Mercurial > fife-parpg
view engine/core/view/renderers/instancerenderer.cpp @ 422:9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
author | vtchill@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 12 Feb 2010 06:34:50 +0000 |
parents | ab41334e8a57 |
children | 16c2b3ee59ce |
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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>(); 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; } 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, 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, 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(); } }