#include "StarWorldPainter.hpp" #include "StarAnimation.hpp" #include "StarRoot.hpp" #include "StarConfiguration.hpp" #include "StarAssets.hpp" #include "StarJsonExtra.hpp" namespace Star { WorldPainter::WorldPainter() { m_assets = Root::singleton().assets(); m_camera.setScreenSize({800, 600}); m_camera.setCenterWorldPosition(Vec2F()); m_camera.setPixelRatio(Root::singleton().configuration()->get("zoomLevel").toFloat()); m_highlightConfig = m_assets->json("/highlights.config"); for (auto p : m_highlightConfig.get("highlightDirectives").iterateObject()) m_highlightDirectives.set(EntityHighlightEffectTypeNames.getLeft(p.first), {p.second.getString("underlay", ""), p.second.getString("overlay", "")}); m_entityBarOffset = jsonToVec2F(m_assets->json("/rendering.config:entityBarOffset")); m_entityBarSpacing = jsonToVec2F(m_assets->json("/rendering.config:entityBarSpacing")); m_entityBarSize = jsonToVec2F(m_assets->json("/rendering.config:entityBarSize")); m_entityBarIconOffset = jsonToVec2F(m_assets->json("/rendering.config:entityBarIconOffset")); m_preloadTextureChance = m_assets->json("/rendering.config:preloadTextureChance").toFloat(); } void WorldPainter::renderInit(RendererPtr renderer) { m_assets = Root::singleton().assets(); m_renderer = std::move(renderer); auto textureGroup = m_renderer->createTextureGroup(TextureGroupSize::Large); m_textPainter = make_shared(m_renderer, textureGroup); m_tilePainter = make_shared(m_renderer); m_drawablePainter = make_shared(m_renderer, make_shared(textureGroup)); m_environmentPainter = make_shared(m_renderer); } void WorldPainter::setCameraPosition(WorldGeometry const& geometry, Vec2F const& position) { m_camera.setWorldGeometry(geometry); m_camera.setCenterWorldPosition(position); } WorldCamera& WorldPainter::camera() { return m_camera; } void WorldPainter::update(float dt) { m_environmentPainter->update(dt); } void WorldPainter::render(WorldRenderData& renderData, function lightWaiter) { m_camera.setScreenSize(m_renderer->screenSize()); m_camera.setTargetPixelRatio(Root::singleton().configuration()->get("zoomLevel").toFloat()); m_assets = Root::singleton().assets(); m_tilePainter->setup(m_camera, renderData); // Stars, Debris Fields, Sky, and Orbiters // Use a fixed pixel ratio for certain things. float pixelRatioBasis = m_camera.screenSize()[1] / 1080.0f; float starAndDebrisRatio = lerp(0.0625f, pixelRatioBasis * 2.0f, m_camera.pixelRatio()); float orbiterAndPlanetRatio = lerp(0.125f, pixelRatioBasis * 3.0f, m_camera.pixelRatio()); m_environmentPainter->renderStars(starAndDebrisRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData); m_environmentPainter->renderDebrisFields(starAndDebrisRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData); if (renderData.skyRenderData.type != SkyType::Atmosphereless) m_environmentPainter->renderBackOrbiters(orbiterAndPlanetRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData); m_environmentPainter->renderPlanetHorizon(orbiterAndPlanetRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData); m_environmentPainter->renderSky(Vec2F(m_camera.screenSize()), renderData.skyRenderData); m_environmentPainter->renderFrontOrbiters(orbiterAndPlanetRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData); if (renderData.skyRenderData.type == SkyType::Atmosphereless) m_environmentPainter->renderBackOrbiters(orbiterAndPlanetRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData); m_renderer->flush(); bool lightMapUpdated = lightWaiter ? lightWaiter() : false; m_renderer->setEffectParameter("lightMapEnabled", !renderData.isFullbright); if (renderData.isFullbright) { m_renderer->setEffectTexture("lightMap", Image::filled(Vec2U(1, 1), { 255, 255, 255, 255 }, PixelFormat::RGB24)); m_renderer->setEffectParameter("lightMapMultiplier", 1.0f); } else { if (lightMapUpdated) { adjustLighting(renderData); m_renderer->setEffectTexture("lightMap", renderData.lightMap); } m_renderer->setEffectParameter("lightMapMultiplier", m_assets->json("/rendering.config:lightMapMultiplier").toFloat()); m_renderer->setEffectParameter("lightMapScale", Vec2F::filled(TilePixels * m_camera.pixelRatio())); m_renderer->setEffectParameter("lightMapOffset", m_camera.worldToScreen(Vec2F(renderData.lightMinPosition))); } // Parallax layers auto parallaxDelta = m_camera.worldGeometry().diff(m_camera.centerWorldPosition(), m_previousCameraCenter); if (parallaxDelta.magnitude() > 10) m_parallaxWorldPosition = m_camera.centerWorldPosition(); else m_parallaxWorldPosition += parallaxDelta; m_previousCameraCenter = m_camera.centerWorldPosition(); m_parallaxWorldPosition[1] = m_camera.centerWorldPosition()[1]; if (!renderData.parallaxLayers.empty()) m_environmentPainter->renderParallaxLayers(m_parallaxWorldPosition, m_camera, renderData.parallaxLayers, renderData.skyRenderData); // Main world layers Map>>> entityDrawables; for (auto& ed : renderData.entityDrawables) { for (auto& p : ed.layers) entityDrawables[p.first].append({ed.highlightEffect, std::move(p.second)}); } auto entityDrawableIterator = entityDrawables.begin(); auto renderEntitiesUntil = [this, &entityDrawables, &entityDrawableIterator](Maybe until) { while (true) { if (entityDrawableIterator == entityDrawables.end()) break; if (until && entityDrawableIterator->first >= *until) break; for (auto& edl : entityDrawableIterator->second) drawEntityLayer(std::move(edl.second), edl.first); ++entityDrawableIterator; } m_renderer->flush(); }; renderEntitiesUntil(RenderLayerBackgroundOverlay); drawDrawableSet(renderData.backgroundOverlays); renderEntitiesUntil(RenderLayerBackgroundTile); m_tilePainter->renderBackground(m_camera); renderEntitiesUntil(RenderLayerPlatform); m_tilePainter->renderMidground(m_camera); renderEntitiesUntil(RenderLayerBackParticle); renderParticles(renderData, Particle::Layer::Back); renderEntitiesUntil(RenderLayerLiquid); m_tilePainter->renderLiquid(m_camera); renderEntitiesUntil(RenderLayerMiddleParticle); renderParticles(renderData, Particle::Layer::Middle); renderEntitiesUntil(RenderLayerForegroundTile); m_tilePainter->renderForeground(m_camera); renderEntitiesUntil(RenderLayerForegroundOverlay); drawDrawableSet(renderData.foregroundOverlays); renderEntitiesUntil(RenderLayerFrontParticle); renderParticles(renderData, Particle::Layer::Front); renderEntitiesUntil(RenderLayerOverlay); drawDrawableSet(renderData.nametags); renderBars(renderData); renderEntitiesUntil({}); auto dimLevel = round(renderData.dimLevel * 255); if (dimLevel != 0) m_renderer->render(renderFlatRect(RectF::withSize({}, Vec2F(m_camera.screenSize())), Vec4B(renderData.dimColor, dimLevel), 0.0f)); int64_t textureTimeout = m_assets->json("/rendering.config:textureTimeout").toInt(); m_textPainter->cleanup(textureTimeout); m_drawablePainter->cleanup(textureTimeout); m_environmentPainter->cleanup(textureTimeout); m_tilePainter->cleanup(); } void WorldPainter::adjustLighting(WorldRenderData& renderData) { m_tilePainter->adjustLighting(renderData); } void WorldPainter::renderParticles(WorldRenderData& renderData, Particle::Layer layer) { const int textParticleFontSize = m_assets->json("/rendering.config:textParticleFontSize").toInt(); const RectF particleRenderWindow = RectF::withSize(Vec2F(), Vec2F(m_camera.screenSize())).padded(m_assets->json("/rendering.config:particleRenderWindowPadding").toInt()); if (!renderData.particles) return; for (Particle const& particle : *renderData.particles) { if (layer != particle.layer) continue; Vec2F position = m_camera.worldToScreen(particle.position); if (!particleRenderWindow.contains(position)) continue; Vec2F size = Vec2F::filled(particle.size * m_camera.pixelRatio()); if (particle.type == Particle::Type::Ember) { m_renderer->immediatePrimitives().emplace_back(std::in_place_type_t(), RectF(position - size / 2, position + size / 2), particle.color.toRgba(), particle.fullbright ? 0.0f : 1.0f); } else if (particle.type == Particle::Type::Streak) { // Draw a rotated quad streaking in the direction the particle is coming from. // Sadly this looks awful. Vec2F dir = particle.velocity.normalized(); Vec2F sideHalf = dir.rot90() * m_camera.pixelRatio() * particle.size / 2; float length = particle.length * m_camera.pixelRatio(); Vec4B color = particle.color.toRgba(); float lightMapMultiplier = particle.fullbright ? 0.0f : 1.0f; m_renderer->immediatePrimitives().emplace_back(std::in_place_type_t(), position - sideHalf, position + sideHalf, position - dir * length + sideHalf, position - dir * length - sideHalf, color, lightMapMultiplier); } else if (particle.type == Particle::Type::Textured || particle.type == Particle::Type::Animated) { Drawable drawable; if (particle.type == Particle::Type::Textured) drawable = Drawable::makeImage(particle.image, 1.0f / TilePixels, true, Vec2F(0, 0)); else drawable = particle.animation->drawable(1.0f / TilePixels); if (particle.flip && particle.flippable) drawable.scale(Vec2F(-1, 1)); if (drawable.isImage() && particle.type != Particle::Type::Animated) drawable.imagePart().addDirectivesGroup(particle.directives, true); drawable.fullbright = particle.fullbright; drawable.color = particle.color; drawable.rotate(particle.rotation); drawable.scale(particle.size); drawable.translate(particle.position); drawDrawable(std::move(drawable)); } else if (particle.type == Particle::Type::Text) { Vec2F position = m_camera.worldToScreen(particle.position); int size = min(128.0f, round((float)textParticleFontSize * m_camera.pixelRatio() * particle.size)); if (size > 0) { m_textPainter->setFontSize(size); m_textPainter->setFontColor(particle.color.toRgba()); m_textPainter->setProcessingDirectives(""); m_textPainter->setFont(""); m_textPainter->renderText(particle.string, {position, HorizontalAnchor::HMidAnchor, VerticalAnchor::VMidAnchor}); } } } m_renderer->flush(); } void WorldPainter::renderBars(WorldRenderData& renderData) { auto offset = m_entityBarOffset; for (auto const& bar : renderData.overheadBars) { auto position = bar.entityPosition + offset; offset += m_entityBarSpacing; if (bar.icon) { auto iconDrawPosition = position - (m_entityBarSize / 2).round() + m_entityBarIconOffset; drawDrawable(Drawable::makeImage(*bar.icon, 1.0f / TilePixels, true, iconDrawPosition)); } if (!bar.detailOnly) { auto fullBar = RectF({}, {m_entityBarSize.x() * bar.percentage, m_entityBarSize.y()}); auto emptyBar = RectF({m_entityBarSize.x() * bar.percentage, 0.0f}, m_entityBarSize); auto fullColor = bar.color; auto emptyColor = Color::Black; drawDrawable(Drawable::makePoly(PolyF(emptyBar), emptyColor, position)); drawDrawable(Drawable::makePoly(PolyF(fullBar), fullColor, position)); } } m_renderer->flush(); } void WorldPainter::drawEntityLayer(List drawables, EntityHighlightEffect highlightEffect) { highlightEffect.level *= m_highlightConfig.getFloat("maxHighlightLevel", 1.0); if (m_highlightDirectives.contains(highlightEffect.type) && highlightEffect.level > 0) { // first pass, draw underlay auto underlayDirectives = m_highlightDirectives[highlightEffect.type].first; if (!underlayDirectives.empty()) { for (auto& d : drawables) { if (d.isImage()) { auto underlayDrawable = Drawable(d); underlayDrawable.fullbright = true; underlayDrawable.color = Color::rgbaf(1, 1, 1, highlightEffect.level * d.color.alphaF()); underlayDrawable.imagePart().addDirectives(underlayDirectives, true); drawDrawable(std::move(underlayDrawable)); } } } // second pass, draw main drawables and overlays auto overlayDirectives = m_highlightDirectives[highlightEffect.type].second; for (auto& d : drawables) { drawDrawable(d); if (!overlayDirectives.empty() && d.isImage()) { auto overlayDrawable = Drawable(d); overlayDrawable.fullbright = true; overlayDrawable.color = Color::rgbaf(1, 1, 1, highlightEffect.level * d.color.alphaF()); overlayDrawable.imagePart().addDirectives(overlayDirectives, true); drawDrawable(std::move(overlayDrawable)); } } } else { for (auto& d : drawables) drawDrawable(std::move(d)); } } void WorldPainter::drawDrawable(Drawable drawable) { drawable.position = m_camera.worldToScreen(drawable.position); drawable.scale(m_camera.pixelRatio() * TilePixels, drawable.position); if (drawable.isLine()) drawable.linePart().width *= m_camera.pixelRatio(); // draw the drawable if it's on screen // if it's not on screen, there's a random chance to pre-load // pre-load is not done on every tick because it's expensive to look up images with long paths if (RectF::withSize(Vec2F(), Vec2F(m_camera.screenSize())).intersects(drawable.boundBox(false))) m_drawablePainter->drawDrawable(drawable); else if (drawable.isImage() && Random::randf() < m_preloadTextureChance) m_assets->tryImage(drawable.imagePart().image); } void WorldPainter::drawDrawableSet(List& drawables) { for (Drawable& drawable : drawables) drawDrawable(std::move(drawable)); m_renderer->flush(); } }