osb/source/game/StarTileDrawer.hpp

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#pragma once
#include "StarTtlCache.hpp"
#include "StarWorldRenderData.hpp"
#include "StarMaterialRenderProfile.hpp"
#include "StarDrawable.hpp"
namespace Star {
STAR_CLASS(Assets);
STAR_CLASS(MaterialDatabase);
STAR_CLASS(TileDrawer);
class TileDrawer {
public:
typedef uint64_t QuadZLevel;
typedef HashMap<QuadZLevel, List<Drawable>> Drawables;
typedef size_t MaterialRenderPieceIndex;
typedef List<pair<MaterialRenderPieceConstPtr, Vec2F>> MaterialPieceResultList;
enum class TerrainLayer { Background, Midground, Foreground };
static RenderTile DefaultRenderTile;
static TileDrawer* singletonPtr();
static TileDrawer& singleton();
TileDrawer();
~TileDrawer();
bool produceTerrainDrawables(Drawables& drawables, TerrainLayer terrainLayer, Vec2I const& pos,
WorldRenderData const& renderData, float scale = 1.0f, Vec2I variantOffset = {}, Maybe<TerrainLayer> variantLayer = {});
WorldRenderData& renderData();
MutexLocker lockRenderData();
template <typename Function>
static void forEachRenderTile(WorldRenderData const& renderData, RectI const& worldCoordRange, Function&& function);
private:
friend class TilePainter;
static TileDrawer* s_singleton;
static RenderTile const& getRenderTile(WorldRenderData const& renderData, Vec2I const& worldPos);
static QuadZLevel materialZLevel(uint32_t zLevel, MaterialId material, MaterialHue hue, MaterialColorVariant colorVariant);
static QuadZLevel modZLevel(uint32_t zLevel, ModId mod, MaterialHue hue, MaterialColorVariant colorVariant);
static QuadZLevel damageZLevel();
static bool determineMatchingPieces(MaterialPieceResultList& resultList, bool* occlude, MaterialDatabaseConstPtr const& materialDb, MaterialRenderMatchList const& matchList,
WorldRenderData const& renderData, Vec2I const& basePos, TileLayer layer, bool isMod);
Vec4B m_backgroundLayerColor;
Vec4B m_foregroundLayerColor;
Vec2F m_liquidDrawLevels;
WorldRenderData m_tempRenderData;
Mutex m_tempRenderDataMutex;
};
template <typename Function>
void TileDrawer::forEachRenderTile(WorldRenderData const& renderData, RectI const& worldCoordRange, Function&& function) {
RectI indexRect = RectI::withSize(renderData.geometry.diff(worldCoordRange.min(), renderData.tileMinPosition), worldCoordRange.size());
indexRect.limit(RectI::withSize(Vec2I(0, 0), Vec2I(renderData.tiles.size())));
if (!indexRect.isEmpty()) {
renderData.tiles.forEach(Array2S(indexRect.min()), Array2S(indexRect.size()), [&](Array2S const& index, RenderTile const& tile) {
return function(worldCoordRange.min() + (Vec2I(index) - indexRect.min()), tile);
});
}
}
}