2024-02-25 14:46:47 +00:00
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#pragma once
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2023-06-20 04:33:09 +00:00
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#include "StarTtlCache.hpp"
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#include "StarWorldRenderData.hpp"
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#include "StarMaterialRenderProfile.hpp"
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#include "StarRenderer.hpp"
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#include "StarWorldCamera.hpp"
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2023-08-20 08:56:50 +00:00
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#include "StarTileDrawer.hpp"
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2023-06-20 04:33:09 +00:00
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namespace Star {
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STAR_CLASS(Assets);
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STAR_CLASS(MaterialDatabase);
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STAR_CLASS(TilePainter);
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2023-08-20 08:56:50 +00:00
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class TilePainter : public TileDrawer {
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2023-06-20 04:33:09 +00:00
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public:
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// The rendered tiles are split and cached in chunks of RenderChunkSize x
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// RenderChunkSize. This means that, around the border, there may be as many
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// as RenderChunkSize - 1 tiles rendered outside of the viewing area from
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// chunk alignment. In addition to this, there is also a region around each
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// tile that is used for neighbor based rendering rules which has a max of
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// MaterialRenderProfileMaxNeighborDistance. If the given tile data does not
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// extend RenderChunkSize + MaterialRenderProfileMaxNeighborDistance - 1
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// around the viewing area, then border chunks can continuously change hash,
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// and will be recomputed too often.
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static unsigned const RenderChunkSize = 16;
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static unsigned const BorderTileSize = RenderChunkSize + MaterialRenderProfileMaxNeighborDistance - 1;
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TilePainter(RendererPtr renderer);
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// Adjusts lighting levels for liquids.
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void adjustLighting(WorldRenderData& renderData) const;
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// Sets up chunk data for every chunk that intersects the rendering region
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// and prepares it for rendering. Do not call cleanup in between calling
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// setup and each render method.
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void setup(WorldCamera const& camera, WorldRenderData& renderData);
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void renderBackground(WorldCamera const& camera);
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void renderMidground(WorldCamera const& camera);
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void renderLiquid(WorldCamera const& camera);
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void renderForeground(WorldCamera const& camera);
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// Clears any render data, as well as cleaning up old cached textures and
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// chunks.
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void cleanup();
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private:
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typedef uint64_t QuadZLevel;
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typedef uint64_t ChunkHash;
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enum class TerrainLayer { Background, Midground, Foreground };
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struct LiquidInfo {
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TexturePtr texture;
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Vec4B color;
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Vec3F bottomLightMix;
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float textureMovementFactor;
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};
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typedef HashMap<TerrainLayer, HashMap<QuadZLevel, RenderBufferPtr>> TerrainChunk;
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typedef HashMap<LiquidId, RenderBufferPtr> LiquidChunk;
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typedef tuple<MaterialId, MaterialRenderPieceIndex, MaterialHue, bool> MaterialPieceTextureKey;
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typedef String AssetTextureKey;
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typedef Variant<MaterialPieceTextureKey, AssetTextureKey> TextureKey;
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struct TextureKeyHash {
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size_t operator()(TextureKey const& key) const;
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};
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// chunkIndex here is the index of the render chunk such that chunkIndex *
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// RenderChunkSize results in the coordinate of the lower left most tile in
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// the render chunk.
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static ChunkHash terrainChunkHash(WorldRenderData& renderData, Vec2I chunkIndex);
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static ChunkHash liquidChunkHash(WorldRenderData& renderData, Vec2I chunkIndex);
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void renderTerrainChunks(WorldCamera const& camera, TerrainLayer terrainLayer);
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shared_ptr<TerrainChunk const> getTerrainChunk(WorldRenderData& renderData, Vec2I chunkIndex);
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shared_ptr<LiquidChunk const> getLiquidChunk(WorldRenderData& renderData, Vec2I chunkIndex);
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bool produceTerrainPrimitives(HashMap<QuadZLevel, List<RenderPrimitive>>& primitives,
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TerrainLayer terrainLayer, Vec2I const& pos, WorldRenderData const& renderData);
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void produceLiquidPrimitives(HashMap<LiquidId, List<RenderPrimitive>>& primitives, Vec2I const& pos, WorldRenderData const& renderData);
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float liquidDrawLevel(float liquidLevel) const;
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List<LiquidInfo> m_liquids;
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RendererPtr m_renderer;
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TextureGroupPtr m_textureGroup;
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HashTtlCache<TextureKey, TexturePtr, TextureKeyHash> m_textureCache;
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HashTtlCache<pair<Vec2I, ChunkHash>, shared_ptr<TerrainChunk const>> m_terrainChunkCache;
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HashTtlCache<pair<Vec2I, ChunkHash>, shared_ptr<LiquidChunk const>> m_liquidChunkCache;
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List<shared_ptr<TerrainChunk const>> m_pendingTerrainChunks;
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List<shared_ptr<LiquidChunk const>> m_pendingLiquidChunks;
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Maybe<Vec2F> m_lastCameraCenter;
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Vec2F m_cameraPan;
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};
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}
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