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@ -21,6 +21,7 @@
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*/
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#include "thingtype.h"
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#include "thingstype.h"
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#include "spritemanager.h"
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#include <framework/graphics/graphics.h>
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@ -34,23 +35,20 @@ ThingType::ThingType()
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m_properties.fill(false);
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}
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void ThingType::draw(const Point& dest, float scaleFactor, int w, int h, int xPattern, int yPattern, int zPattern, int layer, int animationPhase)
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void ThingType::draw(const Point& dest, float scaleFactor, int layer, int xPattern, int yPattern, int zPattern, int animationPhase)
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{
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int scaledSize = Otc::TILE_PIXELS * scaleFactor;
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const TexturePtr& texture = getTexture(animationPhase); // rects might not be calculated yet.
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int frameIndex = getTextureIndex(layer, xPattern, yPattern, zPattern);
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Point textureOffset = m_texturesFramesOffsets[animationPhase][frameIndex];
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Rect textureRect = m_texturesFramesRects[animationPhase][frameIndex];
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Point displacement(m_parameters[DisplacementX], m_parameters[DisplacementY]);
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Rect screenRect(dest - displacement - Point(32 * m_dimensions[Width] * scaleFactor, 32 * m_dimensions[Height] * scaleFactor) + Point(32, 32) + textureOffset,
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textureRect.size() * scaleFactor);
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Rect drawRect(dest - displacement*scaleFactor, Size(scaledSize, scaledSize));
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g_painter->setColor(Color::white);
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g_painter->drawTexturedRect(drawRect, getSprite(w, h, layer, xPattern, yPattern, zPattern, animationPhase));
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}
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void ThingType::draw(const Point& dest, float scaleFactor, int xPattern, int yPattern, int zPattern, int animationPhase)
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{
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for(int l = 0; l < m_dimensions[Layers]; ++l)
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for(int w = 0; w < m_dimensions[Width]; ++w)
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for(int h = 0; h < m_dimensions[Height]; ++h)
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draw(dest - Point(w,h)*Otc::TILE_PIXELS*scaleFactor, scaleFactor, w, h, xPattern, yPattern, zPattern, l, animationPhase);
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g_painter->drawTexturedRect(screenRect, texture, textureRect);
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}
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void ThingType::drawMask(const Point& dest, float scaleFactor, int w, int h, int xPattern, int yPattern, int zPattern, int layer, int animationPhase, ThingType::SpriteMask mask)
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@ -63,26 +61,6 @@ void ThingType::drawMask(const Point& dest, float scaleFactor, int w, int h, int
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g_painter->drawTexturedRect(drawRect, getSpriteMask(w, h, layer, xPattern, yPattern, zPattern, animationPhase, mask));
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}
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TexturePtr& ThingType::getSprite(int w, int h, int l, int x, int y, int z, int a)
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{
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uint index = getSpriteIndex(w,h,l,x,y,z,a);
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TexturePtr& spriteTexture = m_sprites[index];
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if(!spriteTexture) {
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ImagePtr spriteImage = g_sprites.getSpriteImage(m_spritesIndex[index]);
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if(!spriteImage)
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spriteTexture = g_graphics.getEmptyTexture();
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else {
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spriteTexture = TexturePtr(new Texture(spriteImage));
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spriteTexture->setSmooth(true);
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if(g_graphics.canUseMipmaps())
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spriteTexture->generateSoftwareMipmaps(spriteImage->getPixels());
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}
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}
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return spriteTexture;
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}
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TexturePtr& ThingType::getSpriteMask(int w, int h, int l, int x, int y, int z, int a, ThingType::SpriteMask mask)
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{
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if(m_spritesMask.size() == 0)
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@ -108,3 +86,103 @@ TexturePtr& ThingType::getSpriteMask(int w, int h, int l, int x, int y, int z, i
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return maskTexture;
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}
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TexturePtr& ThingType::getTexture(int animationPhase)
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{
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TexturePtr& animationPhaseTexture = m_textures[animationPhase];
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if(!animationPhaseTexture) {
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int textureLayers = m_dimensions[Layers];
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if(m_category != ThingsType::Creature) // we dont need layers in texture. they can be 'rendered' now.
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textureLayers = 1;
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int indexSize = textureLayers * m_dimensions[PatternX] * m_dimensions[PatternY] * m_dimensions[PatternZ];
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Size textureSize = getBestDimension(m_dimensions[Width], m_dimensions[Height], indexSize);
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ImagePtr fullImage = ImagePtr(new Image(textureSize * 32));
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m_texturesFramesRects[animationPhase].resize(indexSize);
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m_texturesFramesOffsets[animationPhase].resize(indexSize);
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for(int z = 0; z < m_dimensions[PatternZ]; ++z) {
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for(int y = 0; y < m_dimensions[PatternY]; ++y) {
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for(int x = 0; x < m_dimensions[PatternX]; ++x) {
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for(int l = 0; l < m_dimensions[Layers]; ++l) {
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int frameIndex = getTextureIndex(l % textureLayers, x, y, z);
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Point framePos = Point(frameIndex % (textureSize.width() / m_dimensions[Width]) * m_dimensions[Width],
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frameIndex / (textureSize.width() / m_dimensions[Width]) * m_dimensions[Height]) * 32;
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for(int h = 0; h < m_dimensions[Height]; ++h) {
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for(int w = 0; w < m_dimensions[Width]; ++w) {
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uint spriteIndex = getSpriteIndex(w, h, l, x, y, z, animationPhase);
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ImagePtr spriteImage = g_sprites.getSpriteImage(m_spritesIndex[spriteIndex]);
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if(spriteImage) {
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Point spritePos = Point(m_dimensions[Width] - w - 1,
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m_dimensions[Height] - h - 1) * 32;
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fullImage->append(framePos + spritePos, spriteImage);
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}
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}
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}
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Rect drawRect(framePos + Point(m_dimensions[Width], m_dimensions[Height]) * 32, framePos);
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for(int x = framePos.x; x < framePos.x + m_dimensions[Width] * 32; ++x) {
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for(int y = framePos.y; y < framePos.y + m_dimensions[Height] * 32; ++y) {
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uint8 *p = fullImage->getPixel(x,y);
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if(p[3] != 0x00) {
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drawRect.setTop(std::min(y, (int)drawRect.top()));
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drawRect.setLeft(std::min(x, (int)drawRect.left()));
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drawRect.setBottom(std::max(y, (int)drawRect.bottom()));
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drawRect.setRight(std::max(x, (int)drawRect.right()));
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}
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}
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}
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m_texturesFramesRects[animationPhase][frameIndex] = drawRect;
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m_texturesFramesOffsets[animationPhase][frameIndex] = drawRect.topLeft() - framePos;
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}
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}
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}
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}
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animationPhaseTexture = TexturePtr(new Texture(fullImage));
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animationPhaseTexture->setSmooth(true);
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//if(g_graphics.canUseMipmaps())
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//animationPhaseTexture->generateSoftwareMipmaps(fullImage->getPixels());
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}
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return animationPhaseTexture;
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}
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Size ThingType::getBestDimension(int w, int h, int count)
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{
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const int MAX = 16;
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int k = 1;
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while(k < w)
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k<<=1;
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w = k;
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k = 1;
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while(k < h)
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k<<=1;
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h = k;
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int numSprites = w*h*count;
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assert(numSprites <= MAX*MAX);
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assert(w <= MAX);
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assert(h <= MAX);
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Size bestDimension = Size(MAX, MAX);
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for(int i=w;i<=MAX;i<<=1) {
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for(int j=h;j<=MAX;j<<=1) {
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Size candidateDimension = Size(i, j);
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if(candidateDimension.area() < numSprites)
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continue;
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if((candidateDimension.area() < bestDimension.area()) ||
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(candidateDimension.area() == bestDimension.area() && candidateDimension.width() + candidateDimension.height() < bestDimension.width() + bestDimension.height()))
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bestDimension = candidateDimension;
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}
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}
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return bestDimension;
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}
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