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