Mercurial > fife-parpg
view engine/core/view/renderers/instancerenderer.cpp @ 202:1d9154c535cf
fixed bug where the root directory path name was being added to the filename twice. It was initially added in the listFiles/listDirectories functions and then added again in the private function list. I modified the code so it is only added in the list function now.
author | vtchill@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 13 Mar 2009 03:05:14 +0000 |
parents | 52d4a149389d |
children | ab41334e8a57 |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ // Standard C++ library includes // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "video/renderbackend.h" #include "video/image.h" #include "video/sdl/sdlimage.h" #include "video/imagepool.h" #include "video/animation.h" #include "video/animationpool.h" #include "util/math/fife_math.h" #include "util/log/logger.h" #include "model/metamodel/grids/cellgrid.h" #include "model/metamodel/action.h" #include "model/structures/instance.h" #include "model/structures/layer.h" #include "model/structures/location.h" #include "view/camera.h" #include "view/visual.h" #include "instancerenderer.h" namespace { unsigned int scale(unsigned int val, double factor) { return static_cast<unsigned int>(ceil(static_cast<double>(val) * factor)); } } namespace FIFE { static Logger _log(LM_VIEWVIEW); InstanceRenderer::OutlineInfo::OutlineInfo(): r(0), g(0), b(0), width(1), outline(NULL), curimg(NULL) { } InstanceRenderer::ColoringInfo::ColoringInfo(): r(0), g(0), b(0), overlay(NULL), curimg(NULL) { } InstanceRenderer::OutlineInfo::~OutlineInfo() { delete outline; } InstanceRenderer::ColoringInfo::~ColoringInfo() { delete overlay; } InstanceRenderer* InstanceRenderer::getInstance(IRendererContainer* cnt) { return dynamic_cast<InstanceRenderer*>(cnt->getRenderer("InstanceRenderer")); } InstanceRenderer::InstanceRenderer(RenderBackend* renderbackend, int position, ImagePool* imagepool, AnimationPool* animpool): RendererBase(renderbackend, position), m_imagepool(imagepool), m_animationpool(animpool) { setEnabled(true); } InstanceRenderer::InstanceRenderer(const InstanceRenderer& old): RendererBase(old), m_imagepool(old.m_imagepool), m_animationpool(old.m_animationpool) { setEnabled(true); } RendererBase* InstanceRenderer::clone() { return new InstanceRenderer(*this); } InstanceRenderer::~InstanceRenderer() { } void InstanceRenderer::render(Camera* cam, Layer* layer, std::vector<Instance*>& instances) { // patch #335 by abeyer if (!layer->areInstancesVisible()) { FL_DBG(_log, "Layer instances hidden"); return; } FL_DBG(_log, "Iterating layer..."); CellGrid* cg = layer->getCellGrid(); if (!cg) { FL_WARN(_log, "No cellgrid assigned to layer, cannot draw instances"); return; } const bool any_effects = !(m_instance_outlines.empty() && m_instance_colorings.empty()); std::vector<Instance*>::const_iterator instance_it = instances.begin(); for (;instance_it != instances.end(); ++instance_it) { FL_DBG(_log, "Iterating instances..."); Instance* instance = (*instance_it); InstanceVisual* visual = instance->getVisual<InstanceVisual>(); InstanceVisualCacheItem& vc = visual->getCacheItem(cam); FL_DBG(_log, LMsg("Instance layer coordinates = ") << instance->getLocationRef().getLayerCoordinates()); if (any_effects) { InstanceToOutlines_t::iterator outline_it = m_instance_outlines.find(instance); if (outline_it != m_instance_outlines.end()) { bindOutline(outline_it->second, vc, cam)->render(vc.dimensions); } InstanceToColoring_t::iterator coloring_it = m_instance_colorings.find(instance); if (coloring_it != m_instance_colorings.end()) { bindColoring(coloring_it->second, vc, cam)->render(vc.dimensions); continue; // Skip normal rendering after drawing overlay } } vc.image->render(vc.dimensions); } } Image* InstanceRenderer::bindOutline(OutlineInfo& info, InstanceVisualCacheItem& vc, Camera* cam) { if (info.curimg == vc.image) { return info.outline; } else { info.curimg = vc.image; } if (info.outline) { delete info.outline; // delete old mask info.outline = NULL; } SDL_Surface* surface = vc.image->getSurface(); SDL_Surface* outline_surface = SDL_ConvertSurface(surface, surface->format, surface->flags); // needs to use SDLImage here, since GlImage does not support drawing primitives atm SDLImage* img = new SDLImage(outline_surface); // TODO: optimize... uint8_t r, g, b, a = 0; // vertical sweep for (unsigned int x = 0; x < img->getWidth(); x ++) { uint8_t prev_a = 0; for (unsigned int y = 0; y < img->getHeight(); y ++) { vc.image->getPixelRGBA(x, y, &r, &g, &b, &a); if ((a == 0 || prev_a == 0) && (a != prev_a)) { if (a < prev_a) { for (unsigned int yy = y; yy < y + info.width; yy++) { img->putPixel(x, yy, info.r, info.g, info.b); } } else { for (unsigned int yy = y - info.width; yy < y; yy++) { img->putPixel(x, yy, info.r, info.g, info.b); } } } prev_a = a; } } // horizontal sweep for (unsigned int y = 0; y < img->getHeight(); y ++) { uint8_t prev_a = 0; for (unsigned int x = 0; x < img->getWidth(); x ++) { vc.image->getPixelRGBA(x, y, &r, &g, &b, &a); if ((a == 0 || prev_a == 0) && (a != prev_a)) { if (a < prev_a) { for (unsigned int xx = x; xx < x + info.width; xx++) { img->putPixel(xx, y, info.r, info.g, info.b); } } else { for (unsigned int xx = x - info.width; xx < x; xx++) { img->putPixel(xx, y, info.r, info.g, info.b); } } } prev_a = a; } } // In case of OpenGL backend, SDLImage needs to be converted info.outline = m_renderbackend->createImage(img->detachSurface()); delete img; return info.outline; } Image* InstanceRenderer::bindColoring(ColoringInfo& info, InstanceVisualCacheItem& vc, Camera* cam) { if (info.curimg == vc.image) { return info.overlay; } else { info.curimg = vc.image; } if (info.overlay) { delete info.overlay; // delete old mask info.overlay = NULL; } SDL_Surface* surface = vc.image->getSurface(); SDL_Surface* overlay_surface = SDL_ConvertSurface(surface, surface->format, surface->flags); // needs to use SDLImage here, since GlImage does not support drawing primitives atm SDLImage* img = new SDLImage(overlay_surface); uint8_t r, g, b, a = 0; for (unsigned int x = 0; x < img->getWidth(); x ++) { for (unsigned int y = 0; y < img->getHeight(); y ++) { vc.image->getPixelRGBA(x, y, &r, &g, &b, &a); if (a > 0) { img->putPixel(x, y, (r + info.r) >> 1, (g + info.g) >> 1, (b + info.b) >> 1); } } } // In case of OpenGL backend, SDLImage needs to be converted info.overlay = m_renderbackend->createImage(img->detachSurface()); delete img; return info.overlay; } void InstanceRenderer::addOutlined(Instance* instance, int r, int g, int b, int width) { OutlineInfo info; info.r = r; info.g = g; info.b = b; info.width = width; m_instance_outlines[instance] = info; } void InstanceRenderer::addColored(Instance* instance, int r, int g, int b) { ColoringInfo info; info.r = r; info.g = g; info.b = b; m_instance_colorings[instance] = info; } void InstanceRenderer::removeOutlined(Instance* instance) { m_instance_outlines.erase(instance); } void InstanceRenderer::removeColored(Instance* instance) { m_instance_colorings.erase(instance); } void InstanceRenderer::removeAllOutlines() { m_instance_outlines.clear(); } void InstanceRenderer::removeAllColored() { m_instance_colorings.clear(); } void InstanceRenderer::reset() { removeAllOutlines(); removeAllColored(); } }