Mercurial > fife-parpg
view engine/core/view/layercache.cpp @ 684:4f36c890b1dd
* Merged the 0.3.3dev branche changes to the trunk.
author | helios2000@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 06 Dec 2010 19:25:27 +0000 |
parents | 716fbe02140a |
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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 #include <SDL.h> // 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 "model/metamodel/grids/cellgrid.h" #include "model/metamodel/action.h" #include "model/structures/layer.h" #include "model/structures/instance.h" #include "model/structures/location.h" #include "util/base/exception.h" #include "util/log/logger.h" #include "util/math/fife_math.h" #include "util/math/angles.h" #include "video/renderbackend.h" #include "video/image.h" #include "video/imagepool.h" #include "video/animation.h" #include "video/animationpool.h" #include "camera.h" #include "layercache.h" #include "visual.h" namespace FIFE { static Logger _log(LM_CAMERA); class CacheLayerChangeListener : public LayerChangeListener { public: CacheLayerChangeListener(LayerCache* cache) { m_cache = cache; } virtual ~CacheLayerChangeListener() {}; virtual void onLayerChanged(Layer* layer, std::vector<Instance*>& instances) { for(std::vector<Instance*>::iterator i = instances.begin(); i != instances.end(); ++i) { m_cache->updateInstance(*i); } } virtual void onInstanceCreate(Layer* layer, Instance* instance) { m_cache->addInstance(instance); } virtual void onInstanceDelete(Layer* layer, Instance* instance) { m_cache->removeInstance(instance); } private: LayerCache* m_cache; }; LayerCache::LayerCache(Camera* camera, ImagePool* image_pool, AnimationPool* animation_pool) { m_camera = camera; m_image_pool = image_pool; m_animation_pool = animation_pool; m_layer = 0; m_tree = 0; } LayerCache::~LayerCache() { m_layer->removeChangeListener(m_layer_observer); delete m_layer_observer; delete m_tree; } void LayerCache::setLayer(Layer* layer) { m_layer = layer; m_layer_observer = new CacheLayerChangeListener(this); layer->addChangeListener(m_layer_observer); reset(); } void LayerCache::reset() { m_instances.clear(); delete m_tree; m_tree = new CacheTree; const std::vector<Instance*>& instances = m_layer->getInstances(); for(std::vector<Instance*>::const_iterator i = instances.begin(); i != instances.end(); ++i) { addInstance(*i); } } void LayerCache::addInstance(Instance* instance) { if(m_instance_map.find(instance)!=m_instance_map.end()) { throw new Duplicate(instance->getId()); } RenderItem item; Entry entry; item.instance = instance; m_instances.push_back(item); m_instance_map[instance] = m_instances.size() - 1; entry.node = 0; entry.instance_index = m_instances.size() - 1; entry.entry_index = m_entries.size(); m_entries.push_back(entry); updateEntry(m_entries.back()); } void LayerCache::removeInstance(Instance* instance) { // FIXME // The way LayerCache stores it's data // it's pretty much impossible to cleanly remove // added instances. // This has to get fixed. if(m_instance_map.find(instance) == m_instance_map.end()) { throw new NotFound(instance->getId()); } Entry& item = m_entries[m_instance_map[instance]]; assert(item.instance_index == m_instance_map[instance]); if(item.node) item.node->data().erase(item.entry_index); item.node = 0; item.instance_index = unsigned(-1); m_instance_map.erase(instance); } void LayerCache::updateInstance(Instance* instance) { Entry& entry = m_entries[m_instance_map[instance]]; updateEntry(entry); } void LayerCache::updateEntry(LayerCache::Entry& item) { if(item.instance_index == unsigned(-1)) { return; } if(item.node) { item.node->data().erase(item.entry_index); } RenderItem& render_item = m_instances[item.instance_index]; Instance* instance = render_item.instance; DoublePoint3D screen_position = m_camera->toVirtualScreenCoordinates(instance->getLocationRef().getMapCoordinates()); render_item.facing_angle = getAngleBetween(instance->getLocationRef(), instance->getFacingLocation()); int angle = m_camera->getRotation() + render_item.facing_angle + instance->getRotation(); Image* image = NULL; Action* action = instance->getCurrentAction(); int w = 0; int h = 0; int xshift = 0; int yshift = 0; if(!action) { // Try static images then default action. int image_id = render_item.getStaticImageIndexByAngle(angle, instance); if(image_id == Pool::INVALID_ID) { action = instance->getObject()->getDefaultAction(); } else { image = &m_image_pool->getImage(image_id); } } item.force_update = bool(action); if(action) { int animation_id = action->getVisual<ActionVisual>()->getAnimationIndexByAngle(render_item.facing_angle + m_camera->getRotation()); Animation& animation = m_animation_pool->getAnimation(animation_id); unsigned animation_time = instance->getActionRuntime() % animation.getDuration(); image = animation.getFrameByTimestamp(animation_time); int facing_angle = render_item.facing_angle; if (facing_angle < 0){ facing_angle += 360; } instance->setRotation(facing_angle); } if (image) { w = image->getWidth(); h = image->getHeight(); xshift = image->getXShift(); yshift = image->getYShift(); } screen_position.x -= w / 2; screen_position.x += xshift; screen_position.y -= h / 2; screen_position.y += yshift; render_item.image = image; render_item.screenpoint = screen_position; render_item.bbox.x = screen_position.x; render_item.bbox.y = screen_position.y; render_item.bbox.w = w; render_item.bbox.h = h; render_item.dimensions.x = screen_position.x; render_item.dimensions.y = screen_position.y; render_item.dimensions.w = w; render_item.dimensions.h = h; CacheTree::Node* node = m_tree->find_container(render_item.bbox); item.node = node; node->data().insert(item.entry_index); } class CacheTreeCollector { std::vector<int>& m_indices; Rect m_viewport; public: CacheTreeCollector(std::vector<int>& indices, const Rect& _viewport) : m_indices(indices), m_viewport(_viewport) { } bool visit(LayerCache::CacheTree::Node* node, int d = -1); }; bool CacheTreeCollector::visit(LayerCache::CacheTree::Node* node, int d) { if(!m_viewport.intersects(Rect(node->x(), node->y(),node->size(),node->size()))) return false; std::set<int>& list = node->data(); for(std::set<int>::iterator i = list.begin(); i!=list.end();++i) { m_indices.push_back(*i); } return true; } void LayerCache::collect(const Rect& viewport, std::vector<int>& index_list) { CacheTree::Node * node = m_tree->find_container(viewport); CacheTreeCollector collector(index_list, viewport); node->apply_visitor(collector); node = node->parent(); while(node) { collector.visit(node); node = node->parent(); } } void LayerCache::fullUpdate() { for(unsigned i=0; i!=m_entries.size(); ++i) updateEntry(m_entries[i]); } class InstanceDistanceSort { public: inline bool operator()(RenderItem* const & lhs, RenderItem* const & rhs) { if (lhs->screenpoint.z == rhs->screenpoint.z) { InstanceVisual* liv = lhs->instance->getVisual<InstanceVisual>(); InstanceVisual* riv = rhs->instance->getVisual<InstanceVisual>(); return liv->getStackPosition() < riv->getStackPosition(); } return lhs->screenpoint.z < rhs->screenpoint.z; } }; void LayerCache::update(Camera::Transform transform, RenderList& renderlist) { const double OVERDRAW = 2.5; renderlist.clear(); if(!m_layer->areInstancesVisible()) { FL_DBG(_log, "Layer instances hidden"); return; } bool isWarped = transform == Camera::WarpedTransform; if( isWarped ) fullUpdate(); Rect viewport = m_camera->getViewPort(); Rect screen_viewport = viewport; float zoom = m_camera->getZoom(); DoublePoint3D viewport_a = m_camera->screenToVirtualScreen(Point3D(viewport.x, viewport.y)); DoublePoint3D viewport_b = m_camera->screenToVirtualScreen(Point3D(viewport.right(), viewport.bottom())); viewport.x = std::min(viewport_a.x, viewport_b.x); viewport.y = std::min(viewport_a.y, viewport_b.y); viewport.w = std::max(viewport_a.x, viewport_b.x) - viewport.x; viewport.h = std::max(viewport_a.y, viewport_b.y) - viewport.y; unsigned char layer_trans = m_layer->getLayerTransparency(); // FL_LOG(_log, LMsg("camera-update viewport") << viewport); std::vector<int> index_list; collect(viewport, index_list); for(unsigned i=0; i!=index_list.size();++i) { Entry& entry = m_entries[index_list[i]]; // NOTE // An update is forced if the item has an animation/action. // This update only happens if it is _already_ included in the viewport // Nevertheless: Moving instances - which might move into the viewport will be updated // By the layer change listener. if(entry.force_update) updateEntry(entry); RenderItem& item = m_instances[entry.instance_index]; InstanceVisual* visual = item.instance->getVisual<InstanceVisual>(); bool visible = visual->isVisible(); unsigned char instance_trans = visual->getTransparency(); if(!item.image || !visible || (instance_trans == 255 && layer_trans == 0) || (instance_trans == 0 && layer_trans == 255)) { continue; } if(layer_trans != 0) { if(instance_trans != 0) { short calc_trans = layer_trans - instance_trans; if(calc_trans >= 0) { instance_trans = calc_trans; } else { instance_trans = 0; } } else { instance_trans = layer_trans; } } Point3D screen_point = m_camera->virtualScreenToScreen(item.screenpoint); // NOTE: // One would expect this to be necessary here, // however it works the same without, sofar // m_camera->calculateZValue(screen_point); // item.screenpoint.z = -screen_point.z; item.dimensions.x = screen_point.x; item.dimensions.y = screen_point.y; item.dimensions.w = item.bbox.w; item.dimensions.h = item.bbox.h; item.transparency = 255 - instance_trans; if (zoom != 1.0) { // NOTE: Due to image alignment, there is additional additions on image dimensions // There's probabaly some better solution for this, but works "good enough" for now. // In case additions are removed, gaps appear between tiles. item.dimensions.w = unsigned(double(item.bbox.w) * zoom + OVERDRAW); item.dimensions.h = unsigned(double(item.bbox.h) * zoom + OVERDRAW); } if(item.dimensions.intersects(screen_viewport)) renderlist.push_back(&item); } InstanceDistanceSort ids; std::stable_sort(renderlist.begin(), renderlist.end(), ids); // FL_LOG(_log, LMsg("camera-update ") << " N=" <<renderlist.size() << "/" << m_instances.size() << "/" << index_list.size()); } }