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scene: make the sprite tile API use matrices internally.

The old public API is maintained for now but should be considered
deprecated.
undefined
Sam Hocevar 9 år sedan
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6f1b4353a8
4 ändrade filer med 49 tillägg och 57 borttagningar
  1. +37
    -28
      src/scene.cpp
  2. +1
    -0
      src/scene.h
  3. +10
    -27
      src/tileset.cpp
  4. +1
    -2
      src/tileset.h

+ 37
- 28
src/scene.cpp Visa fil

@@ -41,12 +41,9 @@ array<Scene*> Scene::g_scenes;

struct Tile
{
TileSet *tileset;
uint32_t prio;
vec3 pos;
vec2 scale;
float angle;
int id, o;
mat4 m_model;
TileSet *m_tileset;
int m_id;
};

//-----------------------------------------------------------------------------
@@ -455,15 +452,25 @@ void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale, float
{
ASSERT(id < tileset->GetTileCount());

ivec2 size = tileset->GetTileSize(id);
vec2 flip(scale.x > 0.f ? 1.f : -1.f,
scale.y > 0.f ? 1.f : -1.f);
mat4 model = mat4::translate(pos)
* mat4::scale(scale.x, scale.y, 1.f)
* mat4::translate(size.x * 0.5f, size.y * 0.5f, 0.f)
* mat4::rotate(angle * flip.x * flip.y, vec3::axis_z);

AddTile(tileset, id, model);
}

void Scene::AddTile(TileSet *tileset, int id, mat4 model)
{
ASSERT(id < tileset->GetTileCount());

Tile t;
/* FIXME: this sorting only works for a 45-degree camera */
t.prio = (uint32_t)(-pos.y - (int)(2 * 32 * pos.z) + ((float)o ? 0 : 32));
t.tileset = tileset;
t.id = id;
t.pos = pos;
t.o = o;
t.scale = scale;
t.angle = angle;
t.m_model = model;
t.m_tileset = tileset;
t.m_id = id;

if (tileset->GetPalette())
data->m_palettes.push(t);
@@ -594,6 +601,10 @@ void Scene::RenderTiles() // XXX: rename to Blit()
if (!data->m_tiles.count() && !data->m_palettes.count())
return;

/* FIXME: we disable culling for now because we don’t have a reliable
* way to know which side is facing the camera. */
rc.SetCullMode(CullMode::Disabled);

rc.SetDepthFunc(DepthFunc::LessOrEqual);
rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max);
@@ -640,7 +651,7 @@ void Scene::RenderTiles() // XXX: rename to Blit()
{
/* Count how many quads will be needed */
for (n = i + 1; n < tiles.count(); n++)
if (tiles[i].tileset != tiles[n].tileset)
if (tiles[i].m_tileset != tiles[n].m_tileset)
break;

/* Create a vertex array object */
@@ -654,9 +665,7 @@ void Scene::RenderTiles() // XXX: rename to Blit()

for (int j = i; j < n; j++)
{
tiles[i].tileset->BlitTile(tiles[j].id,
tiles[j].pos, tiles[j].o,
tiles[j].scale, tiles[j].angle,
tiles[i].m_tileset->BlitTile(tiles[j].m_id, tiles[j].m_model,
vertex + 6 * (j - i), texture + 6 * (j - i));
}

@@ -664,22 +673,22 @@ void Scene::RenderTiles() // XXX: rename to Blit()
vb2->Unlock();

/* Bind texture */
if (tiles[i].tileset->GetPalette())
if (tiles[i].m_tileset->GetPalette())
{
if (tiles[i].tileset->GetTexture())
shader->SetUniform(uni_tex, tiles[i].tileset->GetTexture()->GetTextureUniform(), 0);
if (tiles[i].tileset->GetPalette()->GetTexture())
shader->SetUniform(uni_pal, tiles[i].tileset->GetPalette()->GetTexture()->GetTextureUniform(), 1);
if (tiles[i].m_tileset->GetTexture())
shader->SetUniform(uni_tex, tiles[i].m_tileset->GetTexture()->GetTextureUniform(), 0);
if (tiles[i].m_tileset->GetPalette()->GetTexture())
shader->SetUniform(uni_pal, tiles[i].m_tileset->GetPalette()->GetTexture()->GetTextureUniform(), 1);
}
else
{
shader->SetUniform(uni_tex, 0);
if (tiles[i].tileset->GetTexture())
shader->SetUniform(uni_tex, tiles[i].tileset->GetTexture()->GetTextureUniform(), 0);
tiles[i].tileset->Bind();
if (tiles[i].m_tileset->GetTexture())
shader->SetUniform(uni_tex, tiles[i].m_tileset->GetTexture()->GetTextureUniform(), 0);
tiles[i].m_tileset->Bind();
}
shader->SetUniform(uni_texsize,
(vec2)tiles[i].tileset->GetTextureSize());
(vec2)tiles[i].m_tileset->GetTextureSize());

/* Bind vertex and texture coordinate buffers */
data->m_tile_vdecl->Bind();
@@ -689,7 +698,7 @@ void Scene::RenderTiles() // XXX: rename to Blit()
/* Draw arrays */
data->m_tile_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 6);
data->m_tile_vdecl->Unbind();
tiles[i].tileset->Unbind();
tiles[i].m_tileset->Unbind();
}

tiles.empty();


+ 1
- 0
src/scene.h Visa fil

@@ -227,6 +227,7 @@ public:
/* FIXME: this should be deprecated -- it doesn't really match
* the architecture we want to build */
void AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale, float angle);
void AddTile(TileSet *tileset, int id, mat4 model);

public:
void SetLineTime(float new_time = -1.f);


+ 10
- 27
src/tileset.cpp Visa fil

@@ -180,8 +180,7 @@ TileSet const* TileSet::GetPalette() const
return m_palette;
}

void TileSet::BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, float angle,
vec3 *vertex, vec2 *texture)
void TileSet::BlitTile(uint32_t id, mat4 model, vec3 *vertex, vec2 *texture)
{
ibox2 pixels = m_tileset_data->m_tiles[id].m1;
box2 texels = m_tileset_data->m_tiles[id].m2;
@@ -190,20 +189,6 @@ void TileSet::BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, float angle,
float tx = texels.aa.x;
float ty = texels.aa.y;

int dx = (int)(pixels.extent().x * scale.x);
int dy = o ? 0 : (int)(pixels.extent().y * scale.y);
int dz = o ? (int)(pixels.extent().y * scale.y) : 0;

/* If scaling is negative, switch triangle winding */
if (scale.x * scale.y < 0.0f)
{
pos.x += dx;
dx = -dx;

tx += dtx;
dtx = -dtx;
}

#if 1
/* HACK: tweak UV values */
tx += (1.f / 128.f) * dtx;
@@ -212,20 +197,18 @@ void TileSet::BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, float angle,
dty *= 126.f / 128.f;
#endif

vec3 extent_x = 0.5f * vec3((float)dx, 0.f, 0.f);
vec3 extent_y = 0.5f * vec3(0.f, (float)dy, (float)dz);
vec3 center = pos + extent_x + extent_y;
extent_x = mat3::rotate(angle, vec3::axis_z) * extent_x;
extent_y = mat3::rotate(angle, vec3::axis_z) * extent_y;
vec3 pos = (model * vec4(0.f, 0.f, 0.f, 1.f)).xyz;
vec3 extent_x = 0.5f * pixels.extent().x * (model * vec4::axis_x).xyz;
vec3 extent_y = 0.5f * pixels.extent().y * (model * vec4::axis_y).xyz;

if (!m_data->m_image && m_data->m_texture)
{
*vertex++ = center + extent_x + extent_y;
*vertex++ = center - extent_x + extent_y;
*vertex++ = center + extent_x - extent_y;
*vertex++ = center + extent_x - extent_y;
*vertex++ = center - extent_x + extent_y;
*vertex++ = center - extent_x - extent_y;
*vertex++ = pos + extent_x + extent_y;
*vertex++ = pos - extent_x + extent_y;
*vertex++ = pos + extent_x - extent_y;
*vertex++ = pos + extent_x - extent_y;
*vertex++ = pos - extent_x + extent_y;
*vertex++ = pos - extent_x - extent_y;

*texture++ = vec2(tx + dtx, ty);
*texture++ = vec2(tx, ty);


+ 1
- 2
src/tileset.h Visa fil

@@ -64,8 +64,7 @@ public:
void SetPalette(TileSet* palette);
TileSet* GetPalette();
TileSet const * GetPalette() const;
void BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, float angle,
vec3 *vertex, vec2 *texture);
void BlitTile(uint32_t id, mat4 model, vec3 *vertex, vec2 *texture);

protected:
TileSetData *m_tileset_data;


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