Mercurial > fife-parpg
view engine/core/view/renderers/instancerenderer.cpp @ 164:5b04a7d3ded6
typo fix
some missing event (de)registrations
ability to capture one event multiple times (instead of only having one slot, we have groups and each group has an own slot, the default group is "default" so we are backward compatible
author | spq@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Wed, 15 Oct 2008 14:57:04 +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(); } }