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