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/* DrawList.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "DrawList.h"
#include "../Body.h"
#include "../Preferences.h"
#include "../Screen.h"
#include "../image/Sprite.h"
#include "SpriteShader.h"
#include <cmath>
using namespace std;
// Clear the list.
void DrawList::Clear(int step, double zoom)
{
items.clear();
this->step = step;
this->zoom = zoom;
isHighDPI = (Screen::IsHighResolution() ? zoom > .5 : zoom > 1.);
}
void DrawList::SetCenter(const Point ¢er, const Point ¢erVelocity)
{
this->center = center;
this->centerVelocity = centerVelocity;
}
// Add an object based on the Body class.
bool DrawList::Add(const Body &body, double cloak)
{
return Add(body, body.Position(), cloak);
}
bool DrawList::Add(const Body &body, Point position, double cloak)
{
position -= center;
Point blur = body.Velocity() - centerVelocity;
if(Cull(body, position, blur))
return false;
Push(body, std::move(position), std::move(blur), cloak, body.GetSwizzle());
return true;
}
bool DrawList::AddUnblurred(const Body &body)
{
Point position = body.Position() - center;
Point blur;
if(Cull(body, position, blur))
return false;
Push(body, position, blur, 0., body.GetSwizzle());
return true;
}
bool DrawList::AddSwizzled(const Body &body, const Swizzle *swizzle, double cloak)
{
Point position = body.Position() - center;
Point blur = body.Velocity() - centerVelocity;
if(Cull(body, position, blur))
return false;
Push(body, position, blur, cloak, swizzle);
return true;
}
// Draw all the items in this list.
void DrawList::Draw() const
{
SpriteShader::Bind();
bool withBlur = Preferences::Has("Render motion blur");
for(const SpriteShader::Item &item : items)
SpriteShader::Add(item, withBlur);
SpriteShader::Unbind();
}
bool DrawList::Cull(const Body &body, const Point &position, const Point &blur) const
{
if(!body.HasSprite() || !body.Zoom())
return true;
Point unit = body.Facing().Unit();
// Cull sprites that are completely off screen, to reduce the number of draw
// calls that we issue (which may be the bottleneck on some systems).
Point size(
.5 * (fabs(unit.X() * body.Height()) + fabs(unit.Y() * body.Width()) + fabs(blur.X())),
.5 * (fabs(unit.X() * body.Width()) + fabs(unit.Y() * body.Height()) + fabs(blur.Y())));
Point topLeft = (position - size) * zoom;
Point bottomRight = (position + size) * zoom;
if(bottomRight.X() < Screen::Left() || bottomRight.Y() < Screen::Top())
return true;
if(topLeft.X() > Screen::Right() || topLeft.Y() > Screen::Bottom())
return true;
return false;
}
void DrawList::Push(const Body &body, Point pos, Point blur, double cloak, const Swizzle *swizzle)
{
SpriteShader::Item item;
item.texture = body.GetSprite()->Texture(isHighDPI);
item.swizzleMask = body.GetSprite()->SwizzleMask(isHighDPI);
item.frame = body.GetFrame(step);
item.frameCount = body.GetSprite()->Frames();
item.position[0] = static_cast<float>(pos.X() * zoom);
item.position[1] = static_cast<float>(pos.Y() * zoom);
// Get unit vectors in the direction of the object's width and height.
double width = body.Width();
double height = body.Height();
Point unit = body.Facing().Unit();
Point uw = unit * width;
Point uh = unit * height;
// (0, -1) means a zero-degree rotation (since negative Y is up).
uw *= zoom;
uh *= zoom;
item.transform[0] = -uw.Y();
item.transform[1] = uw.X();
item.transform[2] = -uh.X();
item.transform[3] = -uh.Y();
// Calculate the blur vector, in texture coordinates.
blur *= zoom;
item.blur[0] = unit.Cross(blur) / (width * 4.);
item.blur[1] = -unit.Dot(blur) / (height * 4.);
item.alpha = (1. - cloak) * body.Alpha(center);
item.swizzle = swizzle;
item.clip = 1.;
items.push_back(item);
}
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