view engine/core/view/renderers/instancerenderer.cpp @ 524:6037f79b0dcf

Multiple quests now work. Added the item layer. Made movement more like diablo by allowing you to hold and drag the left mouse button. All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 27 May 2010 21:11:37 +0000
parents 16c2b3ee59ce
children 5987f78a2364
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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, RenderList& 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());

		RenderList::iterator instance_it = instances.begin(); 
		for (;instance_it != instances.end(); ++instance_it) {
			FL_DBG(_log, "Iterating instances...");
			Instance* instance = (*instance_it)->instance;
			InstanceVisual* visual = instance->getVisual<InstanceVisual>();
			RenderItem& vc = **instance_it;
			unsigned char trans = visual->getTransparency();

			/**
			 *  the instance transparency value take precedence. If it's 0 use the layer trans
			 *
			 *	\todo Instances cannot be completely opaque when their layer's transparency is non zero.
			 */
			if (trans == 0) {
				unsigned char layer_trans = layer->getLayerTransparency();
				trans = layer_trans;
			}

			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, 255-trans);
				}

				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, 255-trans);
					continue; // Skip normal rendering after drawing overlay
				}
			}

			vc.image->render(vc.dimensions, 255-trans);
		}
	}

	Image* InstanceRenderer::bindOutline(OutlineInfo& info, RenderItem& 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, RenderItem& 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();
	}

}