#include "StarTilePainter.hpp" #include "StarLexicalCast.hpp" #include "StarJsonExtra.hpp" #include "StarXXHash.hpp" #include "StarMaterialDatabase.hpp" #include "StarLiquidsDatabase.hpp" #include "StarAssets.hpp" #include "StarRoot.hpp" namespace Star { TilePainter::TilePainter(RendererPtr renderer) { m_renderer = move(renderer); m_textureGroup = m_renderer->createTextureGroup(TextureGroupSize::Large); auto& root = Root::singleton(); auto assets = root.assets(); m_terrainChunkCache.setTimeToLive(assets->json("/rendering.config:chunkCacheTimeout").toInt()); m_terrainChunkCache.setTimeSmear(m_terrainChunkCache.timeToLive() / 4); m_liquidChunkCache.setTimeToLive(assets->json("/rendering.config:chunkCacheTimeout").toInt()); m_liquidChunkCache.setTimeSmear(m_liquidChunkCache.timeToLive() / 4); m_textureCache.setTimeToLive(assets->json("/rendering.config:textureTimeout").toInt()); m_backgroundLayerColor = jsonToColor(assets->json("/rendering.config:backgroundLayerColor")).toRgba(); m_foregroundLayerColor = jsonToColor(assets->json("/rendering.config:foregroundLayerColor")).toRgba(); m_liquidDrawLevels = jsonToVec2F(assets->json("/rendering.config:liquidDrawLevels")); for (auto const& liquid : root.liquidsDatabase()->allLiquidSettings()) { m_liquids.set(liquid->id, LiquidInfo{ m_renderer->createTexture(*assets->image(liquid->config.getString("texture")), TextureAddressing::Wrap), jsonToColor(liquid->config.get("color")).toRgba(), jsonToColor(liquid->config.get("bottomLightMix")).toRgbF(), liquid->config.getFloat("textureMovementFactor") }); } } void TilePainter::adjustLighting(WorldRenderData& renderData) const { RectI lightRange = RectI::withSize(renderData.lightMinPosition, Vec2I(renderData.lightMap.size())); forEachRenderTile(renderData, lightRange, [&](Vec2I const& pos, RenderTile const& tile) { // Only adjust lighting for full tiles float drawLevel = liquidDrawLevel(byteToFloat(tile.liquidLevel)); if (drawLevel == 0.0f) return; auto lightIndex = Vec2U(pos - renderData.lightMinPosition); auto lightValue = renderData.lightMap.get(lightIndex).vec3(); auto const& liquid = m_liquids[tile.liquidId]; Vec3F tileLight = Vec3F(lightValue); float darknessLevel = (1 - tileLight.sum() / (3.0f * 255.0f)) * drawLevel; lightValue = Vec3B(tileLight.piecewiseMultiply(Vec3F::filled(1 - darknessLevel) + liquid.bottomLightMix * darknessLevel)); renderData.lightMap.set(lightIndex, lightValue); }); } void TilePainter::setup(WorldCamera const& camera, WorldRenderData& renderData) { auto cameraCenter = camera.centerWorldPosition(); if (m_lastCameraCenter) m_cameraPan = renderData.geometry.diff(cameraCenter, *m_lastCameraCenter); m_lastCameraCenter = cameraCenter; //Kae: Padded by one to fix culling issues with certain tile pieces at chunk borders, such as grass. RectI chunkRange = RectI::integral(RectF(camera.worldTileRect().padded(1)).scaled(1.0f / RenderChunkSize)); size_t chunks = chunkRange.volume(); m_pendingTerrainChunks.resize(chunks); m_pendingLiquidChunks.resize(chunks); size_t i = 0; for (int x = chunkRange.xMin(); x < chunkRange.xMax(); ++x) { for (int y = chunkRange.yMin(); y < chunkRange.yMax(); ++y) { size_t index = i++; m_pendingTerrainChunks[index] = getTerrainChunk(renderData, {x, y}); m_pendingLiquidChunks [index] = getLiquidChunk(renderData, {x, y}); } } } void TilePainter::renderBackground(WorldCamera const& camera) { renderTerrainChunks(camera, TerrainLayer::Background); } void TilePainter::renderMidground(WorldCamera const& camera) { renderTerrainChunks(camera, TerrainLayer::Midground); } void TilePainter::renderLiquid(WorldCamera const& camera) { Mat3F transformation = Mat3F::identity(); transformation.translate(-Vec2F(camera.worldTileRect().min())); transformation.scale(TilePixels * camera.pixelRatio()); transformation.translate(camera.tileMinScreen()); for (auto const& chunk : m_pendingLiquidChunks) { for (auto const& p : *chunk) m_renderer->renderBuffer(p.second, transformation); } m_renderer->flush(); } void TilePainter::renderForeground(WorldCamera const& camera) { renderTerrainChunks(camera, TerrainLayer::Foreground); } void TilePainter::cleanup() { m_pendingTerrainChunks.clear(); m_pendingLiquidChunks.clear(); m_textureCache.cleanup(); m_terrainChunkCache.cleanup(); m_liquidChunkCache.cleanup(); } size_t TilePainter::TextureKeyHash::operator()(TextureKey const& key) const { if (key.is()) return hashOf(key.typeIndex(), key.get()); else return hashOf(key.typeIndex(), key.get()); } TilePainter::ChunkHash TilePainter::terrainChunkHash(WorldRenderData& renderData, Vec2I chunkIndex) { //XXHash3 hasher; static ByteArray buffer; buffer.clear(); RectI tileRange = RectI::withSize(chunkIndex * RenderChunkSize, Vec2I::filled(RenderChunkSize)).padded(MaterialRenderProfileMaxNeighborDistance); forEachRenderTile(renderData, tileRange, [&](Vec2I const&, RenderTile const& renderTile) { //renderTile.hashPushTerrain(hasher); buffer.append((char*)&renderTile, offsetof(RenderTile, liquidId)); }); //return hasher.digest(); return XXH3_64bits(buffer.ptr(), buffer.size()); } TilePainter::ChunkHash TilePainter::liquidChunkHash(WorldRenderData& renderData, Vec2I chunkIndex) { ///XXHash3 hasher; RectI tileRange = RectI::withSize(chunkIndex * RenderChunkSize, Vec2I::filled(RenderChunkSize)).padded(MaterialRenderProfileMaxNeighborDistance); static ByteArray buffer; buffer.clear(); forEachRenderTile(renderData, tileRange, [&](Vec2I const&, RenderTile const& renderTile) { //renderTile.hashPushLiquid(hasher); buffer.append((char*)&renderTile.liquidId, sizeof(LiquidId) + sizeof(LiquidLevel)); }); //return hasher.digest(); return XXH3_64bits(buffer.ptr(), buffer.size()); } TilePainter::QuadZLevel TilePainter::materialZLevel(uint32_t zLevel, MaterialId material, MaterialHue hue, MaterialColorVariant colorVariant) { QuadZLevel quadZLevel = 0; quadZLevel |= (uint64_t)colorVariant; quadZLevel |= (uint64_t)hue << 8; quadZLevel |= (uint64_t)material << 16; quadZLevel |= (uint64_t)zLevel << 32; return quadZLevel; } TilePainter::QuadZLevel TilePainter::modZLevel(uint32_t zLevel, ModId mod, MaterialHue hue, MaterialColorVariant colorVariant) { QuadZLevel quadZLevel = 0; quadZLevel |= (uint64_t)colorVariant; quadZLevel |= (uint64_t)hue << 8; quadZLevel |= (uint64_t)mod << 16; quadZLevel |= (uint64_t)zLevel << 32; quadZLevel |= (uint64_t)1 << 63; return quadZLevel; } TilePainter::QuadZLevel TilePainter::damageZLevel() { return (uint64_t)(-1); } RenderTile const& TilePainter::getRenderTile(WorldRenderData const& renderData, Vec2I const& worldPos) { Vec2I arrayPos = renderData.geometry.diff(worldPos, renderData.tileMinPosition); Vec2I size = Vec2I(renderData.tiles.size()); if (arrayPos[0] >= 0 && arrayPos[1] >= 0 && arrayPos[0] < size[0] && arrayPos[1] < size[1]) return renderData.tiles(Vec2S(arrayPos)); static RenderTile defaultRenderTile = { NullMaterialId, NoModId, NullMaterialId, NoModId, 0, 0, DefaultMaterialColorVariant, TileDamageType::Protected, 0, 0, 0, DefaultMaterialColorVariant, TileDamageType::Protected, 0, EmptyLiquidId, 0 }; return defaultRenderTile; } void TilePainter::renderTerrainChunks(WorldCamera const& camera, TerrainLayer terrainLayer) { Map> zOrderBuffers; for (auto const& chunk : m_pendingTerrainChunks) { for (auto const& pair : chunk->value(terrainLayer)) zOrderBuffers[pair.first].append(pair.second); } Mat3F transformation = Mat3F::identity(); transformation.translate(-Vec2F(camera.worldTileRect().min())); transformation.scale(TilePixels * camera.pixelRatio()); transformation.translate(camera.tileMinScreen()); for (auto const& pair : zOrderBuffers) { for (auto const& buffer : pair.second) m_renderer->renderBuffer(buffer, transformation); } m_renderer->flush(); } shared_ptr TilePainter::getTerrainChunk(WorldRenderData& renderData, Vec2I chunkIndex) { pair chunkKey = {chunkIndex, terrainChunkHash(renderData, chunkIndex)}; return m_terrainChunkCache.get(chunkKey, [&](auto const&) { HashMap>> terrainPrimitives; RectI tileRange = RectI::withSize(chunkIndex * RenderChunkSize, Vec2I::filled(RenderChunkSize)); for (int x = tileRange.xMin(); x < tileRange.xMax(); ++x) { for (int y = tileRange.yMin(); y < tileRange.yMax(); ++y) { bool occluded = this->produceTerrainPrimitives(terrainPrimitives[TerrainLayer::Foreground], TerrainLayer::Foreground, {x, y}, renderData); occluded = this->produceTerrainPrimitives(terrainPrimitives[TerrainLayer::Midground], TerrainLayer::Midground, {x, y}, renderData) || occluded; if (!occluded) this->produceTerrainPrimitives(terrainPrimitives[TerrainLayer::Background], TerrainLayer::Background, {x, y}, renderData); } } auto chunk = make_shared(); for (auto& layerPair : terrainPrimitives) { for (auto& zLevelPair : layerPair.second) { auto rb = m_renderer->createRenderBuffer(); rb->set(zLevelPair.second); (*chunk)[layerPair.first][zLevelPair.first] = move(rb); } } return chunk; }); } shared_ptr TilePainter::getLiquidChunk(WorldRenderData& renderData, Vec2I chunkIndex) { pair chunkKey = {chunkIndex, liquidChunkHash(renderData, chunkIndex)}; return m_liquidChunkCache.get(chunkKey, [&](auto const&) { HashMap> liquidPrimitives; RectI tileRange = RectI::withSize(chunkIndex * RenderChunkSize, Vec2I::filled(RenderChunkSize)); for (int x = tileRange.xMin(); x < tileRange.xMax(); ++x) { for (int y = tileRange.yMin(); y < tileRange.yMax(); ++y) this->produceLiquidPrimitives(liquidPrimitives, {x, y}, renderData); } auto chunk = make_shared(); for (auto& p : liquidPrimitives) { auto rb = m_renderer->createRenderBuffer(); rb->set(p.second); chunk->set(p.first, move(rb)); } return chunk; }); } bool TilePainter::produceTerrainPrimitives(HashMap>& primitives, TerrainLayer terrainLayer, Vec2I const& pos, WorldRenderData const& renderData) { auto& root = Root::singleton(); auto assets = Root::singleton().assets(); auto materialDatabase = root.materialDatabase(); RenderTile const& tile = getRenderTile(renderData, pos); MaterialId material = EmptyMaterialId; MaterialHue materialHue = 0; MaterialHue materialColorVariant = 0; ModId mod = NoModId; MaterialHue modHue = 0; float damageLevel = 0.0f; TileDamageType damageType = TileDamageType::Protected; Vec4B color; bool occlude = false; if (terrainLayer == TerrainLayer::Background) { material = tile.background; materialHue = tile.backgroundHueShift; materialColorVariant = tile.backgroundColorVariant; mod = tile.backgroundMod; modHue = tile.backgroundModHueShift; damageLevel = byteToFloat(tile.backgroundDamageLevel); damageType = tile.backgroundDamageType; color = m_backgroundLayerColor; } else { material = tile.foreground; materialHue = tile.foregroundHueShift; materialColorVariant = tile.foregroundColorVariant; mod = tile.foregroundMod; modHue = tile.foregroundModHueShift; damageLevel = byteToFloat(tile.foregroundDamageLevel); damageType = tile.foregroundDamageType; color = m_foregroundLayerColor; } // render non-block colliding things in the midground bool isBlock = BlockCollisionSet.contains(materialDatabase->materialCollisionKind(material)); if ((isBlock && terrainLayer == TerrainLayer::Midground) || (!isBlock && terrainLayer == TerrainLayer::Foreground)) return false; auto getPieceTexture = [this, assets](MaterialId material, MaterialRenderPieceConstPtr const& piece, MaterialHue hue, bool mod) { return m_textureCache.get(MaterialPieceTextureKey(material, piece->pieceId, hue, mod), [&](auto const&) { String texture; if (hue == 0) texture = piece->texture; else texture = strf("{}?hueshift={}", piece->texture, materialHueToDegrees(hue)); return m_textureGroup->create(*assets->image(texture)); }); }; auto materialRenderProfile = materialDatabase->materialRenderProfile(material); auto modRenderProfile = materialDatabase->modRenderProfile(mod); if (materialRenderProfile) { occlude = materialRenderProfile->occludesBehind; uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]), pos[1], (int)terrainLayer, "main"); auto& quadList = primitives[materialZLevel(materialRenderProfile->zLevel, material, materialHue, materialColorVariant)]; MaterialPieceResultList pieces; determineMatchingPieces(pieces, &occlude, materialDatabase, materialRenderProfile->mainMatchList, renderData, pos, terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, false); for (auto const& piecePair : pieces) { TexturePtr texture = getPieceTexture(material, piecePair.first, materialHue, false); RectF textureCoords = piecePair.first->variants.get(materialColorVariant).wrap(variance); RectF worldCoords = RectF::withSize(piecePair.second / TilePixels + Vec2F(pos), textureCoords.size() / TilePixels); quadList.emplace_back(std::in_place_type_t(), move(texture), worldCoords .min(), textureCoords.min(), Vec2F( worldCoords.xMax(), worldCoords.yMin()), Vec2F(textureCoords.xMax(), textureCoords.yMin()), worldCoords .max(), textureCoords.max(), Vec2F( worldCoords.xMin(), worldCoords.yMax()), Vec2F(textureCoords.xMin(), textureCoords.yMax()), color, 1.0f); } } if (modRenderProfile) { auto modColorVariant = modRenderProfile->multiColor ? materialColorVariant : 0; uint32_t variance = staticRandomU32(renderData.geometry.xwrap(pos[0]), pos[1], (int)terrainLayer, "mod"); auto& quadList = primitives[modZLevel(modRenderProfile->zLevel, mod, modHue, modColorVariant)]; MaterialPieceResultList pieces; determineMatchingPieces(pieces, &occlude, materialDatabase, modRenderProfile->mainMatchList, renderData, pos, terrainLayer == TerrainLayer::Background ? TileLayer::Background : TileLayer::Foreground, true); for (auto const& piecePair : pieces) { auto texture = getPieceTexture(mod, piecePair.first, modHue, true); auto& textureCoords = piecePair.first->variants.get(modColorVariant).wrap(variance); RectF worldCoords = RectF::withSize(piecePair.second / TilePixels + Vec2F(pos), textureCoords.size() / TilePixels); quadList.emplace_back(std::in_place_type_t(), move(texture), worldCoords.min(), textureCoords.min(), Vec2F(worldCoords.xMax(), worldCoords.yMin()), Vec2F(textureCoords.xMax(), textureCoords.yMin()), worldCoords.max(), textureCoords.max(), Vec2F(worldCoords.xMin(), worldCoords.yMax()), Vec2F(textureCoords.xMin(), textureCoords.yMax()), color, 1.0f); } } if (materialRenderProfile && damageLevel > 0 && isBlock) { auto& quadList = primitives[damageZLevel()]; auto const& crackingImage = materialRenderProfile->damageImage(damageLevel, damageType); TexturePtr texture = m_textureCache.get(AssetTextureKey(crackingImage.first), [&](auto const&) { return m_textureGroup->create(*assets->image(crackingImage.first)); }); Vec2F textureSize(texture->size()); RectF textureCoords = RectF::withSize(Vec2F(), textureSize); RectF worldCoords = RectF::withSize(crackingImage.second / TilePixels + Vec2F(pos), textureCoords.size() / TilePixels); quadList.emplace_back(std::in_place_type_t(), move(texture), worldCoords.min(), textureCoords.min(), Vec2F(worldCoords.xMax(), worldCoords.yMin()), Vec2F(textureCoords.xMax(), textureCoords.yMin()), worldCoords.max(), textureCoords.max(), Vec2F(worldCoords.xMin(), worldCoords.yMax()), Vec2F(textureCoords.xMin(), textureCoords.yMax()), color, 1.0f); } return occlude; } void TilePainter::produceLiquidPrimitives(HashMap>& primitives, Vec2I const& pos, WorldRenderData const& renderData) { RenderTile const& tile = getRenderTile(renderData, pos); float drawLevel = liquidDrawLevel(byteToFloat(tile.liquidLevel)); if (drawLevel <= 0.0f) return; RenderTile const& tileBottom = getRenderTile(renderData, pos - Vec2I(0, 1)); float bottomDrawLevel = liquidDrawLevel(byteToFloat(tileBottom.liquidLevel)); RectF worldRect; if (tileBottom.foreground == EmptyMaterialId && bottomDrawLevel < 1.0f) worldRect = RectF::withSize(Vec2F(pos), Vec2F::filled(1.0f)).expanded(drawLevel); else worldRect = RectF::withSize(Vec2F(pos), Vec2F(1.0f, drawLevel)); auto texRect = worldRect.scaled(TilePixels); auto const& liquid = m_liquids[tile.liquidId]; primitives[tile.liquidId].emplace_back(std::in_place_type_t(), move(liquid.texture), worldRect.min(), texRect.min(), Vec2F(worldRect.xMax(), worldRect.yMin()), Vec2F(texRect.xMax(), texRect.yMin()), worldRect.max(), texRect.max(), Vec2F(worldRect.xMin(), worldRect.yMax()), Vec2F(texRect.xMin(), texRect.yMax()), liquid.color, 1.0f); } bool TilePainter::determineMatchingPieces(MaterialPieceResultList& resultList, bool* occlude, MaterialDatabaseConstPtr const& materialDb, MaterialRenderMatchList const& matchList, WorldRenderData const& renderData, Vec2I const& basePos, TileLayer layer, bool isMod) { RenderTile const& tile = getRenderTile(renderData, basePos); auto matchSetMatches = [&](MaterialRenderMatchConstPtr const& match) -> bool { if (match->requiredLayer && *match->requiredLayer != layer) return false; if (match->matchPoints.empty()) return true; bool matchValid = match->matchJoin == MaterialJoinType::All; for (auto const& matchPoint : match->matchPoints) { auto const& neighborTile = getRenderTile(renderData, basePos + matchPoint.position); bool neighborShadowing = false; if (layer == TileLayer::Background) { if (auto profile = materialDb->materialRenderProfile(neighborTile.foreground)) neighborShadowing = !profile->foregroundLightTransparent; } MaterialHue baseHue = layer == TileLayer::Foreground ? tile.foregroundHueShift : tile.backgroundHueShift; MaterialHue neighborHue = layer == TileLayer::Foreground ? neighborTile.foregroundHueShift : neighborTile.backgroundHueShift; MaterialHue baseModHue = layer == TileLayer::Foreground ? tile.foregroundModHueShift : tile.backgroundModHueShift; MaterialHue neighborModHue = layer == TileLayer::Foreground ? neighborTile.foregroundModHueShift : neighborTile.backgroundModHueShift; MaterialId baseMaterial = layer == TileLayer::Foreground ? tile.foreground : tile.background; MaterialId neighborMaterial = layer == TileLayer::Foreground ? neighborTile.foreground : neighborTile.background; ModId baseMod = layer == TileLayer::Foreground ? tile.foregroundMod : tile.backgroundMod; ModId neighborMod = layer == TileLayer::Foreground ? neighborTile.foregroundMod : neighborTile.backgroundMod; bool rulesValid = matchPoint.rule->join == MaterialJoinType::All; for (auto const& ruleEntry : matchPoint.rule->entries) { bool valid = true; if (isMod) { if (ruleEntry.rule.is()) { valid = neighborMod == NoModId; } else if (ruleEntry.rule.is()) { valid = isConnectableMaterial(neighborMaterial); } else if (ruleEntry.rule.is()) { valid = neighborShadowing; } else if (auto equalsSelf = ruleEntry.rule.ptr()) { valid = neighborMod == baseMod; if (equalsSelf->matchHue) valid = valid && baseModHue == neighborModHue; } else if (auto equalsId = ruleEntry.rule.ptr()) { valid = neighborMod == equalsId->id; } else if (auto propertyEquals = ruleEntry.rule.ptr()) { if (auto profile = materialDb->modRenderProfile(neighborMod)) valid = profile->ruleProperties.get(propertyEquals->propertyName, Json()) == propertyEquals->compare; else valid = false; } } else { if (ruleEntry.rule.is()) { valid = neighborMaterial == EmptyMaterialId; } else if (ruleEntry.rule.is()) { valid = isConnectableMaterial(neighborMaterial); } else if (ruleEntry.rule.is()) { valid = neighborShadowing; } else if (auto equalsSelf = ruleEntry.rule.ptr()) { valid = neighborMaterial == baseMaterial; if (equalsSelf->matchHue) valid = valid && baseHue == neighborHue; } else if (auto equalsId = ruleEntry.rule.ptr()) { valid = neighborMaterial == equalsId->id; } else if (auto propertyEquals = ruleEntry.rule.ptr()) { if (auto profile = materialDb->materialRenderProfile(neighborMaterial)) valid = profile->ruleProperties.get(propertyEquals->propertyName) == propertyEquals->compare; else valid = false; } } if (ruleEntry.inverse) valid = !valid; if (matchPoint.rule->join == MaterialJoinType::All) { rulesValid = valid && rulesValid; if (!rulesValid) break; } else { rulesValid = valid || rulesValid; } } if (match->matchJoin == MaterialJoinType::All) { matchValid = matchValid && rulesValid; if (!matchValid) return matchValid; } else { matchValid = matchValid || rulesValid; } } return matchValid; }; bool subMatchResult = false; for (auto const& match : matchList) { if (matchSetMatches(match)) { if (match->occlude) *occlude = match->occlude.get(); subMatchResult = true; for (auto const& piecePair : match->resultingPieces) resultList.append({piecePair.first, piecePair.second}); if (determineMatchingPieces(resultList, occlude, materialDb, match->subMatches, renderData, basePos, layer, isMod) && match->haltOnSubMatch) break; if (match->haltOnMatch) break; } } return subMatchResult; } float TilePainter::liquidDrawLevel(float liquidLevel) const { return clamp((liquidLevel - m_liquidDrawLevels[0]) / (m_liquidDrawLevels[1] - m_liquidDrawLevels[0]), 0.0f, 1.0f); } }