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/***************************************************************************
* Copyright (C) 2005-2008 by the FIFE team *
* http://www.fifengine.de *
* This file is part of FIFE. *
* *
* FIFE is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library 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 *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
***************************************************************************/
// Standard C++ library includes
#include <cfloat>
// 3rd party library includes
// FIFE includes
// These includes are split up in two parts, separated by one empty line
// First block: files included from the FIFE root src directory
// Second block: files included from the same folder
#include "model/metamodel/grids/cellgrid.h"
#include "model/metamodel/action.h"
#include "model/structures/layer.h"
#include "model/structures/instance.h"
#include "model/structures/location.h"
#include "util/base/exception.h"
#include "util/log/logger.h"
#include "util/math/fife_math.h"
#include "util/math/angles.h"
#include "video/renderbackend.h"
#include "video/image.h"
#include "video/animation.h"
#include "video/imagemanager.h"
#include "camera.h"
#include "layercache.h"
#include "visual.h"
namespace FIFE {
static Logger _log(LM_CAMERA);
class CacheLayerChangeListener : public LayerChangeListener {
public:
CacheLayerChangeListener(LayerCache* cache) {
m_cache = cache;
}
virtual ~CacheLayerChangeListener() {};
virtual void onLayerChanged(Layer* layer, std::vector<Instance*>& instances) {
for(std::vector<Instance*>::iterator i = instances.begin();
i != instances.end(); ++i) {
m_cache->updateInstance(*i);
}
}
virtual void onInstanceCreate(Layer* layer, Instance* instance) {
m_cache->addInstance(instance);
}
virtual void onInstanceDelete(Layer* layer, Instance* instance) {
m_cache->removeInstance(instance);
}
private:
LayerCache* m_cache;
};
LayerCache::LayerCache(Camera* camera) {
m_camera = camera;
m_layer = 0;
m_tree = 0;
m_needupdate = false;
m_need_sorting = true;
if(RenderBackend::instance()->getName() == "OpenGLe") {
m_need_sorting = false;
}
}
LayerCache::~LayerCache() {
m_layer->removeChangeListener(m_layer_observer);
delete m_layer_observer;
delete m_tree;
}
void LayerCache::setLayer(Layer* layer) {
m_layer = layer;
m_layer_observer = new CacheLayerChangeListener(this);
layer->addChangeListener(m_layer_observer);
reset();
}
void LayerCache::reset() {
m_instances.clear();
delete m_tree;
m_tree = new CacheTree;
const std::vector<Instance*>& instances = m_layer->getInstances();
for(std::vector<Instance*>::const_iterator i = instances.begin();
i != instances.end(); ++i) {
addInstance(*i);
}
m_needupdate = true;
}
void LayerCache::addInstance(Instance* instance) {
if(m_instance_map.find(instance)!=m_instance_map.end()) {
throw new Duplicate(instance->getId());
}
RenderItem item;
Entry entry;
item.instance = instance;
m_instances.push_back(item);
m_instance_map[instance] = m_instances.size() - 1;
entry.node = 0;
entry.instance_index = m_instances.size() - 1;
entry.entry_index = m_entries.size();
m_entries.push_back(entry);
updateEntry(m_entries.back());
m_needupdate = true;
}
void LayerCache::removeInstance(Instance* instance) {
// FIXME
// The way LayerCache stores it's data
// it's pretty much impossible to cleanly remove
// added instances.
// This has to get fixed.
if(m_instance_map.find(instance) == m_instance_map.end()) {
throw new NotFound(instance->getId());
}
Entry& item = m_entries[m_instance_map[instance]];
assert(item.instance_index == m_instance_map[instance]);
if(item.node) {
item.node->data().erase(item.entry_index);
}
item.node = 0;
item.instance_index = -1;
m_instance_map.erase(instance);
m_needupdate = true;
}
void LayerCache::updateInstance(Instance* instance) {
Entry& entry = m_entries[m_instance_map[instance]];
updateEntry(entry);
}
void LayerCache::updateEntry(LayerCache::Entry& item) {
if(item.instance_index == -1) {
return;
}
RenderItem& render_item = m_instances[item.instance_index];
Instance* instance = render_item.instance;
ExactModelCoordinate map_coords = instance->getLocationRef().getMapCoordinates();
DoublePoint3D screen_position = m_camera->toVirtualScreenCoordinates(map_coords);
render_item.instance_z = instance->getLocationRef().getExactLayerCoordinates().z;
render_item.facing_angle = getAngleBetween(instance->getLocationRef(), instance->getFacingLocation());
int32_t angle = static_cast<int32_t>(m_camera->getRotation()) +
render_item.facing_angle + instance->getRotation();
ImagePtr image;
Action* action = instance->getCurrentAction();
int32_t w = 0;
int32_t h = 0;
if(!action) {
// Try static images then default action.
int32_t image_id = render_item.getStaticImageIndexByAngle(angle, instance);
if(image_id == -1) {
if (!instance->getObject()->isStatic()) {
action = instance->getObject()->getDefaultAction();
}
} else {
image = ImageManager::instance()->get(image_id);
}
}
item.force_update = (action != 0);
if(action) {
AnimationPtr animation = action->getVisual<ActionVisual>()->getAnimationByAngle(
render_item.facing_angle + static_cast<int32_t>(m_camera->getRotation()));
unsigned animation_time = instance->getActionRuntime() % animation->getDuration();
image = animation->getFrameByTimestamp(animation_time);
int32_t action_frame = animation->getActionFrame();
if (action_frame != -1) {
if (render_item.image != image) {
if (action_frame == animation->getFrameIndex(animation_time)) {
instance->callOnActionFrame(action, action_frame);
}
}
}
int32_t facing_angle = render_item.facing_angle;
if (facing_angle < 0){
facing_angle += 360;
}
instance->setRotation(facing_angle);
m_needupdate = true;
}
if (image) {
w = image->getWidth();
h = image->getHeight();
screen_position.x -= w / 2;
screen_position.x += image->getXShift();
screen_position.y -= h / 2;
screen_position.y += image->getYShift();
}
render_item.image = image;
if (render_item.screenpoint == screen_position) {
return;
}
m_needupdate = true;
render_item.screenpoint = screen_position;
render_item.bbox.x = static_cast<int32_t>(screen_position.x);
render_item.bbox.y = static_cast<int32_t>(screen_position.y);
render_item.bbox.w = w;
render_item.bbox.h = h;
render_item.dimensions = render_item.bbox;
CacheTree::Node* node = m_tree->find_container(render_item.bbox);
if (node) {
if(item.node) {
item.node->data().erase(item.entry_index);
}
item.node = node;
node->data().insert(item.entry_index);
}
}
class CacheTreeCollector {
std::vector<int32_t>& m_indices;
Rect m_viewport;
public:
CacheTreeCollector(std::vector<int32_t>& indices, const Rect& _viewport)
: m_indices(indices), m_viewport(_viewport) {
}
bool visit(LayerCache::CacheTree::Node* node, int32_t d = -1);
};
bool CacheTreeCollector::visit(LayerCache::CacheTree::Node* node, int32_t d) {
if(!m_viewport.intersects(Rect(node->x(), node->y(),node->size(),node->size()))) {
return false;
}
std::set<int32_t>& list = node->data();
for(std::set<int32_t>::iterator i = list.begin(); i!=list.end();++i) {
m_indices.push_back(*i);
}
return true;
}
void LayerCache::collect(const Rect& viewport, std::vector<int32_t>& index_list) {
CacheTree::Node * node = m_tree->find_container(viewport);
CacheTreeCollector collector(index_list, viewport);
node->apply_visitor(collector);
node = node->parent();
while(node) {
collector.visit(node);
node = node->parent();
}
}
void LayerCache::fullUpdate() {
for(unsigned i=0; i!=m_entries.size(); ++i) {
updateEntry(m_entries[i]);
}
}
class InstanceDistanceSort {
public:
inline bool operator()(RenderItem* const & lhs, RenderItem* const & rhs) {
if (lhs->screenpoint.z == rhs->screenpoint.z) {
InstanceVisual* liv = lhs->instance->getVisual<InstanceVisual>();
InstanceVisual* riv = rhs->instance->getVisual<InstanceVisual>();
return liv->getStackPosition() < riv->getStackPosition();
}
return lhs->screenpoint.z < rhs->screenpoint.z;
}
};
void LayerCache::update(Camera::Transform transform, RenderList& renderlist) {
const double OVERDRAW = 2.5;
renderlist.clear();
m_needupdate = false;
if(!m_layer->areInstancesVisible()) {
FL_DBG(_log, "Layer instances hidden");
return;
}
bool isWarped = transform == Camera::WarpedTransform;
if( isWarped ) {
fullUpdate();
}
Rect viewport = m_camera->getViewPort();
Rect screen_viewport = viewport;
double zoom = m_camera->getZoom();
DoublePoint3D viewport_a = m_camera->screenToVirtualScreen(Point3D(viewport.x, viewport.y));
DoublePoint3D viewport_b = m_camera->screenToVirtualScreen(Point3D(viewport.right(), viewport.bottom()));
viewport.x = static_cast<int32_t>(std::min(viewport_a.x, viewport_b.x));
viewport.y = static_cast<int32_t>(std::min(viewport_a.y, viewport_b.y));
viewport.w = static_cast<int32_t>(std::max(viewport_a.x, viewport_b.x) - viewport.x);
viewport.h = static_cast<int32_t>(std::max(viewport_a.y, viewport_b.y) - viewport.y);
uint8_t layer_trans = m_layer->getLayerTransparency();
double zmin = 0.0, zmax = 0.0;
// FL_LOG(_log, LMsg("camera-update viewport") << viewport);
std::vector<int32_t> index_list;
collect(viewport, index_list);
for(unsigned i=0; i!=index_list.size();++i) {
Entry& entry = m_entries[index_list[i]];
// NOTE
// An update is forced if the item has an animation/action.
// This update only happens if it is _already_ included in the viewport
// Nevertheless: Moving instances - which might move into the viewport will be updated
// By the layer change listener.
if(entry.force_update || !isWarped) {
updateEntry(entry);
}
RenderItem& item = m_instances[entry.instance_index];
InstanceVisual* visual = item.instance->getVisual<InstanceVisual>();
bool visible = (visual->isVisible() != 0);
uint8_t instance_trans = visual->getTransparency();
if(!item.image || !visible || (instance_trans == 255 && layer_trans == 0)
|| (instance_trans == 0 && layer_trans == 255)) {
continue;
}
if(layer_trans != 0) {
if(instance_trans != 0) {
uint8_t calc_trans = layer_trans - instance_trans;
if(calc_trans >= 0) {
instance_trans = calc_trans;
} else {
instance_trans = 0;
}
} else {
instance_trans = layer_trans;
}
}
Point3D screen_point = m_camera->virtualScreenToScreen(item.screenpoint);
// NOTE:
// One would expect this to be necessary here,
// however it works the same without, sofar
// m_camera->calculateZValue(screen_point);
// item.screenpoint.z = -screen_point.z;
item.dimensions.x = screen_point.x;
item.dimensions.y = screen_point.y;
item.dimensions.w = item.bbox.w;
item.dimensions.h = item.bbox.h;
item.transparency = 255 - instance_trans;
if (zoom != 1.0) {
// NOTE: Due to image alignment, there is additional additions on image dimensions
// There's probabaly some better solution for this, but works "good enough" for now.
// In case additions are removed, gaps appear between tiles.
item.dimensions.w = unsigned(double(item.bbox.w) * zoom + OVERDRAW);
item.dimensions.h = unsigned(double(item.bbox.h) * zoom + OVERDRAW);
}
if (!m_need_sorting) {
zmin = std::min(zmin, item.screenpoint.z);
zmax = std::max(zmax, item.screenpoint.z);
}
if(item.dimensions.intersects(screen_viewport)) {
renderlist.push_back(&item);
}
}
if (m_need_sorting) {
InstanceDistanceSort ids;
std::stable_sort(renderlist.begin(), renderlist.end(), ids);
} else {
zmin -= 0.5;
zmax += 0.5;
// We want to put every z value in [-10,10] range.
// To do it, we simply solve
// { y1 = a*x1 + b
// { y2 = a*x2 + b
// where [y1,y2]' = [-10,10]' is required z range,
// and [x1,x2]' is expected min,max z coords.
double det = zmin - zmax;
if (fabs(det) > FLT_EPSILON) {
double det_a = -10.0 - 10.0;
double det_b = 10.0 * zmin - (-10.0) * zmax;
double a = static_cast<float>(det_a / det);
double b = static_cast<float>(det_b / det);
float estimate = sqrtf(static_cast<float>(renderlist.size()));
float stack_delta = fabs(-10.0f - 10.0f) / estimate * 0.1f;
RenderList::iterator it = renderlist.begin();
for ( ; it != renderlist.end(); ++it) {
double& z = (*it)->screenpoint.z;
z = a * z + b;
InstanceVisual* vis = (*it)->instance->getVisual<InstanceVisual>();
z += vis->getStackPosition() * stack_delta;
}
}
}
// FL_LOG(_log, LMsg("camera-update ") << " N=" <<renderlist.size() << "/" << m_instances.size() << "/" << index_list.size());
}
}
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