osb/source/rendering/StarTilePainter.cpp
2023-06-27 20:23:44 +10:00

541 lines
23 KiB
C++

#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_liquidChunkCache.setTimeToLive(assets->json("/rendering.config:chunkCacheTimeout").toInt());
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
if (liquidDrawLevel(byteToFloat(tile.liquidLevel)) < 1.0f)
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));
lightValue = Vec3B(tileLight.piecewiseMultiply(Vec3F::filled(1 - darknessLevel) + liquid.bottomLightMix * darknessLevel));
renderData.lightMap.set(lightIndex, lightValue);
});
}
void TilePainter::setup(WorldCamera const& camera, WorldRenderData& renderData) {
m_pendingTerrainChunks.clear();
m_pendingLiquidChunks.clear();
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));
for (int x = chunkRange.xMin(); x < chunkRange.xMax(); ++x) {
for (int y = chunkRange.yMin(); y < chunkRange.yMax(); ++y) {
m_pendingTerrainChunks.append(getTerrainChunk(renderData, {x, y}));
m_pendingLiquidChunks.append(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<MaterialPieceTextureKey>())
return hashOf(key.typeIndex(), key.get<MaterialPieceTextureKey>());
else
return hashOf(key.typeIndex(), key.get<AssetTextureKey>());
}
TilePainter::ChunkHash TilePainter::terrainChunkHash(WorldRenderData& renderData, Vec2I chunkIndex) {
XXHash64 hasher;
RectI tileRange = RectI::withSize(chunkIndex * RenderChunkSize, Vec2I::filled(RenderChunkSize)).padded(MaterialRenderProfileMaxNeighborDistance);
forEachRenderTile(renderData, tileRange, [&](Vec2I const&, RenderTile const& renderTile) {
renderTile.hashPushTerrain(hasher);
});
return hasher.digest();
}
TilePainter::ChunkHash TilePainter::liquidChunkHash(WorldRenderData& renderData, Vec2I chunkIndex) {
XXHash64 hasher;
RectI tileRange = RectI::withSize(chunkIndex * RenderChunkSize, Vec2I::filled(RenderChunkSize)).padded(MaterialRenderProfileMaxNeighborDistance);
forEachRenderTile(renderData, tileRange, [&](Vec2I const&, RenderTile const& renderTile) {
renderTile.hashPushLiquid(hasher);
});
return hasher.digest();
}
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<QuadZLevel, List<RenderBufferPtr>> 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::TerrainChunk const> TilePainter::getTerrainChunk(WorldRenderData& renderData, Vec2I chunkIndex) {
pair<Vec2I, ChunkHash> chunkKey = {chunkIndex, terrainChunkHash(renderData, chunkIndex)};
return m_terrainChunkCache.get(chunkKey, [&](auto const&) {
HashMap<TerrainLayer, HashMap<QuadZLevel, List<RenderPrimitive>>> 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<TerrainChunk>();
for (auto& layerPair : terrainPrimitives) {
for (auto& zLevelPair : layerPair.second) {
auto rb = m_renderer->createRenderBuffer();
rb->set(move(zLevelPair.second));
(*chunk)[layerPair.first][zLevelPair.first] = move(rb);
}
}
return chunk;
});
}
shared_ptr<TilePainter::LiquidChunk const> TilePainter::getLiquidChunk(WorldRenderData& renderData, Vec2I chunkIndex) {
pair<Vec2I, ChunkHash> chunkKey = {chunkIndex, liquidChunkHash(renderData, chunkIndex)};
return m_liquidChunkCache.get(chunkKey, [&](auto const&) {
HashMap<LiquidId, List<RenderPrimitive>> 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<LiquidChunk>();
for (auto& p : liquidPrimitives) {
auto rb = m_renderer->createRenderBuffer();
rb->set(move(p.second));
chunk->set(p.first, move(rb));
}
return chunk;
});
}
bool TilePainter::produceTerrainPrimitives(HashMap<QuadZLevel, List<RenderPrimitive>>& 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.append(RenderQuad{
move(texture),
RenderVertex{Vec2F(worldCoords.xMin(), worldCoords.yMin()), Vec2F(textureCoords.xMin(), textureCoords.yMin()), color, 1.0f},
RenderVertex{Vec2F(worldCoords.xMax(), worldCoords.yMin()), Vec2F(textureCoords.xMax(), textureCoords.yMin()), color, 1.0f},
RenderVertex{Vec2F(worldCoords.xMax(), worldCoords.yMax()), Vec2F(textureCoords.xMax(), textureCoords.yMax()), color, 1.0f},
RenderVertex{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.append(RenderQuad{
move(texture),
RenderVertex{Vec2F(worldCoords.xMin(), worldCoords.yMin()), Vec2F(textureCoords.xMin(), textureCoords.yMin()), color, 1.0f},
RenderVertex{Vec2F(worldCoords.xMax(), worldCoords.yMin()), Vec2F(textureCoords.xMax(), textureCoords.yMin()), color, 1.0f},
RenderVertex{Vec2F(worldCoords.xMax(), worldCoords.yMax()), Vec2F(textureCoords.xMax(), textureCoords.yMax()), color, 1.0f},
RenderVertex{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.append(RenderQuad{
move(texture),
RenderVertex{Vec2F(worldCoords.xMin(), worldCoords.yMin()), Vec2F(textureCoords.xMin(), textureCoords.yMin()), color, 1.0f},
RenderVertex{Vec2F(worldCoords.xMax(), worldCoords.yMin()), Vec2F(textureCoords.xMax(), textureCoords.yMin()), color, 1.0f},
RenderVertex{Vec2F(worldCoords.xMax(), worldCoords.yMax()), Vec2F(textureCoords.xMax(), textureCoords.yMax()), color, 1.0f},
RenderVertex{Vec2F(worldCoords.xMin(), worldCoords.yMax()), Vec2F(textureCoords.xMin(), textureCoords.yMax()), color, 1.0f}
});
}
return occlude;
}
void TilePainter::produceLiquidPrimitives(HashMap<LiquidId, List<RenderPrimitive>>& 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].append(RenderQuad{
liquid.texture,
RenderVertex{Vec2F(worldRect.xMin(), worldRect.yMin()), Vec2F(texRect.xMin(), texRect.yMin()), liquid.color, 1.0f},
RenderVertex{Vec2F(worldRect.xMax(), worldRect.yMin()), Vec2F(texRect.xMax(), texRect.yMin()), liquid.color, 1.0f},
RenderVertex{Vec2F(worldRect.xMax(), worldRect.yMax()), Vec2F(texRect.xMax(), texRect.yMax()), liquid.color, 1.0f},
RenderVertex{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<MaterialRule::RuleEmpty>()) {
valid = neighborMod == NoModId;
} else if (ruleEntry.rule.is<MaterialRule::RuleConnects>()) {
valid = isConnectableMaterial(neighborMaterial);
} else if (ruleEntry.rule.is<MaterialRule::RuleShadows>()) {
valid = neighborShadowing;
} else if (auto equalsSelf = ruleEntry.rule.ptr<MaterialRule::RuleEqualsSelf>()) {
valid = neighborMod == baseMod;
if (equalsSelf->matchHue)
valid = valid && baseModHue == neighborModHue;
} else if (auto equalsId = ruleEntry.rule.ptr<MaterialRule::RuleEqualsId>()) {
valid = neighborMod == equalsId->id;
} else if (auto propertyEquals = ruleEntry.rule.ptr<MaterialRule::RulePropertyEquals>()) {
if (auto profile = materialDb->modRenderProfile(neighborMod))
valid = profile->ruleProperties.get(propertyEquals->propertyName, Json()) == propertyEquals->compare;
else
valid = false;
}
} else {
if (ruleEntry.rule.is<MaterialRule::RuleEmpty>()) {
valid = neighborMaterial == EmptyMaterialId;
} else if (ruleEntry.rule.is<MaterialRule::RuleConnects>()) {
valid = isConnectableMaterial(neighborMaterial);
} else if (ruleEntry.rule.is<MaterialRule::RuleShadows>()) {
valid = neighborShadowing;
} else if (auto equalsSelf = ruleEntry.rule.ptr<MaterialRule::RuleEqualsSelf>()) {
valid = neighborMaterial == baseMaterial;
if (equalsSelf->matchHue)
valid = valid && baseHue == neighborHue;
} else if (auto equalsId = ruleEntry.rule.ptr<MaterialRule::RuleEqualsId>()) {
valid = neighborMaterial == equalsId->id;
} else if (auto propertyEquals = ruleEntry.rule.ptr<MaterialRule::RulePropertyEquals>()) {
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);
}
}