mkxp-z/src/sprite.cpp
Jonas Kulla 55f1542c76 Merge separate RGSS version build configs into one
Setup active RGSS version at runtime. Desired version can be
specified via config, or as default, auto detected from the game
files. This removes the need to build specifically for each
version, which should help packaging a lot.

This also greatly reduces the danger of introducing code that
wouldn't compile on all RGSS version paths (as certain code paths
were completely ifdef'd out).

This can be optimized more, eg. not compiling shaders that aren't
needed in the active version.
2014-08-28 23:22:05 +02:00

560 lines
12 KiB
C++

/*
** sprite.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp 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 2 of the License, or
** (at your option) any later version.
**
** mkxp 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 mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "sprite.h"
#include "sharedstate.h"
#include "bitmap.h"
#include "etc.h"
#include "etc-internal.h"
#include "util.h"
#include "gl-util.h"
#include "quad.h"
#include "transform.h"
#include "shader.h"
#include "glstate.h"
#include "quadarray.h"
#include <math.h>
#include <SDL_rect.h>
#include <sigc++/connection.h>
struct SpritePrivate
{
Bitmap *bitmap;
DisposeWatch<SpritePrivate, Bitmap> bitmapWatch;
Quad quad;
Transform trans;
Rect *srcRect;
sigc::connection srcRectCon;
bool mirrored;
int bushDepth;
float efBushDepth;
NormValue bushOpacity;
NormValue opacity;
BlendType blendType;
SDL_Rect sceneRect;
/* Would this sprite be visible on
* the screen if drawn? */
bool isVisible;
Color *color;
Tone *tone;
struct
{
int amp;
int length;
int speed;
float phase;
/* Wave effect is active (amp != 0) */
bool active;
/* qArray needs updating */
bool dirty;
SimpleQuadArray qArray;
} wave;
EtcTemps tmp;
sigc::connection prepareCon;
SpritePrivate()
: bitmap(0),
bitmapWatch(*this, bitmap),
srcRect(&tmp.rect),
mirrored(false),
bushDepth(0),
efBushDepth(0),
bushOpacity(128),
opacity(255),
blendType(BlendNormal),
isVisible(false),
color(&tmp.color),
tone(&tmp.tone)
{
sceneRect.x = sceneRect.y = 0;
updateSrcRectCon();
prepareCon = shState->prepareDraw.connect
(sigc::mem_fun(this, &SpritePrivate::prepare));
wave.amp = 0;
wave.length = 180;
wave.speed = 360;
wave.phase = 0.0;
wave.dirty = false;
}
~SpritePrivate()
{
srcRectCon.disconnect();
prepareCon.disconnect();
}
void recomputeBushDepth()
{
if (!bitmap)
return;
/* Calculate effective (normalized) bush depth */
float texBushDepth = (bushDepth / trans.getScale().y) -
(srcRect->y + srcRect->height) +
bitmap->height();
efBushDepth = 1.0 - texBushDepth / bitmap->height();
}
void onSrcRectChange()
{
if (mirrored)
quad.setTexRect(srcRect->toFloatRect().hFlipped());
else
quad.setTexRect(srcRect->toFloatRect());
quad.setPosRect(IntRect(0, 0, srcRect->width, srcRect->height));
recomputeBushDepth();
wave.dirty = true;
}
void updateSrcRectCon()
{
/* Cut old connection */
srcRectCon.disconnect();
/* Create new one */
srcRectCon = srcRect->valueChanged.connect
(sigc::mem_fun(this, &SpritePrivate::onSrcRectChange));
}
void updateVisibility()
{
isVisible = false;
if (!bitmap)
return;
if (!opacity)
return;
if (wave.active)
{
/* Don't do expensive wave bounding box
* calculations */
isVisible = true;
return;
}
/* Compare sprite bounding box against the scene */
/* If sprite is zoomed/rotated, just opt out for now
* for simplicity's sake */
const Vec2 &scale = trans.getScale();
if (scale.x != 1 || scale.y != 1 || trans.getRotation() != 0)
{
isVisible = true;
return;
}
SDL_Rect self;
self.x = trans.getPosition().x - trans.getOrigin().x;
self.y = trans.getPosition().y - trans.getOrigin().y;
self.w = bitmap->width();
self.h = bitmap->height();
isVisible = SDL_HasIntersection(&self, &sceneRect);
}
void emitWaveChunk(SVertex *&vert, float phase, int width,
float zoomY, int chunkY, int chunkLength)
{
float wavePos = phase + (chunkY / (float) wave.length) * M_PI * 2;
float chunkX = sin(wavePos) * wave.amp;
FloatRect tex(0, chunkY / zoomY, width, chunkLength / zoomY);
FloatRect pos = tex;
pos.x = chunkX;
Quad::setTexPosRect(vert, tex, pos);
vert += 4;
}
void updateWave()
{
if (!bitmap)
return;
if (wave.amp == 0)
{
wave.active = false;
return;
}
wave.active = true;
int width = srcRect->width;
int height = srcRect->height;
float zoomY = trans.getScale().y;
if (wave.amp < -(width / 2))
{
wave.qArray.resize(0);
wave.qArray.commit();
return;
}
/* RMVX does this, and I have no fucking clue why */
if (wave.amp < 0)
{
wave.qArray.resize(1);
int x = -wave.amp;
int w = width - x * 2;
FloatRect tex(x, srcRect->y, w, srcRect->height);
Quad::setTexPosRect(&wave.qArray.vertices[0], tex, tex);
wave.qArray.commit();
return;
}
/* The length of the sprite as it appears on screen */
int visibleLength = height * zoomY;
/* First chunk length (aligned to 8 pixel boundary */
int firstLength = ((int) trans.getPosition().y) % 8;
/* Amount of full 8 pixel chunks in the middle */
int chunks = (visibleLength - firstLength) / 8;
/* Final chunk length */
int lastLength = (visibleLength - firstLength) % 8;
wave.qArray.resize(!!firstLength + chunks + !!lastLength);
SVertex *vert = &wave.qArray.vertices[0];
float phase = (wave.phase * M_PI) / 180.f;
if (firstLength > 0)
emitWaveChunk(vert, phase, width, zoomY, 0, firstLength);
for (int i = 0; i < chunks; ++i)
emitWaveChunk(vert, phase, width, zoomY, firstLength + i * 8, 8);
if (lastLength > 0)
emitWaveChunk(vert, phase, width, zoomY, firstLength + chunks * 8, lastLength);
wave.qArray.commit();
}
void prepare()
{
if (wave.dirty)
{
updateWave();
wave.dirty = false;
}
updateVisibility();
}
};
Sprite::Sprite(Viewport *viewport)
: ViewportElement(viewport, 0, true)
{
p = new SpritePrivate;
onGeometryChange(scene->getGeometry());
}
Sprite::~Sprite()
{
unlink();
delete p;
}
DEF_ATTR_RD_SIMPLE(Sprite, Bitmap, Bitmap*, p->bitmap)
DEF_ATTR_RD_SIMPLE(Sprite, SrcRect, Rect*, p->srcRect)
DEF_ATTR_RD_SIMPLE(Sprite, X, int, p->trans.getPosition().x)
DEF_ATTR_RD_SIMPLE(Sprite, Y, int, p->trans.getPosition().y)
DEF_ATTR_RD_SIMPLE(Sprite, OX, int, p->trans.getOrigin().x)
DEF_ATTR_RD_SIMPLE(Sprite, OY, int, p->trans.getOrigin().y)
DEF_ATTR_RD_SIMPLE(Sprite, ZoomX, float, p->trans.getScale().x)
DEF_ATTR_RD_SIMPLE(Sprite, ZoomY, float, p->trans.getScale().y)
DEF_ATTR_RD_SIMPLE(Sprite, Angle, float, p->trans.getRotation())
DEF_ATTR_RD_SIMPLE(Sprite, Mirror, bool, p->mirrored)
DEF_ATTR_RD_SIMPLE(Sprite, BushDepth, int, p->bushDepth)
DEF_ATTR_RD_SIMPLE(Sprite, BlendType, int, p->blendType)
DEF_ATTR_RD_SIMPLE(Sprite, Width, int, p->srcRect->width)
DEF_ATTR_RD_SIMPLE(Sprite, Height, int, p->srcRect->height)
DEF_ATTR_RD_SIMPLE(Sprite, WaveAmp, int, p->wave.amp)
DEF_ATTR_RD_SIMPLE(Sprite, WaveLength, int, p->wave.length)
DEF_ATTR_RD_SIMPLE(Sprite, WaveSpeed, int, p->wave.speed)
DEF_ATTR_RD_SIMPLE(Sprite, WavePhase, float, p->wave.phase)
DEF_ATTR_SIMPLE(Sprite, BushOpacity, int, p->bushOpacity)
DEF_ATTR_SIMPLE(Sprite, Opacity, int, p->opacity)
DEF_ATTR_SIMPLE(Sprite, Color, Color*, p->color)
DEF_ATTR_SIMPLE(Sprite, Tone, Tone*, p->tone)
void Sprite::setBitmap(Bitmap *bitmap)
{
if (p->bitmap == bitmap)
return;
p->bitmap = bitmap;
p->bitmapWatch.update(bitmap);
if (!bitmap)
return;
bitmap->ensureNonMega();
*p->srcRect = bitmap->rect();
p->onSrcRectChange();
p->quad.setPosRect(p->srcRect->toFloatRect());
p->wave.dirty = true;
}
void Sprite::setSrcRect(Rect *rect)
{
if (p->srcRect == rect)
return;
p->srcRect = rect;
p->updateSrcRectCon();
if (p->bitmap)
p->onSrcRectChange();
}
void Sprite::setX(int value)
{
if (p->trans.getPosition().x == value)
return;
p->trans.setPosition(Vec2(value, getY()));
}
void Sprite::setY(int value)
{
if (p->trans.getPosition().y == value)
return;
p->trans.setPosition(Vec2(getX(), value));
if (rgssVer >= 2)
{
p->wave.dirty = true;
setSpriteY(value);
}
}
void Sprite::setOX(int value)
{
if (p->trans.getOrigin().x == value)
return;
p->trans.setOrigin(Vec2(value, getOY()));
}
void Sprite::setOY(int value)
{
if (p->trans.getOrigin().y == value)
return;
p->trans.setOrigin(Vec2(getOX(), value));
}
void Sprite::setZoomX(float value)
{
if (p->trans.getScale().x == value)
return;
p->trans.setScale(Vec2(value, getZoomY()));
}
void Sprite::setZoomY(float value)
{
if (p->trans.getScale().y == value)
return;
p->trans.setScale(Vec2(getZoomX(), value));
p->recomputeBushDepth();
if (rgssVer >= 2)
p->wave.dirty = true;
}
void Sprite::setAngle(float value)
{
if (p->trans.getRotation() == value)
return;
p->trans.setRotation(value);
}
void Sprite::setMirror(bool mirrored)
{
if (p->mirrored == mirrored)
return;
p->mirrored = mirrored;
p->onSrcRectChange();
}
void Sprite::setBushDepth(int value)
{
if (p->bushDepth == value)
return;
p->bushDepth = value;
p->recomputeBushDepth();
}
void Sprite::setBlendType(int type)
{
switch (type)
{
default :
case BlendNormal :
p->blendType = BlendNormal;
return;
case BlendAddition :
p->blendType = BlendAddition;
return;
case BlendSubstraction :
p->blendType = BlendSubstraction;
return;
}
}
#define DEF_WAVE_SETTER(Name, name, type) \
void Sprite::setWave##Name(type value) \
{ \
if (p->wave.name == value) \
return; \
p->wave.name = value; \
p->wave.dirty = true; \
}
DEF_WAVE_SETTER(Amp, amp, int)
DEF_WAVE_SETTER(Length, length, int)
DEF_WAVE_SETTER(Speed, speed, int)
DEF_WAVE_SETTER(Phase, phase, float)
#undef DEF_WAVE_SETTER
/* Flashable */
void Sprite::update()
{
Flashable::update();
p->wave.phase += p->wave.speed / 180;
p->wave.dirty = true;
}
/* SceneElement */
void Sprite::draw()
{
if (!p->isVisible)
return;
if (emptyFlashFlag)
return;
ShaderBase *base;
bool renderEffect = p->color->hasEffect() ||
p->tone->hasEffect() ||
p->opacity != 255 ||
flashing ||
p->bushDepth != 0;
if (renderEffect)
{
SpriteShader &shader = shState->shaders().sprite;
shader.bind();
shader.applyViewportProj();
shader.setSpriteMat(p->trans.getMatrix());
shader.setTone(p->tone->norm);
shader.setOpacity(p->opacity.norm);
shader.setBushDepth(p->efBushDepth);
shader.setBushOpacity(p->bushOpacity.norm);
/* When both flashing and effective color are set,
* the one with higher alpha will be blended */
const Vec4 *blend = (flashing && flashColor.w > p->color->norm.w) ?
&flashColor : &p->color->norm;
shader.setColor(*blend);
base = &shader;
}
else
{
SimpleSpriteShader &shader = shState->shaders().simpleSprite;
shader.bind();
shader.setSpriteMat(p->trans.getMatrix());
shader.applyViewportProj();
base = &shader;
}
glState.blendMode.pushSet(p->blendType);
p->bitmap->bindTex(*base);
if (p->wave.active)
p->wave.qArray.draw();
else
p->quad.draw();
glState.blendMode.pop();
}
void Sprite::onGeometryChange(const Scene::Geometry &geo)
{
/* Offset at which the sprite will be drawn
* relative to screen origin */
int xOffset = geo.rect.x - geo.xOrigin;
int yOffset = geo.rect.y - geo.yOrigin;
p->trans.setGlobalOffset(xOffset, yOffset);
p->sceneRect.w = geo.rect.w;
p->sceneRect.h = geo.rect.h;
}