directive-based color variants for materials

This commit is contained in:
Kae 2024-06-02 22:37:52 +10:00
parent 68bd850fe7
commit add17da988
7 changed files with 80 additions and 31 deletions

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@ -121,7 +121,7 @@ private:
void buildString(String& string, const DirectivesGroup& directives) const; void buildString(String& string, const DirectivesGroup& directives) const;
List<Directives> m_directives; List<Directives> m_directives;
size_t m_count; size_t m_count = 0;
}; };
template <> template <>

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@ -402,11 +402,31 @@ ItemDescriptor MaterialDatabase::modItemDrop(ModId modId) const {
return {}; return {};
} }
MaterialColorVariant MaterialDatabase::materialColorVariants(MaterialId materialId) const {
if (isRealMaterial(materialId)) {
auto const& matInfo = getMaterialInfo(materialId);
if (matInfo->materialRenderProfile)
return matInfo->materialRenderProfile->colorVariants;
}
return 0;
}
MaterialColorVariant MaterialDatabase::modColorVariants(ModId modId) const {
if (isRealMod(modId)) {
auto const& modInfo = getModInfo(modId);
if (modInfo->modRenderProfile)
return modInfo->modRenderProfile->colorVariants;
}
return 0;
}
bool MaterialDatabase::isMultiColor(MaterialId materialId) const { bool MaterialDatabase::isMultiColor(MaterialId materialId) const {
if (isRealMaterial(materialId)) { if (isRealMaterial(materialId)) {
auto const& matInfo = getMaterialInfo(materialId); auto const& matInfo = getMaterialInfo(materialId);
if (matInfo->materialRenderProfile) if (matInfo->materialRenderProfile)
return matInfo->materialRenderProfile->multiColor; return matInfo->materialRenderProfile->colorVariants > 0;
} }
return false; return false;
@ -568,7 +588,7 @@ shared_ptr<MaterialDatabase::MaterialInfo const> const& MaterialDatabase::getMat
shared_ptr<MaterialDatabase::ModInfo const> const& MaterialDatabase::getModInfo(ModId modId) const { shared_ptr<MaterialDatabase::ModInfo const> const& MaterialDatabase::getModInfo(ModId modId) const {
if (modId >= m_mods.size() || !m_mods[modId]) if (modId >= m_mods.size() || !m_mods[modId])
throw MaterialException(strf("No such modId id: {}\n", modId)); throw MaterialException(strf("No such mod id: {}\n", modId));
else else
return m_mods[modId]; return m_mods[modId];
} }

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@ -69,6 +69,8 @@ public:
ItemDescriptor materialItemDrop(MaterialId materialId) const; ItemDescriptor materialItemDrop(MaterialId materialId) const;
ItemDescriptor modItemDrop(ModId modId) const; ItemDescriptor modItemDrop(ModId modId) const;
MaterialColorVariant materialColorVariants(MaterialId materialId) const;
MaterialColorVariant modColorVariants(ModId modId) const;
bool isMultiColor(MaterialId materialId) const; bool isMultiColor(MaterialId materialId) const;
bool foregroundLightTransparent(MaterialId materialId) const; bool foregroundLightTransparent(MaterialId materialId) const;
bool backgroundLightTransparent(MaterialId materialId) const; bool backgroundLightTransparent(MaterialId materialId) const;

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@ -80,7 +80,9 @@ MaterialRenderProfile parseMaterialRenderProfile(Json const& spec, String const&
bool lightTransparent = spec.getBool("lightTransparent", false); bool lightTransparent = spec.getBool("lightTransparent", false);
profile.foregroundLightTransparent = spec.getBool("foregroundLightTransparent", lightTransparent); profile.foregroundLightTransparent = spec.getBool("foregroundLightTransparent", lightTransparent);
profile.backgroundLightTransparent = spec.getBool("backgroundLightTransparent", lightTransparent); profile.backgroundLightTransparent = spec.getBool("backgroundLightTransparent", lightTransparent);
profile.multiColor = spec.getBool("multiColored", false); profile.colorVariants = spec.getBool("multiColored", false) ? spec.getUInt("colorVariants", MaxMaterialColorVariant) : 0;
for (auto& entry : spec.getArray("colorDirectives", JsonArray()))
profile.colorDirectives.append(entry.toString());
profile.occludesBehind = spec.getBool("occludesBelow", true); profile.occludesBehind = spec.getBool("occludesBelow", true);
profile.zLevel = spec.getUInt("zLevel", 0); profile.zLevel = spec.getUInt("zLevel", 0);
profile.radiantLight = Color::rgb(jsonToVec3B(spec.get("radiantLight", JsonArray{0, 0, 0}))).toRgbF(); profile.radiantLight = Color::rgb(jsonToVec3B(spec.get("radiantLight", JsonArray{0, 0, 0}))).toRgbF();
@ -126,8 +128,8 @@ MaterialRenderProfile parseMaterialRenderProfile(Json const& spec, String const&
auto flipTextureCoordinates = [imageHeight]( auto flipTextureCoordinates = [imageHeight](
RectF const& rect) { return RectF::withSize(Vec2F(rect.xMin(), imageHeight - rect.yMax()), rect.size()); }; RectF const& rect) { return RectF::withSize(Vec2F(rect.xMin(), imageHeight - rect.yMax()), rect.size()); };
for (unsigned v = 0; v < variants; ++v) { for (unsigned v = 0; v < variants; ++v) {
if (profile.multiColor) { if (profile.colorVariants > 0) {
for (MaterialColorVariant c = 0; c <= MaxMaterialColorVariant; ++c) { for (MaterialColorVariant c = 0; c <= profile.colorVariants; ++c) {
RectF textureRect = RectF::withSize(texturePosition + variantStride * v + colorStride * c, textureSize); RectF textureRect = RectF::withSize(texturePosition + variantStride * v + colorStride * c, textureSize);
renderPiece->variants[c].append(flipTextureCoordinates(textureRect)); renderPiece->variants[c].append(flipTextureCoordinates(textureRect));
} }

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@ -6,6 +6,7 @@
#include "StarMultiArray.hpp" #include "StarMultiArray.hpp"
#include "StarGameTypes.hpp" #include "StarGameTypes.hpp"
#include "StarTileDamage.hpp" #include "StarTileDamage.hpp"
#include "StarDirectives.hpp"
namespace Star { namespace Star {
@ -96,11 +97,12 @@ struct MaterialRenderProfile {
MaterialRenderMatchList mainMatchList; MaterialRenderMatchList mainMatchList;
List<pair<String, Vec2F>> crackingFrames; List<pair<String, Vec2F>> crackingFrames;
List<pair<String, Vec2F>> protectedFrames; List<pair<String, Vec2F>> protectedFrames;
List<Directives> colorDirectives;
Json ruleProperties; Json ruleProperties;
bool foregroundLightTransparent; bool foregroundLightTransparent;
bool backgroundLightTransparent; bool backgroundLightTransparent;
bool multiColor; uint8_t colorVariants;
bool occludesBehind; bool occludesBehind;
uint32_t zLevel; uint32_t zLevel;
Vec3F radiantLight; Vec3F radiantLight;

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@ -65,7 +65,7 @@ bool TileDrawer::produceTerrainDrawables(Drawables& drawables,
MaterialId material = EmptyMaterialId; MaterialId material = EmptyMaterialId;
MaterialHue materialHue = 0; MaterialHue materialHue = 0;
MaterialColorVariant materialColorVariant = 0; MaterialColorVariant colorVariant = 0;
ModId mod = NoModId; ModId mod = NoModId;
MaterialHue modHue = 0; MaterialHue modHue = 0;
float damageLevel = 0.0f; float damageLevel = 0.0f;
@ -77,7 +77,7 @@ bool TileDrawer::produceTerrainDrawables(Drawables& drawables,
if (terrainLayer == TerrainLayer::Background) { if (terrainLayer == TerrainLayer::Background) {
material = tile.background; material = tile.background;
materialHue = tile.backgroundHueShift; materialHue = tile.backgroundHueShift;
materialColorVariant = tile.backgroundColorVariant; colorVariant = tile.backgroundColorVariant;
mod = tile.backgroundMod; mod = tile.backgroundMod;
modHue = tile.backgroundModHueShift; modHue = tile.backgroundModHueShift;
damageLevel = byteToFloat(tile.backgroundDamageLevel); damageLevel = byteToFloat(tile.backgroundDamageLevel);
@ -86,7 +86,7 @@ bool TileDrawer::produceTerrainDrawables(Drawables& drawables,
} else { } else {
material = tile.foreground; material = tile.foreground;
materialHue = tile.foregroundHueShift; materialHue = tile.foregroundHueShift;
materialColorVariant = tile.foregroundColorVariant; colorVariant = tile.foregroundColorVariant;
mod = tile.foregroundMod; mod = tile.foregroundMod;
modHue = tile.foregroundModHueShift; modHue = tile.foregroundModHueShift;
damageLevel = byteToFloat(tile.foregroundDamageLevel); damageLevel = byteToFloat(tile.foregroundDamageLevel);
@ -99,10 +99,14 @@ bool TileDrawer::produceTerrainDrawables(Drawables& drawables,
if ((isBlock && terrainLayer == TerrainLayer::Midground) || (!isBlock && terrainLayer == TerrainLayer::Foreground)) if ((isBlock && terrainLayer == TerrainLayer::Midground) || (!isBlock && terrainLayer == TerrainLayer::Foreground))
return false; return false;
auto getPieceImage = [](MaterialRenderPieceConstPtr const& piece, Box<float, 2> const& box, MaterialHue hue) -> String { auto getPieceImage = [](MaterialRenderPieceConstPtr const& piece, Box<float, 2> const& box, MaterialHue hue, Directives const* directives) -> AssetPath {
return hue == 0 AssetPath image = hue == 0
? strf("{}?crop={};{};{};{}", piece->texture, box.xMin(), box.yMin(), box.xMax(), box.yMax()) ? strf("{}?crop={};{};{};{}", piece->texture, box.xMin(), box.yMin(), box.xMax(), box.yMax())
: strf("{}?crop={};{};{};{}?hueshift={}", piece->texture, box.xMin(), box.yMin(), box.xMax(), box.yMax(), materialHueToDegrees(hue)); : strf("{}?crop={};{};{};{}?hueshift={}", piece->texture, box.xMin(), box.yMin(), box.xMax(), box.yMax(), materialHueToDegrees(hue));
if (directives)
image.directives += *directives;
return image;
}; };
auto materialRenderProfile = materialDatabase->materialRenderProfile(material); auto materialRenderProfile = materialDatabase->materialRenderProfile(material);
@ -110,31 +114,43 @@ bool TileDrawer::produceTerrainDrawables(Drawables& drawables,
if (materialRenderProfile) { if (materialRenderProfile) {
occlude = materialRenderProfile->occludesBehind; occlude = materialRenderProfile->occludesBehind;
auto materialColorVariant = materialRenderProfile->colorVariants > 0 ? colorVariant % materialRenderProfile->colorVariants : 0;
uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]) + offset[0], pos[1] + offset[1], (int)variantLayer.value(terrainLayer), "main"); uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]) + offset[0], pos[1] + offset[1], (int)variantLayer.value(terrainLayer), "main");
auto& drawList = drawables[materialZLevel(materialRenderProfile->zLevel, material, materialHue, materialColorVariant)]; auto& drawList = drawables[materialZLevel(materialRenderProfile->zLevel, material, materialHue, materialColorVariant)];
MaterialPieceResultList pieces; MaterialPieceResultList pieces;
determineMatchingPieces(pieces, &occlude, materialDatabase, materialRenderProfile->mainMatchList, renderData, pos, determineMatchingPieces(pieces, &occlude, materialDatabase, materialRenderProfile->mainMatchList, renderData, pos,
terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, false); terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, false);
Directives const* directives = materialRenderProfile->colorDirectives.empty()
? nullptr
: &materialRenderProfile->colorDirectives.wrap(materialColorVariant);
for (auto const& piecePair : pieces) { for (auto const& piecePair : pieces) {
auto& variant = piecePair.first->variants.get(materialColorVariant).wrap(variance); auto variant = piecePair.first->variants.ptr(materialColorVariant);
auto image = getPieceImage(piecePair.first, variant, materialHue); if (!variant) variant = piecePair.first->variants.ptr(0);
if (!variant) continue;
auto& textureCoords = variant->wrap(variance);
auto image = getPieceImage(piecePair.first, textureCoords, materialHue, directives);
drawList.emplace_back(Drawable::makeImage(image, scale, false, piecePair.second * scale + Vec2F(pos), color)); drawList.emplace_back(Drawable::makeImage(image, scale, false, piecePair.second * scale + Vec2F(pos), color));
} }
} }
if (modRenderProfile) { if (modRenderProfile) {
auto modColorVariant = modRenderProfile->multiColor ? materialColorVariant : 0; auto modColorVariant = modRenderProfile->colorVariants > 0 ? colorVariant % modRenderProfile->colorVariants : 0;
uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]), pos[1], (int)variantLayer.value(terrainLayer), "mod"); uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]), pos[1], (int)variantLayer.value(terrainLayer), "mod");
auto& drawList = drawables[modZLevel(modRenderProfile->zLevel, mod, modHue, modColorVariant)]; auto& drawList = drawables[modZLevel(modRenderProfile->zLevel, mod, modHue, modColorVariant)];
MaterialPieceResultList pieces; MaterialPieceResultList pieces;
determineMatchingPieces(pieces, &occlude, materialDatabase, modRenderProfile->mainMatchList, renderData, pos, determineMatchingPieces(pieces, &occlude, materialDatabase, modRenderProfile->mainMatchList, renderData, pos,
terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, true); terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, true);
Directives const* directives = modRenderProfile->colorDirectives.empty()
? nullptr
: &modRenderProfile->colorDirectives.wrap(modColorVariant);
for (auto const& piecePair : pieces) { for (auto const& piecePair : pieces) {
auto& variant = piecePair.first->variants.get(modColorVariant).wrap(variance); auto variant = piecePair.first->variants.ptr(modColorVariant);
auto image = getPieceImage(piecePair.first, variant, modHue); if (!variant) variant = piecePair.first->variants.ptr(0);
if (!variant) continue;
auto& textureCoords = variant->wrap(variance);
auto image = getPieceImage(piecePair.first, textureCoords, modHue, directives);
drawList.emplace_back(Drawable::makeImage(image, scale, false, piecePair.second * scale + Vec2F(pos), color)); drawList.emplace_back(Drawable::makeImage(image, scale, false, piecePair.second * scale + Vec2F(pos), color));
} }
} }

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@ -230,7 +230,7 @@ bool TilePainter::produceTerrainPrimitives(HashMap<QuadZLevel, List<RenderPrimit
MaterialId material = EmptyMaterialId; MaterialId material = EmptyMaterialId;
MaterialHue materialHue = 0; MaterialHue materialHue = 0;
MaterialColorVariant materialColorVariant = 0; MaterialColorVariant colorVariant = 0;
ModId mod = NoModId; ModId mod = NoModId;
MaterialHue modHue = 0; MaterialHue modHue = 0;
float damageLevel = 0.0f; float damageLevel = 0.0f;
@ -242,7 +242,7 @@ bool TilePainter::produceTerrainPrimitives(HashMap<QuadZLevel, List<RenderPrimit
if (terrainLayer == TerrainLayer::Background) { if (terrainLayer == TerrainLayer::Background) {
material = tile.background; material = tile.background;
materialHue = tile.backgroundHueShift; materialHue = tile.backgroundHueShift;
materialColorVariant = tile.backgroundColorVariant; colorVariant = tile.backgroundColorVariant;
mod = tile.backgroundMod; mod = tile.backgroundMod;
modHue = tile.backgroundModHueShift; modHue = tile.backgroundModHueShift;
damageLevel = byteToFloat(tile.backgroundDamageLevel); damageLevel = byteToFloat(tile.backgroundDamageLevel);
@ -251,7 +251,7 @@ bool TilePainter::produceTerrainPrimitives(HashMap<QuadZLevel, List<RenderPrimit
} else { } else {
material = tile.foreground; material = tile.foreground;
materialHue = tile.foregroundHueShift; materialHue = tile.foregroundHueShift;
materialColorVariant = tile.foregroundColorVariant; colorVariant = tile.foregroundColorVariant;
mod = tile.foregroundMod; mod = tile.foregroundMod;
modHue = tile.foregroundModHueShift; modHue = tile.foregroundModHueShift;
damageLevel = byteToFloat(tile.foregroundDamageLevel); damageLevel = byteToFloat(tile.foregroundDamageLevel);
@ -264,13 +264,12 @@ bool TilePainter::produceTerrainPrimitives(HashMap<QuadZLevel, List<RenderPrimit
if (terrainLayer == (isBlock ? TerrainLayer::Midground : TerrainLayer::Foreground)) if (terrainLayer == (isBlock ? TerrainLayer::Midground : TerrainLayer::Foreground))
return false; return false;
auto getPieceTexture = [this, assets](MaterialId material, MaterialRenderPieceConstPtr const& piece, MaterialHue hue, bool mod) { auto getPieceTexture = [this, assets](MaterialId material, MaterialRenderPieceConstPtr const& piece, MaterialHue hue, Directives const* directives, bool mod) {
return m_textureCache.get(MaterialPieceTextureKey(material, piece->pieceId, hue, mod), [&](auto const&) { return m_textureCache.get(MaterialPieceTextureKey(material, piece->pieceId, hue, mod), [&](auto const&) {
String texture; AssetPath texture = (hue == 0) ? piece->texture : strf("{}?hueshift={}", piece->texture, materialHueToDegrees(hue));
if (hue == 0)
texture = piece->texture; if (directives)
else texture.directives += *directives;
texture = strf("{}?hueshift={}", piece->texture, materialHueToDegrees(hue));
return m_textureGroup->create(*assets->image(texture)); return m_textureGroup->create(*assets->image(texture));
}); });
@ -281,16 +280,20 @@ bool TilePainter::produceTerrainPrimitives(HashMap<QuadZLevel, List<RenderPrimit
if (materialRenderProfile) { if (materialRenderProfile) {
occlude = materialRenderProfile->occludesBehind; occlude = materialRenderProfile->occludesBehind;
auto materialColorVariant = materialRenderProfile->colorVariants > 0 ? colorVariant % materialRenderProfile->colorVariants : 0;
uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]), pos[1], (int)terrainLayer, "main"); uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]), pos[1], (int)terrainLayer, "main");
auto& quadList = primitives[materialZLevel(materialRenderProfile->zLevel, material, materialHue, materialColorVariant)]; auto& quadList = primitives[materialZLevel(materialRenderProfile->zLevel, material, materialHue, materialColorVariant)];
MaterialPieceResultList pieces; MaterialPieceResultList pieces;
determineMatchingPieces(pieces, &occlude, materialDatabase, materialRenderProfile->mainMatchList, renderData, pos, determineMatchingPieces(pieces, &occlude, materialDatabase, materialRenderProfile->mainMatchList, renderData, pos,
terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, false); terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, false);
Directives const* directives = materialRenderProfile->colorDirectives.empty()
? nullptr
: &materialRenderProfile->colorDirectives.wrap(materialColorVariant);
for (auto const& piecePair : pieces) { for (auto const& piecePair : pieces) {
TexturePtr texture = getPieceTexture(material, piecePair.first, materialHue, false); TexturePtr texture = getPieceTexture(material, piecePair.first, materialHue, directives, false);
auto variant = piecePair.first->variants.ptr(materialColorVariant); auto variant = piecePair.first->variants.ptr(materialColorVariant);
if (!variant) variant = piecePair.first->variants.ptr(0);
if (!variant) continue; if (!variant) continue;
RectF textureCoords = variant->wrap(variance); RectF textureCoords = variant->wrap(variance);
RectF worldCoords = RectF::withSize(piecePair.second / TilePixels + Vec2F(pos), textureCoords.size() / TilePixels); RectF worldCoords = RectF::withSize(piecePair.second / TilePixels + Vec2F(pos), textureCoords.size() / TilePixels);
@ -308,16 +311,20 @@ bool TilePainter::produceTerrainPrimitives(HashMap<QuadZLevel, List<RenderPrimit
} }
if (modRenderProfile) { if (modRenderProfile) {
auto modColorVariant = modRenderProfile->multiColor ? materialColorVariant : 0; auto modColorVariant = modRenderProfile->colorVariants > 0 ? colorVariant % modRenderProfile->colorVariants : 0;
uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]), pos[1], (int)terrainLayer, "mod"); uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]), pos[1], (int)terrainLayer, "mod");
auto& quadList = primitives[modZLevel(modRenderProfile->zLevel, mod, modHue, modColorVariant)]; auto& quadList = primitives[modZLevel(modRenderProfile->zLevel, mod, modHue, modColorVariant)];
MaterialPieceResultList pieces; MaterialPieceResultList pieces;
determineMatchingPieces(pieces, &occlude, materialDatabase, modRenderProfile->mainMatchList, renderData, pos, determineMatchingPieces(pieces, &occlude, materialDatabase, modRenderProfile->mainMatchList, renderData, pos,
terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, true); terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, true);
Directives const* directives = modRenderProfile->colorDirectives.empty()
? nullptr
: &modRenderProfile->colorDirectives.wrap(modColorVariant);
for (auto const& piecePair : pieces) { for (auto const& piecePair : pieces) {
auto texture = getPieceTexture(mod, piecePair.first, modHue, true); auto texture = getPieceTexture(mod, piecePair.first, modHue, directives, true);
auto variant = piecePair.first->variants.ptr(modColorVariant); auto variant = piecePair.first->variants.ptr(modColorVariant);
if (!variant) variant = piecePair.first->variants.ptr(0);
if (!variant) continue; if (!variant) continue;
auto& textureCoords = variant->wrap(variance); auto& textureCoords = variant->wrap(variance);
RectF worldCoords = RectF::withSize(piecePair.second / TilePixels + Vec2F(pos), textureCoords.size() / TilePixels); RectF worldCoords = RectF::withSize(piecePair.second / TilePixels + Vec2F(pos), textureCoords.size() / TilePixels);