1463 lines
32 KiB
C++
1463 lines
32 KiB
C++
/*
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** tilemap.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "tilemap.h"
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#include "viewport.h"
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#include "bitmap.h"
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#include "table.h"
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#include "sharedstate.h"
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#include "glstate.h"
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#include "gl-util.h"
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#include "etc-internal.h"
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#include "quadarray.h"
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#include "texpool.h"
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#include "quad.h"
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#include "tileatlas.h"
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#include <sigc++/connection.h>
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#include <string.h>
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#include <stdint.h>
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#include <algorithm>
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#include <vector>
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#include <SDL_surface.h>
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extern const StaticRect autotileRects[];
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typedef std::vector<SVertex> SVVector;
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typedef struct { SVVector v[4]; } TileVBuffer;
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/* Check if [C]ontainer contains [V]alue */
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template<typename C, typename V>
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inline bool contains(const C &c, const V &v)
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{
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return std::find(c.begin(), c.end(), v) != c.end();
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}
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static const int tilesetW = 8 * 32;
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static const int autotileW = 3 * 32;
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static const int autotileH = 4 * 32;
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static const int autotileCount = 7;
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static const int atAreaW = autotileW * 4;
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static const int atAreaH = autotileH * autotileCount;
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static const int tsLaneW = tilesetW / 2;
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/* Vocabulary:
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*
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* Atlas: A texture containing both the tileset and all
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* autotile images. This is so the entire tilemap can
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* be drawn from one texture (for performance reasons).
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* This means that we have to watch the 'modified' signals
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* of all Bitmaps that make up the atlas, and update it
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* as required during runtime.
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* The atlas is tightly packed, with the autotiles located
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* in the top left corener and the tileset image filing the
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* remaining open space (below the autotiles as well as
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* besides it). The tileset is vertically cut in half, where
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* the first half fills available texture space, and then the
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* other half (as if the right half was cut and pasted below
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* the left half before fitting it all into the atlas).
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* Internally these halves are called "tileset lanes".
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*
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* Tile atlas
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* *-----------------------*--------------*
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* | | | | | ¦ |
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* | AT1 | AT1 | AT1 | AT1 | ¦ |
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* | FR0 | FR1 | FR2 | FR3 | | ¦ | |
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* |-----|-----|-----|-----| v ¦ v |
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* | | | | | ¦ |
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* | AT1 | | | | ¦ |
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* | | | | | ¦ |
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* |-----|-----|-----|-----| ¦ |
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* |[...]| | | | ¦ |
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* |-----|-----|-----|-----| ¦ |
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* | | | | | | ¦ | |
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* | AT7 | | | | v ¦ v |
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* | | | | | ¦ |
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* |-----|-----|-----|-----| ¦ |
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* | ¦ ¦ ¦ ¦ |
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* | Tile- ¦ | ¦ | ¦ ¦ |
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* | set ¦ v ¦ v ¦ ¦ |
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* | ¦ ¦ ¦ | ¦ | |
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* | | ¦ ¦ ¦ v ¦ v |
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* | v ¦ | ¦ | ¦ ¦ |
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* | ¦ v ¦ v ¦ ¦ |
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* | ¦ ¦ ¦ ¦ |
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* *---------------------------------------*
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*
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* When allocating the atlas size, we first expand vertically
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* until all the space immediately below the autotile area
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* is used up, and then, when the max texture size
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* is reached, horizontally.
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*
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* To animate the autotiles, we keep 4 buffers (packed into
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* one big VBO and accessed using offsets) with vertex data
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* corresponding to the respective animation frame. Likewise,
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* the IBO is expanded to 4 times its usual size. In practice
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* this means that all vertex data which does not stem from an
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* animated autotile is duplicated across all 4 buffers.
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* The range of one such buffer inside the VBO is called
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* buffer frame, and tiles.bufferFrameSize * bufferIndex gives
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* us the base offset into the IBO to access it.
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* If there are no animated autotiles attached, we only use
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* the first buffer.
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*
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* Elements:
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* Even though the Tilemap carries similarities with other
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* SceneElements, it is not one itself but composed of multiple
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* such elements (GroundLayer and ScanRows).
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*
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* GroundLayer:
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* Every tile with priority=0 is drawn at z=0, so we
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* collect all such tiles in one big quad array and
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* draw them at once.
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*
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* ScanRow:
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* Each tile in row n with priority=m is drawn at the same
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* z as every tile in row n-1 with priority=m-1. This means
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* we can collect all tiles sharing the same z in one quad
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* array and draw them at once. I call these collections
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* 'scanrows', as they're drawn from the top part of the map
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* (lowest z) to the bottom part (highest z).
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* Objects that would end up on the same scanrow are eg. trees.
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*
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* Replica:
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* A tilemap is not drawn as one rectangular object, but
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* "tiled" if there is an area on the screen that would
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* otherwise not be covered by it. RGSS does this so when the
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* game orders a screen shake which draws the tilemap at slightly
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* different x-offsets, black area isn't exposed (this would
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* always happen for 20x15 maps). 'Replicas' describes where the
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* tilemap needs to be drawn again to achieve this tiled effect
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* (above the tilemap, to the right, above and right etc.).
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* 'Normal' means no replica needs to be drawn.
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* Because the minimum map size in RMXP covers the entire screen,
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* we don't have to worry about ever drawing more than one replica
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* in each dimension.
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*
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*/
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/* Replica positions */
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enum Position
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{
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Normal = 1 << 0,
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Left = 1 << 1,
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Right = 1 << 2,
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Top = 1 << 3,
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Bottom = 1 << 4,
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TopLeft = Top | Left,
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TopRight = Top | Right,
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BottomLeft = Bottom | Left,
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BottomRight = Bottom | Right
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};
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static const Position positions[] =
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{
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Normal,
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Left, Right, Top, Bottom,
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TopLeft, TopRight, BottomLeft, BottomRight
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};
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static elementsN(positions);
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/* Autotile animation */
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static const uint8_t atAnimation[16*4] =
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{
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
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3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
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};
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static elementsN(atAnimation);
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/* Flash tiles pulsing opacity */
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static const uint8_t flashAlpha[] =
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{
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/* Fade in */
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0x3C, 0x3C, 0x3C, 0x3C, 0x4B, 0x4B, 0x4B, 0x4B,
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0x5A, 0x5A, 0x5A, 0x5A, 0x69, 0x69, 0x69, 0x69,
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/* Fade out */
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0x78, 0x78, 0x78, 0x78, 0x69, 0x69, 0x69, 0x69,
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0x5A, 0x5A, 0x5A, 0x5A, 0x4B, 0x4B, 0x4B, 0x4B
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};
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static elementsN(flashAlpha);
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struct GroundLayer : public ViewportElement
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{
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GLsizei vboCount;
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TilemapPrivate *p;
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GroundLayer(TilemapPrivate *p, Viewport *viewport);
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void draw();
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void drawInt();
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void drawFlashInt();
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void onGeometryChange(const Scene::Geometry &geo);
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};
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struct ScanRow : public ViewportElement
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{
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const size_t index;
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GLintptr vboOffset;
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GLsizei vboCount;
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TilemapPrivate *p;
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/* If this row is part of a batch and not
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* the head, it is 'muted' via this flag */
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bool batchedFlag;
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/* If this row is a batch head, this variable
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* holds the element count of the entire batch */
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GLsizei vboBatchCount;
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ScanRow(TilemapPrivate *p, Viewport *viewport, size_t index);
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void draw();
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void drawInt();
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void initUpdateZ();
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void finiUpdateZ(ScanRow *prev);
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};
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struct TilemapPrivate
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{
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Viewport *viewport;
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Tilemap::Autotiles autotilesProxy;
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Bitmap *autotiles[autotileCount];
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Bitmap *tileset;
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Table *mapData;
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Table *flashData;
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Table *priorities;
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bool visible;
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Vec2i offset;
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Vec2i dispPos;
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/* Tile atlas */
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struct {
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TEXFBO gl;
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Vec2i size;
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/* Effective tileset height,
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* clamped to a multiple of 32 */
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int efTilesetH;
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/* Indices of usable
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* (not null, not disposed) autotiles */
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std::vector<uint8_t> usableATs;
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/* Indices of animated autotiles */
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std::vector<uint8_t> animatedATs;
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} atlas;
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/* Map size in tiles */
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int mapWidth;
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int mapHeight;
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/* Ground layer vertices */
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TileVBuffer groundVert;
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/* Scanrow vertices */
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std::vector<TileVBuffer> scanrowVert;
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/* Base quad indices of each scanrow
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* in the shared buffer */
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std::vector<int> scanrowBases;
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size_t scanrowCount;
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/* Shared buffers for all tiles */
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struct
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{
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VAO::ID vao;
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VBO::ID vbo;
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bool animated;
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/* Size of an IBO buffer frame, in bytes */
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GLintptr bufferFrameSize;
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/* Animation state */
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uint8_t frameIdx;
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uint8_t aniIdx;
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} tiles;
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/* Flash buffers */
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struct
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{
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VAO::ID vao;
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VBO::ID vbo;
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size_t quadCount;
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uint8_t alphaIdx;
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} flash;
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/* Scene elements */
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struct
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{
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GroundLayer *ground;
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std::vector<ScanRow*> scanrows;
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Scene::Geometry sceneGeo;
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Vec2i sceneOffset;
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/* The ground and scanrow elements' creationStamp
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* should be aquired once (at Tilemap construction)
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* instead of regenerated everytime the elements are
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* (re)created. Scanrows can share one stamp because
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* their z always differs anway */
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unsigned int groundStamp;
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unsigned int scanrowStamp;
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} elem;
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/* Replica bitmask */
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uint8_t replicas;
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/* Affected by: autotiles, tileset */
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bool atlasSizeDirty;
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/* Affected by: autotiles(.changed), tileset(.changed), allocateAtlas */
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bool atlasDirty;
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/* Affected by: mapData(.changed), priorities(.changed) */
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bool buffersDirty;
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/* Affected by: oy */
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bool zOrderDirty;
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/* Affected by: flashData, buffersDirty */
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bool flashDirty;
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/* Resources are sufficient and tilemap is ready to be drawn */
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bool tilemapReady;
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/* Change watches */
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sigc::connection tilesetCon;
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sigc::connection autotilesCon[autotileCount];
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sigc::connection mapDataCon;
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sigc::connection prioritiesCon;
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sigc::connection flashDataCon;
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/* Dispose watches */
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sigc::connection autotilesDispCon[autotileCount];
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/* Draw prepare call */
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sigc::connection prepareCon;
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TilemapPrivate(Viewport *viewport)
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: viewport(viewport),
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tileset(0),
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mapData(0),
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flashData(0),
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priorities(0),
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visible(true),
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mapWidth(0),
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mapHeight(0),
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replicas(Normal),
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atlasSizeDirty(false),
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atlasDirty(false),
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buffersDirty(false),
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zOrderDirty(false),
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flashDirty(false),
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tilemapReady(false)
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{
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memset(autotiles, 0, sizeof(autotiles));
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atlas.animatedATs.reserve(autotileCount);
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atlas.efTilesetH = 0;
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tiles.animated = false;
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tiles.frameIdx = 0;
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tiles.aniIdx = 0;
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/* Init tile buffers */
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tiles.vbo = VBO::gen();
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tiles.vao = VAO::gen();
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VAO::bind(tiles.vao);
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glEnableVertexAttribArray(Shader::Position);
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glEnableVertexAttribArray(Shader::TexCoord);
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VBO::bind(tiles.vbo);
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shState->bindQuadIBO();
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glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), SVertex::posOffset());
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glVertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), SVertex::texPosOffset());
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VAO::unbind();
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VBO::unbind();
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IBO::unbind();
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/* Init flash buffers */
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flash.vbo = VBO::gen();
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flash.vao = VAO::gen();
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flash.quadCount = 0;
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flash.alphaIdx = 0;
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VAO::bind(flash.vao);
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glEnableVertexAttribArray(Shader::Color);
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glEnableVertexAttribArray(Shader::Position);
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VBO::bind(flash.vbo);
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shState->bindQuadIBO();
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glVertexAttribPointer(Shader::Color, 4, GL_FLOAT, GL_FALSE, sizeof(CVertex), CVertex::colorOffset());
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glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(CVertex), CVertex::posOffset());
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VAO::unbind();
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VBO::unbind();
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IBO::unbind();
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elem.ground = 0;
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elem.groundStamp = shState->genTimeStamp();
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elem.scanrowStamp = shState->genTimeStamp();
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prepareCon = shState->prepareDraw.connect
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(sigc::mem_fun(this, &TilemapPrivate::prepare));
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}
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~TilemapPrivate()
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{
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destroyElements();
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shState->releaseAtlasTex(atlas.gl);
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VAO::del(tiles.vao);
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VBO::del(tiles.vbo);
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VAO::del(flash.vao);
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VBO::del(flash.vbo);
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tilesetCon.disconnect();
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for (size_t i = 0; i < autotileCount; ++i)
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{
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autotilesCon[i].disconnect();
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autotilesDispCon[i].disconnect();
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}
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mapDataCon.disconnect();
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prioritiesCon.disconnect();
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flashDataCon.disconnect();
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prepareCon.disconnect();
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}
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uint8_t bufferCount() const
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{
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return tiles.animated ? 4 : 1;
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}
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void updateAtlasInfo()
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{
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if (!tileset || tileset->isDisposed())
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{
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atlas.size = Vec2i();
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return;
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}
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int tsH = tileset->height();
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atlas.efTilesetH = tsH - (tsH % 32);
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atlas.size = TileAtlas::minSize(atlas.efTilesetH, glState.caps.maxTexSize);
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if (atlas.size.x < 0)
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throw Exception(Exception::MKXPError,
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"Cannot allocate big enough texture for tileset atlas");
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}
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void updateAutotileInfo()
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{
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/* Check if and which autotiles are animated */
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std::vector<uint8_t> &usableATs = atlas.usableATs;
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std::vector<uint8_t> &animatedATs = atlas.animatedATs;
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usableATs.clear();
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for (size_t i = 0; i < autotileCount; ++i)
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{
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if (!autotiles[i])
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continue;
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if (autotiles[i]->isDisposed())
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continue;
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if (autotiles[i]->megaSurface())
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continue;
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usableATs.push_back(i);
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if (autotiles[i]->width() > autotileW)
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animatedATs.push_back(i);
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}
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tiles.animated = !animatedATs.empty();
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}
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void updateMapDataInfo()
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{
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if (!mapData)
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{
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mapWidth = 0;
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mapHeight = 0;
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return;
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}
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mapWidth = mapData->xSize();
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mapHeight = mapData->ySize();
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}
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void updateSceneGeometry(const Scene::Geometry &geo)
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{
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elem.sceneOffset.x = geo.rect.x - geo.xOrigin;
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elem.sceneOffset.y = geo.rect.y - geo.yOrigin;
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elem.sceneGeo = geo;
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}
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void updatePosition()
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{
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if (mapWidth == 0 || mapHeight == 0)
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return;
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dispPos.x = -offset.x + elem.sceneOffset.x;
|
|
dispPos.y = -offset.y + elem.sceneOffset.y;
|
|
|
|
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;
|
|
|
|
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();
|
|
|
|
/* 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, FBO::Draw);
|
|
glState.clearColor.pushSet(Vec4());
|
|
glState.scissorTest.pushSet(false);
|
|
|
|
FBO::clear();
|
|
|
|
glState.scissorTest.pop();
|
|
glState.clearColor.pop();
|
|
|
|
/* 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);
|
|
|
|
FBO::bind(autotile->getGLTypes().fbo, FBO::Read);
|
|
FBO::blit(0, 0, 0, atInd*autotileH, blitW, blitH);
|
|
}
|
|
|
|
/* Blit tileset */
|
|
if (tileset->megaSurface())
|
|
{
|
|
/* Mega surface tileset */
|
|
FBO::unbind(FBO::Draw);
|
|
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];
|
|
|
|
PixelStore::setupSubImage(tsSurf->w, blitOp.src.x, blitOp.src.y);
|
|
|
|
TEX::uploadSubImage(blitOp.dst.x, blitOp.dst.y, tsLaneW, blitOp.h, tsSurf->pixels, GL_RGBA);
|
|
}
|
|
|
|
PixelStore::reset();
|
|
}
|
|
else
|
|
{
|
|
/* Regular tileset */
|
|
FBO::bind(tileset->getGLTypes().fbo, FBO::Read);
|
|
|
|
for (size_t i = 0; i < blits.size(); ++i)
|
|
{
|
|
const TileAtlas::Blit &blitOp = blits[i];
|
|
|
|
FBO::blit(blitOp.src.x, blitOp.src.y, blitOp.dst.x, blitOp.dst.y, tsLaneW, blitOp.h);
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
/* 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;
|
|
|
|
for (size_t k = 0; k < bufferCount(); ++k)
|
|
{
|
|
FloatRect _texRect = texRect;
|
|
|
|
if (contains(atlas.animatedATs, atInd))
|
|
_texRect.x += autotileW*k;
|
|
|
|
SVertex v[4];
|
|
Quad::setTexPosRect(v, _texRect, posRect);
|
|
|
|
/* Iterate over 4 vertices */
|
|
for (size_t i = 0; i < 4; ++i)
|
|
array->v[k].push_back(v[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
/* 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);
|
|
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 k = 0; k < bufferCount(); ++k)
|
|
for (size_t i = 0; i < 4; ++i)
|
|
targetArray->v[k].push_back(v[i]);
|
|
}
|
|
|
|
void clearQuadArrays()
|
|
{
|
|
for (size_t i = 0; i < 4; ++i)
|
|
groundVert.v[i].clear();
|
|
|
|
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 size_t quadDataSize(size_t quadCount)
|
|
{
|
|
return quadCount * sizeof(SVertex) * 4;
|
|
}
|
|
|
|
size_t scanrowSize(size_t index)
|
|
{
|
|
return scanrowBases[index+1] - scanrowBases[index];
|
|
}
|
|
|
|
void uploadBuffers()
|
|
{
|
|
scanrowCount = scanrowVert.size();
|
|
scanrowBases.resize(scanrowCount + 1);
|
|
|
|
/* Calculate total quad count */
|
|
size_t groundQuadCount = groundVert.v[0].size() / 4;
|
|
size_t quadCount = groundQuadCount;
|
|
|
|
for (size_t i = 0; i < scanrowCount; ++i)
|
|
{
|
|
scanrowBases[i] = quadCount;
|
|
quadCount += scanrowVert[i].v[0].size() / 4;
|
|
}
|
|
|
|
scanrowBases[scanrowCount] = quadCount;
|
|
|
|
size_t bufferFrameQuadCount = quadCount;
|
|
tiles.bufferFrameSize = quadCount * 6 * sizeof(uint32_t);
|
|
|
|
quadCount *= bufferCount();
|
|
|
|
VBO::bind(tiles.vbo);
|
|
VBO::allocEmpty(quadDataSize(quadCount));
|
|
|
|
for (size_t k = 0; k < bufferCount(); ++k)
|
|
{
|
|
VBO::uploadSubData(k*quadDataSize(bufferFrameQuadCount),
|
|
quadDataSize(groundQuadCount), &groundVert.v[k][0]);
|
|
|
|
for (size_t 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][0]);
|
|
}
|
|
}
|
|
|
|
VBO::unbind();
|
|
|
|
/* Ensure global IBO size */
|
|
shState->ensureQuadIBO(quadCount*bufferCount());
|
|
}
|
|
|
|
void bindAtlas(SimpleShader &shader)
|
|
{
|
|
TEX::bind(atlas.gl.tex);
|
|
shader.setTexSize(atlas.size);
|
|
}
|
|
|
|
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)
|
|
{
|
|
Vec2i repOff = getReplicaOffset(replicaPos);
|
|
repOff += dispPos;
|
|
|
|
shader.setTranslation(repOff);
|
|
}
|
|
|
|
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;
|
|
|
|
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()
|
|
{
|
|
std::vector<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 (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 destroyElements()
|
|
{
|
|
delete elem.ground;
|
|
elem.ground = 0;
|
|
|
|
for (size_t i = 0; i < elem.scanrows.size(); ++i)
|
|
delete elem.scanrows[i];
|
|
|
|
elem.scanrows.clear();
|
|
}
|
|
|
|
void generateElements(std::vector<int> &scanrowInd)
|
|
{
|
|
elem.ground = new GroundLayer(this, viewport);
|
|
|
|
for (size_t i = 0; i < scanrowInd.size(); ++i)
|
|
{
|
|
int index = scanrowInd[i];
|
|
elem.scanrows.push_back(new ScanRow(this, viewport, index));
|
|
}
|
|
}
|
|
|
|
void generateSceneElements()
|
|
{
|
|
destroyElements();
|
|
|
|
/* Only generate elements for non-emtpy scanrows */
|
|
std::vector<int> scanrowInd;
|
|
|
|
for (size_t i = 0; i < scanrowCount; ++i)
|
|
if (scanrowVert[i].v[0].size() > 0)
|
|
scanrowInd.push_back(i);
|
|
|
|
generateElements(scanrowInd);
|
|
}
|
|
|
|
void updateZOrder()
|
|
{
|
|
if (elem.scanrows.empty())
|
|
return;
|
|
|
|
for (size_t i = 0; i < elem.scanrows.size(); ++i)
|
|
elem.scanrows[i]->initUpdateZ();
|
|
|
|
ScanRow *prev = elem.scanrows.front();
|
|
prev->finiUpdateZ(0);
|
|
|
|
for (size_t i = 1; i < elem.scanrows.size(); ++i)
|
|
{
|
|
ScanRow *row = elem.scanrows[i];
|
|
row->finiUpdateZ(prev);
|
|
prev = row;
|
|
}
|
|
}
|
|
|
|
/* When there are two or more scanrows with no other
|
|
* elements between them in the scene list, we can
|
|
* render them in a batch (as the scanrow data itself
|
|
* is ordered sequentially in VRAM). Every frame, we
|
|
* scan the scene list for such sequential rows and
|
|
* batch them up for drawing. The first row 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 prepareScanrowBatches()
|
|
{
|
|
const std::vector<ScanRow*> &scanrows = elem.scanrows;
|
|
|
|
for (size_t i = 0; i < scanrows.size(); ++i)
|
|
{
|
|
ScanRow *batchHead = scanrows[i];
|
|
batchHead->batchedFlag = false;
|
|
|
|
GLsizei vboBatchCount = batchHead->vboCount;
|
|
IntruListLink<SceneElement> *iter = &batchHead->link;
|
|
|
|
for (i = i+1; i < scanrows.size(); ++i)
|
|
{
|
|
iter = iter->next;
|
|
ScanRow *row = scanrows[i];
|
|
|
|
/* Check if the next SceneElement is also
|
|
* the next scanrow in our list. If not,
|
|
* the current batch is complete */
|
|
if (iter != &row->link)
|
|
break;
|
|
|
|
vboBatchCount += row->vboCount;
|
|
row->batchedFlag = true;
|
|
}
|
|
|
|
batchHead->vboBatchCount = vboBatchCount;
|
|
--i;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
prepareScanrowBatches();
|
|
|
|
tilemapReady = true;
|
|
}
|
|
};
|
|
|
|
GroundLayer::GroundLayer(TilemapPrivate *p, Viewport *viewport)
|
|
: ViewportElement(viewport, 0, p->elem.groundStamp),
|
|
p(p)
|
|
{
|
|
vboCount = p->scanrowBases[0] * 6;
|
|
|
|
onGeometryChange(scene->getGeometry());
|
|
}
|
|
|
|
void GroundLayer::draw()
|
|
{
|
|
SimpleShader &shader = shState->shaders().simple;
|
|
shader.bind();
|
|
shader.applyViewportProj();
|
|
|
|
p->bindAtlas(shader);
|
|
|
|
VAO::bind(p->tiles.vao);
|
|
|
|
p->setTranslation(Normal, shader);
|
|
|
|
for (size_t i = 0; i < positionsN; ++i)
|
|
{
|
|
const Position pos = positions[i];
|
|
|
|
if (!(p->replicas & pos))
|
|
continue;
|
|
|
|
p->setTranslation(pos, shader);
|
|
|
|
drawInt();
|
|
}
|
|
|
|
if (p->flash.quadCount > 0)
|
|
{
|
|
VAO::bind(p->flash.vao);
|
|
glState.blendMode.pushSet(BlendAddition);
|
|
glState.texture2D.pushSet(false);
|
|
|
|
FlashMapShader &shader = shState->shaders().flashMap;
|
|
shader.bind();
|
|
shader.applyViewportProj();
|
|
shader.setAlpha(flashAlpha[p->flash.alphaIdx] / 255.f);
|
|
|
|
for (size_t i = 0; i < positionsN; ++i)
|
|
{
|
|
const Position pos = positions[i];
|
|
|
|
if (!(p->replicas & pos))
|
|
continue;
|
|
|
|
p->setTranslation(pos, shader);
|
|
|
|
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));
|
|
}
|
|
|
|
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, size_t index)
|
|
: ViewportElement(viewport, 32 + index*32, p->elem.scanrowStamp),
|
|
index(index),
|
|
p(p),
|
|
vboBatchCount(0)
|
|
{
|
|
vboOffset = p->scanrowBases[index] * sizeof(uint32_t) * 6;
|
|
vboCount = p->scanrowSize(index) * 6;
|
|
}
|
|
|
|
void ScanRow::draw()
|
|
{
|
|
if (batchedFlag)
|
|
return;
|
|
|
|
SimpleShader &shader = shState->shaders().simple;
|
|
shader.bind();
|
|
shader.applyViewportProj();
|
|
|
|
p->bindAtlas(shader);
|
|
|
|
VAO::bind(p->tiles.vao);
|
|
|
|
p->setTranslation(Normal, shader);
|
|
|
|
for (size_t i = 0; i < positionsN; ++i)
|
|
{
|
|
const Position pos = positions[i];
|
|
|
|
if (!(p->replicas & pos))
|
|
continue;
|
|
|
|
p->setTranslation(pos, shader);
|
|
|
|
drawInt();
|
|
}
|
|
|
|
VAO::unbind();
|
|
}
|
|
|
|
void ScanRow::drawInt()
|
|
{
|
|
glDrawElements(GL_TRIANGLES, vboBatchCount,
|
|
GL_UNSIGNED_INT, (GLvoid*) (vboOffset + p->tiles.frameIdx * p->tiles.bufferFrameSize));
|
|
}
|
|
|
|
void ScanRow::initUpdateZ()
|
|
{
|
|
unlink();
|
|
}
|
|
|
|
void ScanRow::finiUpdateZ(ScanRow *prev)
|
|
{
|
|
z = 32 * (index+1) - p->offset.y;
|
|
|
|
if (prev)
|
|
scene->insertAfter(*this, *prev);
|
|
else
|
|
scene->insert(*this);
|
|
}
|
|
|
|
void Tilemap::Autotiles::set(int i, Bitmap *bitmap)
|
|
{
|
|
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 (i < 0 || i > autotileCount-1)
|
|
return 0;
|
|
|
|
return p->autotiles[i];
|
|
}
|
|
|
|
Tilemap::Tilemap(Viewport *viewport)
|
|
{
|
|
p = new TilemapPrivate(viewport);
|
|
p->autotilesProxy.p = p;
|
|
}
|
|
|
|
Tilemap::~Tilemap()
|
|
{
|
|
dispose();
|
|
}
|
|
|
|
void Tilemap::update()
|
|
{
|
|
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() 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)
|
|
|
|
#ifdef RGSS2
|
|
|
|
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 (size_t i = 0; i < p->elem.scanrows.size(); ++i)
|
|
p->elem.scanrows[i]->setViewport(value);
|
|
}
|
|
|
|
#endif
|
|
|
|
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();
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
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 (size_t i = 0; i < p->elem.scanrows.size(); ++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();
|
|
|
|
p->zOrderDirty = true;
|
|
}
|
|
|
|
|
|
void Tilemap::releaseResources()
|
|
{
|
|
delete p;
|
|
}
|