Viewport *viewport)
: ViewportElement(viewport, 0),
index(0),
vboOffset(0),
vboCount(0),
p(p),
vboBatchCount(0)
{}
void ZLayer::setIndex(int value)
{
index = value;
z = calculateZ(p, index);
scene->reinsert(*this);
vboOffset = p->zlayerBases[index] * sizeof(index_t) * 6;
vboCount = p->zlayerSize(index) * 6;
}
void ZLayer::draw()
{
if (batchedFlag)
return;
ShaderBase *shader;
p->bindShader(shader);
p->bindAtlas(*shader);
GLMeta::vaoBind(p->tiles.vao);
shader->setTranslation(p->dispPos);
drawInt();
GLMeta::vaoUnbind(p->tiles.vao);
}
void ZLayer::drawInt()
{
gl.DrawElements(GL_TRIANGLES, vboBatchCount, _GL_INDEX_TYPE, (GLvoid*) vboOffset);
}
int ZLayer::calculateZ(TilemapPrivate *p, int index)
{
return 32 * (index + p->viewpPos.y + 1) - p->offset.y;
}
void ZLayer::initUpdateZ()
{
unlink();
}
void ZLayer::finiUpdateZ(ZLayer *prev)
{
z = calculateZ(p, index);
if (prev)
scene->insertAfter(*this, *prev);
else
scene->insert(*this);
}
void Tilemap::Autotiles::set(int i, Bitmap *bitmap)
{
if (!p)
return;
if (i < 0 || i > autotileCount-1)
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();
}
Bitmap *Tilemap::Autotiles::get(int i) const
{
if (!p)
return 0;
if (i < 0 || i > autotileCount-1)
return 0;
return p->autotiles[i];
}
Tilemap::Tilemap(Viewport *viewport)
{
p = new TilemapPrivate(viewport);
atProxy.p = p;
}
Tilemap::~Tilemap()
{
dispose();
}
void Tilemap::update()
{
guardDisposed();
if (!p->tilemapReady)
return;
/* Animate flash */
if (++p->flash.alphaIdx >= flashAlphaN)
p->flash.alphaIdx = 0;
/* Animate autotiles */
if (!p->tiles.animated)
return;
p->tiles.frameIdx = atAnimation[p->tiles.aniIdx];
if (++p->tiles.aniIdx >= atAnimationN)
p->tiles.aniIdx = 0;
}
Tilemap::Autotiles &Tilemap::getAutotiles()
{
guardDisposed();
return atProxy;
}
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::setTileset(Bitmap *value)
{
guardDisposed();
if (p->tileset == value)
return;
p->tileset = value;
if (!value)
return;
p->invalidateAtlasSize();
p->tilesetCon.disconnect();
p->tilesetCon = value->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateAtlasSize));
p->updateAtlasInfo();
}
void Tilemap::setMapData(Table *value)
{
guardDisposed();
if (p->mapData == value)
return;
p->mapData = value;
if (!value)
return;
p->invalidateBuffers();
p->mapDataCon.disconnect();
p->mapDataCon = value->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateBuffers));
}
void Tilemap::setFlashData(Table *value)
{
guardDisposed();
if (p->flashData == value)
return;
p->flashData = value;
if (!value)
return;
p->invalidateFlash();
p->flashDataCon.disconnect();
p->flashDataCon = value->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateFlash));
}
void Tilemap::setPriorities(Table *value)
{
guardDisposed();
if (p->priorities == value)
return;
p->priorities = value;
if (!value)
return;
p->invalidateBuffers();
p->prioritiesCon.disconnect();
p->prioritiesCon = value->modified.connect
(sigc::mem_fun(p, &TilemapPrivate::invalidateBuffers));
}
void Tilemap::setVisible(bool value)
{
guardDisposed();
if (p->visible == value)
return;
p->visible = value;
if (!p->tilemapReady)
return;
p->elem.ground->setVisible(value);
for (size_t i = 0; i < p->elem.activeLayers; ++i)
p->elem.zlayers[i]->setVisible(value);
}
void Tilemap::setOX(int value)
{
guardDisposed();
if (p->offset.x == value)
return;
p->offset.x = value;
p->updatePosition();
p->mapViewportDirty = true;
}
void Tilemap::setOY(int value)
{
guardDisposed();
if (p->offset.y == value)
return;
p->offset.y = value;
p->updatePosition();
p->zOrderDirty = true;
p->mapViewportDirty = true;
}
void Tilemap::releaseResources()
{
delete p;
atProxy.p = 0;
}