tibia-client/src/client/mapview.cpp

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/*
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* Copyright (c) 2010-2015 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "mapview.h"
#include "creature.h"
#include "map.h"
#include "tile.h"
#include "statictext.h"
#include "animatedtext.h"
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#include "missile.h"
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#include "shadermanager.h"
#include "lightview.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/image.h>
#include <framework/graphics/framebuffermanager.h>
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#include <framework/core/eventdispatcher.h>
#include <framework/core/application.h>
#include <framework/core/resourcemanager.h>
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enum {
// 3840x2160 => 1080p optimized
// 2560x1440 => 720p optimized
// 1728x972 => 480p optimized
NEAR_VIEW_AREA = 32*32,
MID_VIEW_AREA = 64*64,
FAR_VIEW_AREA = 128*128,
MAX_TILE_DRAWS = NEAR_VIEW_AREA*7
};
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MapView::MapView()
{
m_viewMode = NEAR_VIEW;
m_lockedFirstVisibleFloor = -1;
m_cachedFirstVisibleFloor = 7;
m_cachedLastVisibleFloor = 7;
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m_updateTilesPos = 0;
m_fadeOutTime = 0;
m_fadeInTime = 0;
m_minimumAmbientLight = 0;
m_optimizedSize = Size(g_map.getAwareRange().horizontal(), g_map.getAwareRange().vertical()) * Otc::TILE_PIXELS;
m_framebuffer = g_framebuffers.createFrameBuffer();
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setVisibleDimension(Size(15, 11));
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m_shader = g_shaders.getDefaultMapShader();
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}
MapView::~MapView()
{
#ifndef NDEBUG
assert(!g_app.isTerminated());
#endif
}
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void MapView::draw(const Rect& rect)
{
// update visible tiles cache when needed
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if(m_mustUpdateVisibleTilesCache || m_updateTilesPos > 0)
updateVisibleTilesCache(m_mustUpdateVisibleTilesCache ? 0 : m_updateTilesPos);
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float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS;
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Position cameraPosition = getCameraPosition();
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int drawFlags = 0;
// First branch:
// This is unlikely to be false because a lot of us
// don't wanna hear their GPU fan while playing a
// 2D game.
//
// Second & Third branch:
// This is likely to be true since not many people have
// low-end graphics cards.
if(unlikely(g_map.isForcingAnimations()) || (likely(g_map.isShowingAnimations()) && m_viewMode == NEAR_VIEW))
drawFlags = Otc::DrawAnimations;
if(m_viewMode == NEAR_VIEW)
drawFlags |= Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls |
Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles;
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else
drawFlags |= Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems;
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if(m_mustDrawVisibleTilesCache || (drawFlags & Otc::DrawAnimations)) {
m_framebuffer->bind();
if(m_mustCleanFramebuffer) {
Rect clearRect = Rect(0, 0, m_drawDimension * m_tileSize);
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g_painter->setColor(Color::black);
g_painter->drawFilledRect(clearRect);
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if(m_drawLights) {
m_lightView->reset();
m_lightView->resize(m_framebuffer->getSize());
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Light ambientLight;
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if(cameraPosition.z <= Otc::SEA_FLOOR) {
ambientLight = g_map.getLight();
} else {
ambientLight.color = 215;
ambientLight.intensity = 0;
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}
ambientLight.intensity = std::max<int>(m_minimumAmbientLight*255, ambientLight.intensity);
m_lightView->setGlobalLight(ambientLight);
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}
}
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g_painter->setColor(Color::white);
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auto it = m_cachedVisibleTiles.begin();
auto end = m_cachedVisibleTiles.end();
for(int z=m_cachedLastVisibleFloor;z>=m_cachedFirstVisibleFloor;--z) {
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while(it != end) {
const TilePtr& tile = *it;
Position tilePos = tile->getPosition();
if(tilePos.z != z)
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break;
else
++it;
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if (g_map.isCovered(tilePos, m_cachedFirstVisibleFloor))
tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags);
else
tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags, m_lightView.get());
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}
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if(drawFlags & Otc::DrawMissiles) {
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for(const MissilePtr& missile : g_map.getFloorMissiles(z)) {
missile->draw(transformPositionTo2D(missile->getPosition(), cameraPosition), scaleFactor, drawFlags & Otc::DrawAnimations, m_lightView.get());
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}
}
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}
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m_framebuffer->release();
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// generating mipmaps each frame can be slow in older cards
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//m_framebuffer->getTexture()->buildHardwareMipmaps();
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m_mustDrawVisibleTilesCache = false;
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}
float fadeOpacity = 1.0f;
if(!m_shaderSwitchDone && m_fadeOutTime > 0) {
fadeOpacity = 1.0f - (m_fadeTimer.timeElapsed() / m_fadeOutTime);
if(fadeOpacity < 0.0f) {
m_shader = m_nextShader;
m_nextShader = nullptr;
m_shaderSwitchDone = true;
m_fadeTimer.restart();
}
}
if(m_shaderSwitchDone && m_shader && m_fadeInTime > 0)
fadeOpacity = std::min<float>(m_fadeTimer.timeElapsed() / m_fadeInTime, 1.0f);
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Rect srcRect = calcFramebufferSource(rect.size());
Point drawOffset = srcRect.topLeft();
if(m_shader && g_painter->hasShaders() && g_graphics.shouldUseShaders() && m_viewMode == NEAR_VIEW) {
Rect framebufferRect = Rect(0,0, m_drawDimension * m_tileSize);
Point center = srcRect.center();
Point globalCoord = Point(cameraPosition.x - m_drawDimension.width()/2, -(cameraPosition.y - m_drawDimension.height()/2)) * m_tileSize;
m_shader->bind();
m_shader->setUniformValue(ShaderManager::MAP_CENTER_COORD, center.x / (float)framebufferRect.width(), 1.0f - center.y / (float)framebufferRect.height());
m_shader->setUniformValue(ShaderManager::MAP_GLOBAL_COORD, globalCoord.x / (float)framebufferRect.height(), globalCoord.y / (float)framebufferRect.height());
m_shader->setUniformValue(ShaderManager::MAP_ZOOM, scaleFactor);
g_painter->setShaderProgram(m_shader);
}
g_painter->setColor(Color::white);
g_painter->setOpacity(fadeOpacity);
glDisable(GL_BLEND);
#if 0
// debug source area
g_painter->saveAndResetState();
m_framebuffer->bind();
g_painter->setColor(Color::green);
g_painter->drawBoundingRect(srcRect, 2);
m_framebuffer->release();
g_painter->restoreSavedState();
m_framebuffer->draw(rect);
#else
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m_framebuffer->draw(rect, srcRect);
#endif
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g_painter->resetShaderProgram();
g_painter->resetOpacity();
glEnable(GL_BLEND);
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// this could happen if the player position is not known yet
if(!cameraPosition.isValid())
return;
float horizontalStretchFactor = rect.width() / (float)srcRect.width();
float verticalStretchFactor = rect.height() / (float)srcRect.height();
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// avoid drawing texts on map in far zoom outs
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if(m_viewMode == NEAR_VIEW) {
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for(const CreaturePtr& creature : m_cachedFloorVisibleCreatures) {
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if(!creature->canBeSeen())
continue;
PointF jumpOffset = creature->getJumpOffset() * scaleFactor;
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Point creatureOffset = Point(16 - creature->getDisplacementX(), - creature->getDisplacementY() - 2);
Position pos = creature->getPosition();
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Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset;
p += (creature->getDrawOffset() + creatureOffset) * scaleFactor - Point(stdext::round(jumpOffset.x), stdext::round(jumpOffset.y));
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p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
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int flags = 0;
if(m_drawNames){ flags = Otc::DrawNames; }
if(m_drawHealthBars) { flags |= Otc::DrawBars; }
creature->drawInformation(p, g_map.isCovered(pos, m_cachedFirstVisibleFloor), rect, flags);
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}
}
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// lights are drawn after names and before texts
if(m_drawLights)
m_lightView->draw(rect, srcRect);
if(m_viewMode == NEAR_VIEW && m_drawTexts) {
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for(const StaticTextPtr& staticText : g_map.getStaticTexts()) {
Position pos = staticText->getPosition();
// ony draw static texts from current camera floor, unless yells
//if(pos.z != cameraPosition.z && !staticText->isYell())
// continue;
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if(pos.z != cameraPosition.z && staticText->getMessageMode() == Otc::MessageNone)
continue;
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Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset;
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p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
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staticText->drawText(p, rect);
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}
for(const AnimatedTextPtr& animatedText : g_map.getAnimatedTexts()) {
Position pos = animatedText->getPosition();
/*
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// only draw animated texts from visible floors
if(pos.z < m_cachedFirstVisibleFloor || pos.z > m_cachedLastVisibleFloor)
continue;
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// dont draw animated texts from covered tiles
if(pos.z != cameraPosition.z && g_map.isCovered(pos, m_cachedFirstVisibleFloor))
continue;
*/
if(pos.z != cameraPosition.z)
continue;
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Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset;
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p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
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animatedText->drawText(p, rect);
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}
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}
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}
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void MapView::updateVisibleTilesCache(int start)
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{
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if(start == 0) {
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m_cachedFirstVisibleFloor = calcFirstVisibleFloor();
m_cachedLastVisibleFloor = calcLastVisibleFloor();
assert(m_cachedFirstVisibleFloor >= 0 && m_cachedLastVisibleFloor >= 0 &&
m_cachedFirstVisibleFloor <= Otc::MAX_Z && m_cachedLastVisibleFloor <= Otc::MAX_Z);
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if(m_cachedLastVisibleFloor < m_cachedFirstVisibleFloor)
m_cachedLastVisibleFloor = m_cachedFirstVisibleFloor;
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m_cachedFloorVisibleCreatures.clear();
m_cachedVisibleTiles.clear();
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m_mustCleanFramebuffer = true;
m_mustDrawVisibleTilesCache = true;
m_mustUpdateVisibleTilesCache = false;
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m_updateTilesPos = 0;
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} else
m_mustCleanFramebuffer = false;
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// there is no tile to render on invalid positions
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Position cameraPosition = getCameraPosition();
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if(!cameraPosition.isValid())
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return;
bool stop = false;
// clear current visible tiles cache
m_cachedVisibleTiles.clear();
m_mustDrawVisibleTilesCache = true;
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m_updateTilesPos = 0;
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// cache visible tiles in draw order
// draw from last floor (the lower) to first floor (the higher)
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for(int iz = m_cachedLastVisibleFloor; iz >= m_cachedFirstVisibleFloor && !stop; --iz) {
if(m_viewMode <= FAR_VIEW) {
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const int numDiagonals = m_drawDimension.width() + m_drawDimension.height() - 1;
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// loop through / diagonals beginning at top left and going to top right
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for(int diagonal = 0; diagonal < numDiagonals && !stop; ++diagonal) {
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// loop current diagonal tiles
int advance = std::max<int>(diagonal - m_drawDimension.height(), 0);
for(int iy = diagonal - advance, ix = advance; iy >= 0 && ix < m_drawDimension.width() && !stop; --iy, ++ix) {
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// only start really looking tiles in the desired start
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if(m_updateTilesPos < start) {
m_updateTilesPos++;
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continue;
}
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// avoid rendering too much tiles at once
if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS && m_viewMode >= HUGE_VIEW) {
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stop = true;
break;
}
// position on current floor
//TODO: check position limits
Position tilePos = cameraPosition.translated(ix - m_virtualCenterOffset.x, iy - m_virtualCenterOffset.y);
// adjust tilePos to the wanted floor
tilePos.coveredUp(cameraPosition.z - iz);
if(const TilePtr& tile = g_map.getTile(tilePos)) {
// skip tiles that have nothing
if(!tile->isDrawable())
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continue;
// skip tiles that are completely behind another tile
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if(g_map.isCompletelyCovered(tilePos, m_cachedFirstVisibleFloor))
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continue;
m_cachedVisibleTiles.push_back(tile);
}
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m_updateTilesPos++;
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}
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}
} else {
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// cache tiles in spiral mode
static std::vector<Point> m_spiral;
if(start == 0) {
m_spiral.resize(m_drawDimension.area());
int width = m_drawDimension.width();
int height = m_drawDimension.height();
int tpx = width/2 - 2;
int tpy = height/2 - 2;
int count = 0;
Rect area(0, 0, m_drawDimension);
m_spiral[count++] = Point(tpx+1,tpy+1);
for(int step = 1; tpx >= 0 || tpy >= 0; ++step, --tpx, --tpy) {
int qs = 2*step;
Rect lines[4] = {
Rect(tpx, tpy, qs, 1),
Rect(tpx + qs, tpy, 1, qs),
Rect(tpx + 1, tpy + qs, qs, 1),
Rect(tpx, tpy + 1, 1, qs),
};
for(int i=0;i<4;++i) {
int sx = std::max<int>(lines[i].left(), area.left());
int ex = std::min<int>(lines[i].right(), area.right());
int sy = std::max<int>(lines[i].top(), area.top());
int ey = std::min<int>(lines[i].bottom(), area.bottom());
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for(int qx=sx;qx<=ex;++qx)
for(int qy=sy;qy<=ey;++qy)
m_spiral[count++] = Point(qx, qy);
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}
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}
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}
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for(m_updateTilesPos = start; m_updateTilesPos < (int)m_spiral.size(); ++m_updateTilesPos) {
// avoid rendering too much tiles at once
if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS) {
stop = true;
break;
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}
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const Point& p = m_spiral[m_updateTilesPos];
Position tilePos = cameraPosition.translated(p.x - m_virtualCenterOffset.x, p.y - m_virtualCenterOffset.y);
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tilePos.coveredUp(cameraPosition.z - iz);
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if(const TilePtr& tile = g_map.getTile(tilePos)) {
if(tile->isDrawable())
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m_cachedVisibleTiles.push_back(tile);
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}
}
}
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}
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if(!stop) {
m_updateTilesPos = 0;
m_spiral.clear();
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}
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if(start == 0 && m_viewMode <= NEAR_VIEW)
m_cachedFloorVisibleCreatures = g_map.getSightSpectators(cameraPosition, false);
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}
void MapView::updateGeometry(const Size& visibleDimension, const Size& optimizedSize)
{
int tileSize = 0;
Size bufferSize;
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int possiblesTileSizes[] = {1,2,4,8,16,32};
for(int candidateTileSize : possiblesTileSizes) {
bufferSize = (visibleDimension + Size(3,3)) * candidateTileSize;
if(bufferSize.width() > g_graphics.getMaxTextureSize() || bufferSize.height() > g_graphics.getMaxTextureSize())
break;
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tileSize = candidateTileSize;
if(optimizedSize.width() < bufferSize.width() - 3*candidateTileSize && optimizedSize.height() < bufferSize.height() - 3*candidateTileSize)
break;
}
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if(tileSize == 0) {
g_logger.traceError("reached max zoom out");
return;
}
Size drawDimension = visibleDimension + Size(3,3);
Point virtualCenterOffset = (drawDimension/2 - Size(1,1)).toPoint();
Point visibleCenterOffset = virtualCenterOffset;
ViewMode viewMode = m_viewMode;
if(m_autoViewMode) {
if(tileSize >= 32 && visibleDimension.area() <= NEAR_VIEW_AREA)
viewMode = NEAR_VIEW;
else if(tileSize >= 16 && visibleDimension.area() <= MID_VIEW_AREA)
viewMode = MID_VIEW;
else if(tileSize >= 8 && visibleDimension.area() <= FAR_VIEW_AREA)
viewMode = FAR_VIEW;
else
viewMode = HUGE_VIEW;
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if(viewMode >= FAR_VIEW)
m_multifloor = false;
else
m_multifloor = true;
}
// draw actually more than what is needed to avoid massive recalculations on huge views
/*
if(viewMode >= HUGE_VIEW) {
Size oldDimension = drawDimension;
drawDimension = (m_framebuffer->getSize() / tileSize);
virtualCenterOffset += (drawDimension - oldDimension).toPoint() / 2;
}
*/
m_viewMode = viewMode;
m_visibleDimension = visibleDimension;
m_drawDimension = drawDimension;
m_tileSize = tileSize;
m_virtualCenterOffset = virtualCenterOffset;
m_visibleCenterOffset = visibleCenterOffset;
m_optimizedSize = optimizedSize;
m_framebuffer->resize(bufferSize);
requestVisibleTilesCacheUpdate();
}
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void MapView::onTileUpdate(const Position& pos)
{
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requestVisibleTilesCacheUpdate();
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}
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void MapView::onMapCenterChange(const Position& pos)
{
requestVisibleTilesCacheUpdate();
}
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void MapView::lockFirstVisibleFloor(int firstVisibleFloor)
{
m_lockedFirstVisibleFloor = firstVisibleFloor;
requestVisibleTilesCacheUpdate();
}
void MapView::unlockFirstVisibleFloor()
{
m_lockedFirstVisibleFloor = -1;
requestVisibleTilesCacheUpdate();
}
void MapView::setVisibleDimension(const Size& visibleDimension)
{
if(visibleDimension == m_visibleDimension)
return;
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if(visibleDimension.width() % 2 != 1 || visibleDimension.height() % 2 != 1) {
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g_logger.traceError("visible dimension must be odd");
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return;
}
if(visibleDimension < Size(3,3)) {
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g_logger.traceError("reach max zoom in");
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return;
}
updateGeometry(visibleDimension, m_optimizedSize);
}
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void MapView::setViewMode(MapView::ViewMode viewMode)
{
m_viewMode = viewMode;
requestVisibleTilesCacheUpdate();
}
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void MapView::setAutoViewMode(bool enable)
{
m_autoViewMode = enable;
if(enable)
updateGeometry(m_visibleDimension, m_optimizedSize);
}
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void MapView::optimizeForSize(const Size& visibleSize)
{
updateGeometry(m_visibleDimension, visibleSize);
}
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void MapView::followCreature(const CreaturePtr& creature)
{
m_follow = true;
m_followingCreature = creature;
requestVisibleTilesCacheUpdate();
}
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void MapView::setCameraPosition(const Position& pos)
{
m_follow = false;
m_customCameraPosition = pos;
requestVisibleTilesCacheUpdate();
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}
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Position MapView::getPosition(const Point& point, const Size& mapSize)
{
Position cameraPosition = getCameraPosition();
// if we have no camera, its impossible to get the tile
if(!cameraPosition.isValid())
return Position();
Rect srcRect = calcFramebufferSource(mapSize);
float sh = srcRect.width() / (float)mapSize.width();
float sv = srcRect.height() / (float)mapSize.height();
Point framebufferPos = Point(point.x * sh, point.y * sv);
Point centerOffset = (framebufferPos + srcRect.topLeft()) / m_tileSize;
Point tilePos2D = getVisibleCenterOffset() - m_drawDimension.toPoint() + centerOffset + Point(2,2);
if(tilePos2D.x + cameraPosition.x < 0 && tilePos2D.y + cameraPosition.y < 0)
return Position();
Position position = Position(tilePos2D.x, tilePos2D.y, 0) + cameraPosition;
if(!position.isValid())
return Position();
return position;
}
void MapView::move(int x, int y)
{
m_moveOffset.x += x;
m_moveOffset.y += y;
int32_t tmp = m_moveOffset.x / 32;
bool requestTilesUpdate = false;
if(tmp != 0) {
m_customCameraPosition.x += tmp;
m_moveOffset.x %= 32;
requestTilesUpdate = true;
}
tmp = m_moveOffset.y / 32;
if(tmp != 0) {
m_customCameraPosition.y += tmp;
m_moveOffset.y %= 32;
requestTilesUpdate = true;
}
if(requestTilesUpdate)
requestVisibleTilesCacheUpdate();
}
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Rect MapView::calcFramebufferSource(const Size& destSize)
{
float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS;
Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * m_tileSize;
if(isFollowingCreature())
drawOffset += m_followingCreature->getWalkOffset() * scaleFactor;
else if(!m_moveOffset.isNull())
drawOffset += m_moveOffset * scaleFactor;
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Size srcSize = destSize;
Size srcVisible = m_visibleDimension * m_tileSize;
srcSize.scale(srcVisible, Fw::KeepAspectRatio);
drawOffset.x += (srcVisible.width() - srcSize.width()) / 2;
drawOffset.y += (srcVisible.height() - srcSize.height()) / 2;
return Rect(drawOffset, srcSize);
}
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int MapView::calcFirstVisibleFloor()
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{
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int z = 7;
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// return forced first visible floor
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if(m_lockedFirstVisibleFloor != -1) {
z = m_lockedFirstVisibleFloor;
} else {
Position cameraPosition = getCameraPosition();
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// this could happens if the player is not known yet
if(cameraPosition.isValid()) {
// avoid rendering multifloors in far views
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if(!m_multifloor) {
z = cameraPosition.z;
} else {
// if nothing is limiting the view, the first visible floor is 0
int firstFloor = 0;
// limits to underground floors while under sea level
if(cameraPosition.z > Otc::SEA_FLOOR)
firstFloor = std::max<int>(cameraPosition.z - Otc::AWARE_UNDEGROUND_FLOOR_RANGE, (int)Otc::UNDERGROUND_FLOOR);
// loop in 3x3 tiles around the camera
for(int ix = -1; ix <= 1 && firstFloor < cameraPosition.z; ++ix) {
for(int iy = -1; iy <= 1 && firstFloor < cameraPosition.z; ++iy) {
Position pos = cameraPosition.translated(ix, iy);
// process tiles that we can look through, e.g. windows, doors
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if((ix == 0 && iy == 0) || ((std::abs(ix) != std::abs(iy)) && g_map.isLookPossible(pos))) {
Position upperPos = pos;
Position coveredPos = pos;
while(coveredPos.coveredUp() && upperPos.up() && upperPos.z >= firstFloor) {
// check tiles physically above
TilePtr tile = g_map.getTile(upperPos);
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if(tile && tile->limitsFloorsView(!g_map.isLookPossible(pos))) {
firstFloor = upperPos.z + 1;
break;
}
// check tiles geometrically above
tile = g_map.getTile(coveredPos);
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if(tile && tile->limitsFloorsView(g_map.isLookPossible(pos))) {
firstFloor = coveredPos.z + 1;
break;
}
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}
}
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}
}
z = firstFloor;
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}
}
}
// just ensure the that the floor is in the valid range
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z = stdext::clamp<int>(z, 0, (int)Otc::MAX_Z);
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return z;
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}
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int MapView::calcLastVisibleFloor()
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{
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if(!m_multifloor)
return calcFirstVisibleFloor();
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int z = 7;
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Position cameraPosition = getCameraPosition();
// this could happens if the player is not known yet
if(cameraPosition.isValid()) {
// view only underground floors when below sea level
if(cameraPosition.z > Otc::SEA_FLOOR)
z = cameraPosition.z + Otc::AWARE_UNDEGROUND_FLOOR_RANGE;
else
z = Otc::SEA_FLOOR;
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}
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if(m_lockedFirstVisibleFloor != -1)
z = std::max<int>(m_lockedFirstVisibleFloor, z);
// just ensure the that the floor is in the valid range
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z = stdext::clamp<int>(z, 0, (int)Otc::MAX_Z);
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return z;
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}
Position MapView::getCameraPosition()
{
if(isFollowingCreature())
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return m_followingCreature->getPosition();
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return m_customCameraPosition;
}
void MapView::setShader(const PainterShaderProgramPtr& shader, float fadein, float fadeout)
{
if((m_shader == shader && m_shaderSwitchDone) || (m_nextShader == shader && !m_shaderSwitchDone))
return;
if(fadeout > 0.0f && m_shader) {
m_nextShader = shader;
m_shaderSwitchDone = false;
} else {
m_shader = shader;
m_nextShader = nullptr;
m_shaderSwitchDone = true;
}
m_fadeTimer.restart();
m_fadeInTime = fadein;
m_fadeOutTime = fadeout;
}
void MapView::setDrawLights(bool enable)
{
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if(enable == m_drawLights)
return;
if(enable)
m_lightView = LightViewPtr(new LightView);
else
m_lightView = nullptr;
m_drawLights = enable;
}
/* vim: set ts=4 sw=4 et: */