148 lines
3.1 KiB
C++
148 lines
3.1 KiB
C++
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// BiomeRenderer.cpp
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// Implements the cBiomeRenderer class representing the rendering engine
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#include "Globals.h"
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#include "BiomeRenderer.h"
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#include "Pixmap.h"
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#include "Timer.h"
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cBiomeRenderer::cBiomeRenderer(void) :
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m_OriginX(160),
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m_OriginY(160),
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m_Zoom(1)
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{
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}
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void cBiomeRenderer::SetSource(cBiomeSource * a_Source)
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{
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m_Cache.SetSource(a_Source);
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}
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bool cBiomeRenderer::Render(cPixmap & a_Pixmap)
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{
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cTimer Timer("cBiomeRenderer::Render");
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int Wid = a_Pixmap.GetWidth();
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int Hei = a_Pixmap.GetHeight();
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// Hint the approximate view area to the biome source so that it can adjust its caches:
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int MinBlockX = ( - m_OriginX) / m_Zoom;
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int MaxBlockX = (Wid - m_OriginX) / m_Zoom;
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int MinBlockZ = ( - m_OriginY) / m_Zoom;
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int MaxBlockZ = (Hei - m_OriginY) / m_Zoom;
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m_Cache.HintViewArea(MinBlockX / 16 - 1, MaxBlockX / 16 + 1, MinBlockZ / 16 - 1, MaxBlockZ / 16 + 1);
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// Hold one current chunk of biome data:
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int CurChunkX = MAXINT32;
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int CurChunkZ = MAXINT32;
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cChunkDef::BiomeMap CurBiomes;
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bool res = false;
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for (int y = 0; y < Hei; y++)
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{
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int BlockZ = (y - m_OriginY) / m_Zoom;
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int ChunkZ = (BlockZ >= 0) ? (BlockZ / 16) : ((BlockZ + 1) / 16 - 1);
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int RelZ = BlockZ - ChunkZ * 16;
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for (int x = 0; x < Wid; x++)
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{
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int BlockX = (x - m_OriginX) / m_Zoom;
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int ChunkX = (BlockX >= 0) ? (BlockX / 16) : ((BlockX + 1) / 16 - 1);
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int RelX = BlockX - ChunkX * 16;
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if ((ChunkZ != CurChunkZ) || (ChunkX != CurChunkX))
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{
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CurChunkX = ChunkX;
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CurChunkZ = ChunkZ;
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switch (m_Cache.GetBiome(CurChunkX, CurChunkZ, CurBiomes))
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{
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case cBiomeSource::baLater:
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{
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res = true;
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// fallthrough:
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}
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case cBiomeSource::baNever:
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{
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for (int i = 0; i < ARRAYCOUNT(CurBiomes); i++)
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{
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CurBiomes[i] = (EMCSBiome)-1;
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}
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break;
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}
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} // switch (Biome availability)
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}
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EMCSBiome Biome = cChunkDef::GetBiome(CurBiomes, RelX, RelZ);
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a_Pixmap.SetPixel(x, y, GetBiomeColor(Biome));
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} // for x
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} // for y
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return res;
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}
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int cBiomeRenderer::GetBiomeColor(EMCSBiome a_Biome)
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{
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if ((a_Biome < 0) || (a_Biome > biMaxBiome))
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{
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return 0xcfcfcf; // LtGray for unknown biomes
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}
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static int BiomeColor[] =
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{
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// RGB:
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0x0000ff, /* Ocean */
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0x00cf3f, /* Plains */
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0xffff00, /* Desert */
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0x7f7f7f, /* Extreme Hills */
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0x00cf00, /* Forest */
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0x007f3f, /* Taiga */
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0x3f7f00, /* Swampland */
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0x003fff, /* River */
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0x7f0000, /* Hell */
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0x007fff, /* Sky */
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0x3f3fff, /* Frozen Ocean */
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0x3f3fff, /* Frozen River */
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0x7fffcf, /* Ice Plains */
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0x3fcf7f, /* Ice Mountains */
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0xcf00cf, /* Mushroom Island */
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0x7f00ff, /* Mushroom Island Shore */
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0xffff3f, /* Beach */
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0xcfcf00, /* Desert Hills */
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0x00cf3f, /* Forest Hills */
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0x006f1f, /* Taiga Hills */
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0x7f8f7f, /* Extreme Hills Edge */
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0x004f00, /* Jungle */
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0x003f00, /* Jungle Hills */
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} ;
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return BiomeColor[a_Biome];
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}
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void cBiomeRenderer::MoveViewBy(int a_OffsX, int a_OffsY)
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{
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m_OriginX += a_OffsX;
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m_OriginY += a_OffsY;
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}
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