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<div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/***************************************************************************</span>
<a name="l00002"></a>00002 <span class="comment"> *   Copyright (C) 2005-2008 by the FIFE team                              *</span>
<a name="l00003"></a>00003 <span class="comment"> *   http://www.fifengine.de                                               *</span>
<a name="l00004"></a>00004 <span class="comment"> *   This file is part of FIFE.                                            *</span>
<a name="l00005"></a>00005 <span class="comment"> *                                                                         *</span>
<a name="l00006"></a>00006 <span class="comment"> *   FIFE is free software; you can redistribute it and/or                 *</span>
<a name="l00007"></a>00007 <span class="comment"> *   modify it under the terms of the GNU Lesser General Public            *</span>
<a name="l00008"></a>00008 <span class="comment"> *   License as published by the Free Software Foundation; either          *</span>
<a name="l00009"></a>00009 <span class="comment"> *   version 2.1 of the License, or (at your option) any later version.    *</span>
<a name="l00010"></a>00010 <span class="comment"> *                                                                         *</span>
<a name="l00011"></a>00011 <span class="comment"> *   This library is distributed in the hope that it will be useful,       *</span>
<a name="l00012"></a>00012 <span class="comment"> *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *</span>
<a name="l00013"></a>00013 <span class="comment"> *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU     *</span>
<a name="l00014"></a>00014 <span class="comment"> *   Lesser General Public License for more details.                       *</span>
<a name="l00015"></a>00015 <span class="comment"> *                                                                         *</span>
<a name="l00016"></a>00016 <span class="comment"> *   You should have received a copy of the GNU Lesser General Public      *</span>
<a name="l00017"></a>00017 <span class="comment"> *   License along with this library; if not, write to the                 *</span>
<a name="l00018"></a>00018 <span class="comment"> *   Free Software Foundation, Inc.,                                       *</span>
<a name="l00019"></a>00019 <span class="comment"> *   51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA          *</span>
<a name="l00020"></a>00020 <span class="comment"> ***************************************************************************/</span>
<a name="l00021"></a>00021 
<a name="l00022"></a>00022 <span class="comment">// Standard C++ library includes</span>
<a name="l00023"></a>00023 
<a name="l00024"></a>00024 <span class="comment">// 3rd party library includes</span>
<a name="l00025"></a>00025 
<a name="l00026"></a>00026 <span class="comment">// FIFE includes</span>
<a name="l00027"></a>00027 <span class="comment">// These includes are split up in two parts, separated by one empty line</span>
<a name="l00028"></a>00028 <span class="comment">// First block: files included from the FIFE root src directory</span>
<a name="l00029"></a>00029 <span class="comment">// Second block: files included from the same folder</span>
<a name="l00030"></a>00030 <span class="preprocessor">#include &quot;video/renderbackend.h&quot;</span>
<a name="l00031"></a>00031 <span class="preprocessor">#include &quot;video/image.h&quot;</span>
<a name="l00032"></a>00032 <span class="preprocessor">#include &quot;video/sdl/sdlimage.h&quot;</span>
<a name="l00033"></a>00033 <span class="preprocessor">#include &quot;video/imagepool.h&quot;</span>
<a name="l00034"></a>00034 <span class="preprocessor">#include &quot;video/animation.h&quot;</span>
<a name="l00035"></a>00035 <span class="preprocessor">#include &quot;video/animationpool.h&quot;</span>
<a name="l00036"></a>00036 <span class="preprocessor">#include &quot;util/math/fife_math.h&quot;</span>
<a name="l00037"></a>00037 <span class="preprocessor">#include &quot;util/log/logger.h&quot;</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include &quot;model/metamodel/grids/cellgrid.h&quot;</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include &quot;model/metamodel/action.h&quot;</span>
<a name="l00040"></a>00040 <span class="preprocessor">#include &quot;model/structures/instance.h&quot;</span>
<a name="l00041"></a>00041 <span class="preprocessor">#include &quot;model/structures/layer.h&quot;</span>
<a name="l00042"></a>00042 <span class="preprocessor">#include &quot;model/structures/location.h&quot;</span>
<a name="l00043"></a>00043 <span class="preprocessor">#include &quot;video/opengl/fife_opengl.h&quot;</span>
<a name="l00044"></a>00044 
<a name="l00045"></a>00045 <span class="preprocessor">#include &quot;view/camera.h&quot;</span>
<a name="l00046"></a>00046 <span class="preprocessor">#include &quot;view/visual.h&quot;</span>
<a name="l00047"></a>00047 <span class="preprocessor">#include &quot;instancerenderer.h&quot;</span>
<a name="l00048"></a>00048 
<a name="l00049"></a>00049 
<a name="l00050"></a>00050 <span class="keyword">namespace </span>{
<a name="l00051"></a>00051     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> scale(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> val, <span class="keywordtype">double</span> factor) {
<a name="l00052"></a>00052         <span class="keywordflow">return</span> <span class="keyword">static_cast&lt;</span><span class="keywordtype">unsigned</span> <span class="keywordtype">int</span><span class="keyword">&gt;</span>(ceil(static_cast&lt;double&gt;(val) * factor));
<a name="l00053"></a>00053     }
<a name="l00054"></a>00054 }
<a name="l00055"></a>00055 
<a name="l00056"></a>00056 <span class="keyword">namespace </span>FIFE {
<a name="l00057"></a>00057     <span class="keyword">static</span> Logger _log(LM_VIEWVIEW);
<a name="l00058"></a>00058 
<a name="l00059"></a>00059     InstanceRenderer::OutlineInfo::OutlineInfo():
<a name="l00060"></a>00060         r(0),
<a name="l00061"></a>00061         g(0),
<a name="l00062"></a>00062         b(0),
<a name="l00063"></a>00063         width(1),
<a name="l00064"></a>00064         dirty(false),
<a name="l00065"></a>00065         outline(NULL),
<a name="l00066"></a>00066         curimg(NULL) {
<a name="l00067"></a>00067     }
<a name="l00068"></a>00068     InstanceRenderer::ColoringInfo::ColoringInfo():
<a name="l00069"></a>00069         r(0),
<a name="l00070"></a>00070         g(0),
<a name="l00071"></a>00071         b(0),
<a name="l00072"></a>00072         dirty(false),
<a name="l00073"></a>00073         overlay(NULL),
<a name="l00074"></a>00074         curimg(NULL) {
<a name="l00075"></a>00075     }
<a name="l00076"></a>00076 
<a name="l00077"></a>00077     InstanceRenderer::AreaInfo::AreaInfo():
<a name="l00078"></a>00078         instance(NULL),
<a name="l00079"></a>00079         groups(),
<a name="l00080"></a>00080         w(1),
<a name="l00081"></a>00081         h(1),
<a name="l00082"></a>00082         trans(0),
<a name="l00083"></a>00083         front(true),
<a name="l00084"></a>00084         z(0) {
<a name="l00085"></a>00085     }
<a name="l00086"></a>00086 
<a name="l00087"></a>00087     InstanceRenderer::OutlineInfo::~OutlineInfo() {
<a name="l00088"></a>00088         <span class="keyword">delete</span> outline;
<a name="l00089"></a>00089     }
<a name="l00090"></a>00090 
<a name="l00091"></a>00091     InstanceRenderer::ColoringInfo::~ColoringInfo() {
<a name="l00092"></a>00092         <span class="keyword">delete</span> overlay;
<a name="l00093"></a>00093     }
<a name="l00094"></a>00094 
<a name="l00095"></a>00095     InstanceRenderer::AreaInfo::~AreaInfo() {
<a name="l00096"></a>00096     }
<a name="l00097"></a>00097 
<a name="l00098"></a>00098     InstanceRenderer* InstanceRenderer::getInstance(IRendererContainer* cnt) {
<a name="l00099"></a>00099         <span class="keywordflow">return</span> <span class="keyword">dynamic_cast&lt;</span>InstanceRenderer*<span class="keyword">&gt;</span>(cnt-&gt;getRenderer(<span class="stringliteral">&quot;InstanceRenderer&quot;</span>));
<a name="l00100"></a>00100     }
<a name="l00101"></a>00101 
<a name="l00102"></a>00102     InstanceRenderer::InstanceRenderer(RenderBackend* renderbackend, <span class="keywordtype">int</span> position, ImagePool* imagepool, AnimationPool* animpool):
<a name="l00103"></a>00103         RendererBase(renderbackend, position),
<a name="l00104"></a>00104         m_imagepool(imagepool),
<a name="l00105"></a>00105         m_animationpool(animpool),
<a name="l00106"></a>00106         m_area_layer(false) {
<a name="l00107"></a>00107         <a class="code" href="class_f_i_f_e_1_1_renderer_base.html#abb84ffbfa8e001146059a9c21664b2b8">setEnabled</a>(<span class="keyword">true</span>);
<a name="l00108"></a>00108     }
<a name="l00109"></a>00109 
<a name="l00110"></a>00110     InstanceRenderer::InstanceRenderer(<span class="keyword">const</span> InstanceRenderer&amp; old):
<a name="l00111"></a>00111         RendererBase(old),
<a name="l00112"></a>00112         m_imagepool(old.m_imagepool),
<a name="l00113"></a>00113         m_animationpool(old.m_animationpool),
<a name="l00114"></a>00114         m_area_layer(old.m_area_layer) {
<a name="l00115"></a>00115         <a class="code" href="class_f_i_f_e_1_1_renderer_base.html#abb84ffbfa8e001146059a9c21664b2b8">setEnabled</a>(<span class="keyword">true</span>);
<a name="l00116"></a>00116     }
<a name="l00117"></a>00117 
<a name="l00118"></a>00118     RendererBase* InstanceRenderer::clone() {
<a name="l00119"></a>00119         <span class="keywordflow">return</span> <span class="keyword">new</span> InstanceRenderer(*<span class="keyword">this</span>);
<a name="l00120"></a>00120     }
<a name="l00121"></a>00121 
<a name="l00122"></a>00122     InstanceRenderer::~InstanceRenderer() {
<a name="l00123"></a>00123     }
<a name="l00124"></a>00124 
<a name="l00125"></a>00125     <span class="keywordtype">void</span> InstanceRenderer::render(Camera* cam, Layer* layer, RenderList&amp; instances) {
<a name="l00126"></a>00126         FL_DBG(_log, <span class="stringliteral">&quot;Iterating layer...&quot;</span>);
<a name="l00127"></a>00127         CellGrid* cg = layer-&gt;getCellGrid();
<a name="l00128"></a>00128         <span class="keywordflow">if</span> (!cg) {
<a name="l00129"></a>00129             FL_WARN(_log, <span class="stringliteral">&quot;No cellgrid assigned to layer, cannot draw instances&quot;</span>);
<a name="l00130"></a>00130             <span class="keywordflow">return</span>;
<a name="l00131"></a>00131         }
<a name="l00132"></a>00132 
<a name="l00133"></a>00133         <span class="keyword">const</span> <span class="keywordtype">bool</span> any_effects = !(m_instance_outlines.empty() &amp;&amp; m_instance_colorings.empty());
<a name="l00134"></a>00134         <span class="keyword">const</span> <span class="keywordtype">bool</span> unlit = !m_unlit_groups.empty();
<a name="l00135"></a>00135         <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> lm = m_renderbackend-&gt;getLightingModel();
<a name="l00136"></a>00136 
<a name="l00137"></a>00137         m_area_layer = <span class="keyword">false</span>;
<a name="l00138"></a>00138         <span class="keywordflow">if</span>(!m_instance_areas.empty()) {
<a name="l00139"></a>00139             InstanceToAreas_t::iterator area_it = m_instance_areas.begin();
<a name="l00140"></a>00140             <span class="keywordflow">for</span>(;area_it != m_instance_areas.end(); area_it++) {
<a name="l00141"></a>00141                 AreaInfo&amp; info = area_it-&gt;second;
<a name="l00142"></a>00142                 <span class="keywordflow">if</span>(info.instance-&gt;getLocation().getLayer() == layer) {
<a name="l00143"></a>00143                     <span class="keywordflow">if</span>(info.front) {
<a name="l00144"></a>00144                         DoublePoint3D instance_posv = cam-&gt;toVirtualScreenCoordinates(info.instance-&gt;getLocation().getMapCoordinates());
<a name="l00145"></a>00145                         info.z = instance_posv.z;
<a name="l00146"></a>00146                     }
<a name="l00147"></a>00147                     m_area_layer = <span class="keyword">true</span>;
<a name="l00148"></a>00148                 }
<a name="l00149"></a>00149             }
<a name="l00150"></a>00150         }
<a name="l00151"></a>00151 
<a name="l00152"></a>00152         RenderList::iterator instance_it = instances.begin();
<a name="l00153"></a>00153         <span class="keywordflow">for</span> (;instance_it != instances.end(); ++instance_it) {
<a name="l00154"></a>00154             FL_DBG(_log, <span class="stringliteral">&quot;Iterating instances...&quot;</span>);
<a name="l00155"></a>00155             Instance* instance = (*instance_it)-&gt;instance;
<a name="l00156"></a>00156             RenderItem&amp; vc = **instance_it;
<a name="l00157"></a>00157 
<a name="l00158"></a>00158             <span class="keywordflow">if</span>(m_area_layer) {
<a name="l00159"></a>00159                 InstanceToAreas_t::iterator areas_it = m_instance_areas.begin();
<a name="l00160"></a>00160                 <span class="keywordflow">for</span>(;areas_it != m_instance_areas.end(); areas_it++) {
<a name="l00161"></a>00161                     AreaInfo&amp; infoa = areas_it-&gt;second;
<a name="l00162"></a>00162                     <span class="keywordflow">if</span>(infoa.front) {
<a name="l00163"></a>00163                         <span class="keywordflow">if</span>(infoa.z &gt;= vc.screenpoint.z) {
<a name="l00164"></a>00164                             <span class="keywordflow">continue</span>;
<a name="l00165"></a>00165                         }
<a name="l00166"></a>00166                     }
<a name="l00167"></a>00167 
<a name="l00168"></a>00168                     std::string str_name = instance-&gt;getObject()-&gt;getNamespace();
<a name="l00169"></a>00169                     std::list&lt;std::string&gt;::iterator group_it = infoa.groups.begin();
<a name="l00170"></a>00170                     <span class="keywordflow">for</span>(;group_it != infoa.groups.end(); ++group_it) {
<a name="l00171"></a>00171                         <span class="keywordflow">if</span>(str_name.find((*group_it)) != std::string::npos) {
<a name="l00172"></a>00172                             ScreenPoint p;
<a name="l00173"></a>00173                             Rect rec;
<a name="l00174"></a>00174                             p = cam-&gt;toScreenCoordinates(infoa.instance-&gt;getLocation().getMapCoordinates());
<a name="l00175"></a>00175                             rec.<a class="code" href="class_f_i_f_e_1_1_rect_type.html#a1462240577c7175bef3c488844530556">x</a> = p.x - infoa.w / 2;
<a name="l00176"></a>00176                             rec.y = p.y - infoa.h / 2;
<a name="l00177"></a>00177                             rec.w = infoa.w;
<a name="l00178"></a>00178                             rec.h = infoa.h;
<a name="l00179"></a>00179                             <span class="keywordflow">if</span>(infoa.instance != instance &amp;&amp; vc.dimensions.intersects(rec)) {
<a name="l00180"></a>00180                                 vc.transparency = 255 - infoa.trans;
<a name="l00181"></a>00181                             }
<a name="l00182"></a>00182                         }
<a name="l00183"></a>00183                     }
<a name="l00184"></a>00184                 }
<a name="l00185"></a>00185             }
<a name="l00186"></a>00186 
<a name="l00187"></a>00187             FL_DBG(_log, LMsg(<span class="stringliteral">&quot;Instance layer coordinates = &quot;</span>) &lt;&lt; instance-&gt;getLocationRef().getLayerCoordinates());
<a name="l00188"></a>00188 
<a name="l00189"></a>00189             <span class="keywordflow">if</span> (any_effects) {
<a name="l00190"></a>00190                 InstanceToOutlines_t::iterator outline_it = m_instance_outlines.find(instance);
<a name="l00191"></a>00191                 <span class="keywordflow">if</span> (outline_it != m_instance_outlines.end()) {
<a name="l00192"></a>00192                     <span class="keywordflow">if</span> (lm != 0) {
<a name="l00193"></a>00193                         m_renderbackend-&gt;disableLighting();
<a name="l00194"></a>00194                         m_renderbackend-&gt;setStencilTest(255, 2, 7);
<a name="l00195"></a>00195                         m_renderbackend-&gt;setAlphaTest(0.0);
<a name="l00196"></a>00196                         bindOutline(outline_it-&gt;second, vc, cam)-&gt;render(vc.dimensions, vc.transparency);
<a name="l00197"></a>00197                         m_renderbackend-&gt;enableLighting();
<a name="l00198"></a>00198                         m_renderbackend-&gt;setStencilTest(0, 2, 7);
<a name="l00199"></a>00199                         vc.image-&gt;render(vc.dimensions, vc.transparency);
<a name="l00200"></a>00200                         m_renderbackend-&gt;disableAlphaTest();
<a name="l00201"></a>00201                         m_renderbackend-&gt;disableStencilTest();
<a name="l00202"></a>00202                         <span class="keywordflow">continue</span>;
<a name="l00203"></a>00203                     }
<a name="l00204"></a>00204                     bindOutline(outline_it-&gt;second, vc, cam)-&gt;render(vc.dimensions, vc.transparency);
<a name="l00205"></a>00205                 }
<a name="l00206"></a>00206 
<a name="l00207"></a>00207                 InstanceToColoring_t::iterator coloring_it = m_instance_colorings.find(instance);
<a name="l00208"></a>00208                 <span class="keywordflow">if</span> (coloring_it != m_instance_colorings.end()) {
<a name="l00209"></a>00209                     m_renderbackend-&gt;disableLighting();
<a name="l00210"></a>00210                     bindColoring(coloring_it-&gt;second, vc, cam)-&gt;render(vc.dimensions, vc.transparency);
<a name="l00211"></a>00211                     m_renderbackend-&gt;enableLighting();
<a name="l00212"></a>00212                     <span class="keywordflow">continue</span>; <span class="comment">// Skip normal rendering after drawing overlay</span>
<a name="l00213"></a>00213                 }
<a name="l00214"></a>00214             }
<a name="l00215"></a>00215             <span class="keywordflow">if</span>(lm != 0) {
<a name="l00216"></a>00216                 <span class="keywordflow">if</span>(unlit) {
<a name="l00217"></a>00217                     <span class="keywordtype">bool</span> found = <span class="keyword">false</span>;
<a name="l00218"></a>00218                     std::string lit_name = instance-&gt;getObject()-&gt;getNamespace();
<a name="l00219"></a>00219                     std::list&lt;std::string&gt;::iterator unlit_it = m_unlit_groups.begin();
<a name="l00220"></a>00220                     <span class="keywordflow">for</span>(;unlit_it != m_unlit_groups.end(); ++unlit_it) {
<a name="l00221"></a>00221                         <span class="keywordflow">if</span>(lit_name.find(*unlit_it) != std::string::npos) {
<a name="l00222"></a>00222                             m_renderbackend-&gt;setStencilTest(255, 2, 7);
<a name="l00223"></a>00223                             found = <span class="keyword">true</span>;
<a name="l00224"></a>00224                             <span class="keywordflow">break</span>;
<a name="l00225"></a>00225                         }
<a name="l00226"></a>00226                     }
<a name="l00227"></a>00227                     <span class="comment">// This is very expensiv, we have to change it</span>
<a name="l00228"></a>00228                     <span class="keywordflow">if</span>(!found)
<a name="l00229"></a>00229                         m_renderbackend-&gt;setStencilTest(0, 1, 7);
<a name="l00230"></a>00230 
<a name="l00231"></a>00231                     m_renderbackend-&gt;setAlphaTest(0.0);
<a name="l00232"></a>00232                     vc.image-&gt;render(vc.dimensions, vc.transparency);
<a name="l00233"></a>00233                     <span class="keywordflow">continue</span>;
<a name="l00234"></a>00234                 }
<a name="l00235"></a>00235             }
<a name="l00236"></a>00236             vc.image-&gt;render(vc.dimensions, vc.transparency);
<a name="l00237"></a>00237 
<a name="l00238"></a>00238         }
<a name="l00239"></a>00239         <span class="keywordflow">if</span>(lm != 0) {
<a name="l00240"></a>00240             m_renderbackend-&gt;disableAlphaTest();
<a name="l00241"></a>00241             m_renderbackend-&gt;disableStencilTest();
<a name="l00242"></a>00242         }
<a name="l00243"></a>00243     }
<a name="l00244"></a>00244 
<a name="l00245"></a>00245     Image* InstanceRenderer::bindOutline(OutlineInfo&amp; info, RenderItem&amp; vc, Camera* cam) {
<a name="l00246"></a>00246         <span class="keywordflow">if</span> (!info.dirty &amp;&amp; info.curimg == vc.image) {
<a name="l00247"></a>00247             <span class="comment">// optimization for outline that has not changed</span>
<a name="l00248"></a>00248             <span class="keywordflow">return</span> info.outline;
<a name="l00249"></a>00249         } <span class="keywordflow">else</span> {
<a name="l00250"></a>00250             info.curimg = vc.image;
<a name="l00251"></a>00251         }
<a name="l00252"></a>00252 
<a name="l00253"></a>00253         <span class="keywordflow">if</span> (info.outline) {
<a name="l00254"></a>00254             <span class="keyword">delete</span> info.outline; <span class="comment">// delete old mask</span>
<a name="l00255"></a>00255             info.outline = NULL;
<a name="l00256"></a>00256         }
<a name="l00257"></a>00257         SDL_Surface* surface = vc.image-&gt;getSurface();
<a name="l00258"></a>00258         SDL_Surface* outline_surface = SDL_ConvertSurface(surface, surface-&gt;format, surface-&gt;flags);
<a name="l00259"></a>00259 
<a name="l00260"></a>00260         <span class="comment">// needs to use SDLImage here, since GlImage does not support drawing primitives atm</span>
<a name="l00261"></a>00261         SDLImage* img = <span class="keyword">new</span> SDLImage(outline_surface);
<a name="l00262"></a>00262 
<a name="l00263"></a>00263         <span class="comment">// TODO: optimize...</span>
<a name="l00264"></a>00264         uint8_t r, g, b, a = 0;
<a name="l00265"></a>00265 
<a name="l00266"></a>00266         <span class="comment">// vertical sweep</span>
<a name="l00267"></a>00267         <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> x = 0; x &lt; img-&gt;getWidth(); x ++) {
<a name="l00268"></a>00268             uint8_t prev_a = 0;
<a name="l00269"></a>00269             <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> y = 0; y &lt; img-&gt;getHeight(); y ++) {
<a name="l00270"></a>00270                 vc.image-&gt;getPixelRGBA(x, y, &amp;r, &amp;g, &amp;b, &amp;a);
<a name="l00271"></a>00271                 <span class="keywordflow">if</span> ((a == 0 || prev_a == 0) &amp;&amp; (a != prev_a)) {
<a name="l00272"></a>00272                     <span class="keywordflow">if</span> (a &lt; prev_a) {
<a name="l00273"></a>00273                         <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> yy = y; yy &lt; y + info.width; yy++) {
<a name="l00274"></a>00274                             img-&gt;putPixel(x, yy, info.r, info.g, info.b);
<a name="l00275"></a>00275                         }
<a name="l00276"></a>00276                     } <span class="keywordflow">else</span> {
<a name="l00277"></a>00277                         <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> yy = y - info.width; yy &lt; y; yy++) {
<a name="l00278"></a>00278                             img-&gt;putPixel(x, yy, info.r, info.g, info.b);
<a name="l00279"></a>00279                         }
<a name="l00280"></a>00280                     }
<a name="l00281"></a>00281                 }
<a name="l00282"></a>00282                 prev_a = a;
<a name="l00283"></a>00283             }
<a name="l00284"></a>00284         }
<a name="l00285"></a>00285         <span class="comment">// horizontal sweep</span>
<a name="l00286"></a>00286         <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> y = 0; y &lt; img-&gt;getHeight(); y ++) {
<a name="l00287"></a>00287             uint8_t prev_a = 0;
<a name="l00288"></a>00288             <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> x = 0; x &lt; img-&gt;getWidth(); x ++) {
<a name="l00289"></a>00289                 vc.image-&gt;getPixelRGBA(x, y, &amp;r, &amp;g, &amp;b, &amp;a);
<a name="l00290"></a>00290                 <span class="keywordflow">if</span> ((a == 0 || prev_a == 0) &amp;&amp; (a != prev_a)) {
<a name="l00291"></a>00291                     <span class="keywordflow">if</span> (a &lt; prev_a) {
<a name="l00292"></a>00292                         <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> xx = x; xx &lt; x + info.width; xx++) {
<a name="l00293"></a>00293                             img-&gt;putPixel(xx, y, info.r, info.g, info.b);
<a name="l00294"></a>00294                         }
<a name="l00295"></a>00295                     } <span class="keywordflow">else</span> {
<a name="l00296"></a>00296                         <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> xx = x - info.width; xx &lt; x; xx++) {
<a name="l00297"></a>00297                             img-&gt;putPixel(xx, y, info.r, info.g, info.b);
<a name="l00298"></a>00298                         }
<a name="l00299"></a>00299                     }
<a name="l00300"></a>00300                 }
<a name="l00301"></a>00301                 prev_a = a;
<a name="l00302"></a>00302             }
<a name="l00303"></a>00303         }
<a name="l00304"></a>00304 
<a name="l00305"></a>00305         <span class="comment">// In case of OpenGL backend, SDLImage needs to be converted</span>
<a name="l00306"></a>00306         info.outline = m_renderbackend-&gt;createImage(img-&gt;detachSurface());
<a name="l00307"></a>00307         <span class="keyword">delete</span> img;
<a name="l00308"></a>00308 
<a name="l00309"></a>00309         <span class="keywordflow">if</span> (info.outline) {
<a name="l00310"></a>00310             <span class="comment">// mark outline as not dirty since we created it here</span>
<a name="l00311"></a>00311             info.dirty = <span class="keyword">false</span>;
<a name="l00312"></a>00312         }
<a name="l00313"></a>00313 
<a name="l00314"></a>00314         <span class="keywordflow">return</span> info.outline;
<a name="l00315"></a>00315     }
<a name="l00316"></a>00316 
<a name="l00317"></a>00317     Image* InstanceRenderer::bindColoring(ColoringInfo&amp; info, RenderItem&amp; vc, Camera* cam) {
<a name="l00318"></a>00318         <span class="keywordflow">if</span> (!info.dirty &amp;&amp; info.curimg == vc.image) {
<a name="l00319"></a>00319             <span class="comment">// optimization for coloring overlay that has not changed</span>
<a name="l00320"></a>00320             <span class="keywordflow">return</span> info.overlay;
<a name="l00321"></a>00321         }
<a name="l00322"></a>00322         <span class="keywordflow">else</span> {
<a name="l00323"></a>00323             info.curimg = vc.image;
<a name="l00324"></a>00324         }
<a name="l00325"></a>00325         
<a name="l00326"></a>00326         <span class="keywordflow">if</span> (info.overlay) {
<a name="l00327"></a>00327             <span class="keyword">delete</span> info.overlay; <span class="comment">// delete old mask</span>
<a name="l00328"></a>00328             info.overlay = NULL;
<a name="l00329"></a>00329         }
<a name="l00330"></a>00330 
<a name="l00331"></a>00331         SDL_Surface* surface = vc.image-&gt;getSurface();
<a name="l00332"></a>00332         SDL_Surface* overlay_surface = SDL_ConvertSurface(surface, surface-&gt;format, surface-&gt;flags);
<a name="l00333"></a>00333 
<a name="l00334"></a>00334         <span class="comment">// needs to use SDLImage here, since GlImage does not support drawing primitives atm</span>
<a name="l00335"></a>00335         SDLImage* img = <span class="keyword">new</span> SDLImage(overlay_surface);
<a name="l00336"></a>00336 
<a name="l00337"></a>00337         uint8_t r, g, b, a = 0;
<a name="l00338"></a>00338 
<a name="l00339"></a>00339         <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> x = 0; x &lt; img-&gt;getWidth(); x ++) {
<a name="l00340"></a>00340             <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> y = 0; y &lt; img-&gt;getHeight(); y ++) {
<a name="l00341"></a>00341                 vc.image-&gt;getPixelRGBA(x, y, &amp;r, &amp;g, &amp;b, &amp;a);
<a name="l00342"></a>00342                 <span class="keywordflow">if</span> (a &gt; 0) {
<a name="l00343"></a>00343                     img-&gt;putPixel(x, y, (r + info.r) &gt;&gt; 1, (g + info.g) &gt;&gt; 1, (b + info.b) &gt;&gt; 1);
<a name="l00344"></a>00344                 }
<a name="l00345"></a>00345             }
<a name="l00346"></a>00346         }
<a name="l00347"></a>00347 
<a name="l00348"></a>00348         <span class="comment">// In case of OpenGL backend, SDLImage needs to be converted</span>
<a name="l00349"></a>00349         info.overlay = m_renderbackend-&gt;createImage(img-&gt;detachSurface());
<a name="l00350"></a>00350         <span class="keyword">delete</span> img;
<a name="l00351"></a>00351 
<a name="l00352"></a>00352         <span class="keywordflow">if</span> (info.overlay) {
<a name="l00353"></a>00353             <span class="comment">// mark overlay coloring as not dirty since we created it here</span>
<a name="l00354"></a>00354             info.dirty = <span class="keyword">false</span>;
<a name="l00355"></a>00355         }
<a name="l00356"></a>00356 
<a name="l00357"></a>00357         <span class="keywordflow">return</span> info.overlay;
<a name="l00358"></a>00358     }
<a name="l00359"></a>00359 
<a name="l00360"></a>00360     <span class="keywordtype">void</span> InstanceRenderer::addOutlined(Instance* instance, <span class="keywordtype">int</span> r, <span class="keywordtype">int</span> g, <span class="keywordtype">int</span> b, <span class="keywordtype">int</span> width) {
<a name="l00361"></a>00361         OutlineInfo newinfo;
<a name="l00362"></a>00362         newinfo.r = r;
<a name="l00363"></a>00363         newinfo.g = g;
<a name="l00364"></a>00364         newinfo.b = b;
<a name="l00365"></a>00365         newinfo.width = width;
<a name="l00366"></a>00366         newinfo.dirty = <span class="keyword">true</span>;
<a name="l00367"></a>00367 
<a name="l00368"></a>00368         <span class="comment">// attempts to insert the element into the outline map</span>
<a name="l00369"></a>00369         <span class="comment">// will return false in the second value of the pair if the instance already exists </span>
<a name="l00370"></a>00370         <span class="comment">// in the map and the first value of the pair will then be an iterator to the </span>
<a name="l00371"></a>00371         <span class="comment">// existing data for the instance</span>
<a name="l00372"></a>00372         std::pair&lt;InstanceToOutlines_t::iterator, bool&gt; insertiter = m_instance_outlines.insert(std::make_pair(instance, newinfo));
<a name="l00373"></a>00373 
<a name="l00374"></a>00374         <span class="keywordflow">if</span> (insertiter.second == <span class="keyword">false</span>) {
<a name="l00375"></a>00375             <span class="comment">// the insertion did not happen because the instance </span>
<a name="l00376"></a>00376             <span class="comment">// already exists in the map so lets just update its outline info</span>
<a name="l00377"></a>00377             OutlineInfo&amp; info = insertiter.first-&gt;second;
<a name="l00378"></a>00378 
<a name="l00379"></a>00379             <span class="keywordflow">if</span> (info.r != r || info.g != g || info.b != b || info.width != width) {
<a name="l00380"></a>00380                 <span class="comment">// only update the outline info if its changed since the last call</span>
<a name="l00381"></a>00381                 <span class="comment">// flag the outline info as dirty so it will get processed during rendering</span>
<a name="l00382"></a>00382                 info.r = r;
<a name="l00383"></a>00383                 info.b = b;
<a name="l00384"></a>00384                 info.g = g;
<a name="l00385"></a>00385                 info.width = width;
<a name="l00386"></a>00386                 info.dirty = <span class="keyword">true</span>;
<a name="l00387"></a>00387             }
<a name="l00388"></a>00388         }
<a name="l00389"></a>00389     }
<a name="l00390"></a>00390 
<a name="l00391"></a>00391     <span class="keywordtype">void</span> InstanceRenderer::addColored(Instance* instance, <span class="keywordtype">int</span> r, <span class="keywordtype">int</span> g, <span class="keywordtype">int</span> b) {
<a name="l00392"></a>00392         ColoringInfo newinfo;
<a name="l00393"></a>00393         newinfo.r = r;
<a name="l00394"></a>00394         newinfo.g = g;
<a name="l00395"></a>00395         newinfo.b = b;
<a name="l00396"></a>00396         newinfo.dirty = <span class="keyword">true</span>;
<a name="l00397"></a>00397 
<a name="l00398"></a>00398         <span class="comment">// attempts to insert the element into the coloring map</span>
<a name="l00399"></a>00399         <span class="comment">// will return false in the second value of the pair if the instance already exists </span>
<a name="l00400"></a>00400         <span class="comment">// in the map and the first value of the pair will then be an iterator to the </span>
<a name="l00401"></a>00401         <span class="comment">// existing data for the instance</span>
<a name="l00402"></a>00402         std::pair&lt;InstanceToColoring_t::iterator, bool&gt; insertiter = m_instance_colorings.insert(std::make_pair(instance, newinfo));
<a name="l00403"></a>00403 
<a name="l00404"></a>00404         <span class="keywordflow">if</span> (insertiter.second == <span class="keyword">false</span>) {
<a name="l00405"></a>00405             <span class="comment">// the insertion did not happen because the instance </span>
<a name="l00406"></a>00406             <span class="comment">// already exists in the map so lets just update its coloring info</span>
<a name="l00407"></a>00407             ColoringInfo&amp; info = insertiter.first-&gt;second;
<a name="l00408"></a>00408 
<a name="l00409"></a>00409             <span class="keywordflow">if</span> (info.r != r || info.g != g || info.b != b) {
<a name="l00410"></a>00410                 <span class="comment">// only update the coloring info if its changed since the last call</span>
<a name="l00411"></a>00411                 <span class="comment">// flag the coloring info as dirty so it will get processed during rendering</span>
<a name="l00412"></a>00412                 info.r = r;
<a name="l00413"></a>00413                 info.b = b;
<a name="l00414"></a>00414                 info.g = g;
<a name="l00415"></a>00415                 info.dirty = <span class="keyword">true</span>;
<a name="l00416"></a>00416             }
<a name="l00417"></a>00417         }
<a name="l00418"></a>00418     }
<a name="l00419"></a>00419 
<a name="l00420"></a>00420     <span class="keywordtype">void</span> InstanceRenderer::addTransparentArea(Instance* instance, <span class="keyword">const</span> std::list&lt;std::string&gt; &amp;groups, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> w, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> h, <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> trans, <span class="keywordtype">bool</span> front) {
<a name="l00421"></a>00421         AreaInfo newinfo;
<a name="l00422"></a>00422         newinfo.instance = instance;
<a name="l00423"></a>00423         newinfo.groups = groups;
<a name="l00424"></a>00424 
<a name="l00425"></a>00425         newinfo.w = w;
<a name="l00426"></a>00426         newinfo.h = h;
<a name="l00427"></a>00427         newinfo.trans = trans;
<a name="l00428"></a>00428         newinfo.front = front;
<a name="l00429"></a>00429 
<a name="l00430"></a>00430 
<a name="l00431"></a>00431         <span class="comment">// attempts to insert the element into the area map</span>
<a name="l00432"></a>00432         <span class="comment">// will return false in the second value of the pair if the instance already exists </span>
<a name="l00433"></a>00433         <span class="comment">// in the map and the first value of the pair will then be an iterator to the </span>
<a name="l00434"></a>00434         <span class="comment">// existing data for the instance</span>
<a name="l00435"></a>00435         std::pair&lt;InstanceToAreas_t::iterator, bool&gt; insertiter = m_instance_areas.insert(std::make_pair(instance, newinfo));
<a name="l00436"></a>00436 
<a name="l00437"></a>00437         <span class="keywordflow">if</span> (insertiter.second == <span class="keyword">false</span>) {
<a name="l00438"></a>00438             <span class="comment">// the insertion did not happen because the instance </span>
<a name="l00439"></a>00439             <span class="comment">// already exists in the map so lets just update its area info</span>
<a name="l00440"></a>00440             AreaInfo&amp; info = insertiter.first-&gt;second;
<a name="l00441"></a>00441         }
<a name="l00442"></a>00442     }
<a name="l00443"></a>00443 
<a name="l00444"></a>00444     <span class="keywordtype">void</span> InstanceRenderer::removeOutlined(Instance* instance) {
<a name="l00445"></a>00445         m_instance_outlines.erase(instance);
<a name="l00446"></a>00446     }
<a name="l00447"></a>00447 
<a name="l00448"></a>00448     <span class="keywordtype">void</span> InstanceRenderer::removeColored(Instance* instance) {
<a name="l00449"></a>00449         m_instance_colorings.erase(instance);
<a name="l00450"></a>00450     }
<a name="l00451"></a>00451 
<a name="l00452"></a>00452     <span class="keywordtype">void</span> InstanceRenderer::removeTransparentArea(Instance* instance) {
<a name="l00453"></a>00453         m_instance_areas.erase(instance);
<a name="l00454"></a>00454     }
<a name="l00455"></a>00455 
<a name="l00456"></a>00456     <span class="keywordtype">void</span> InstanceRenderer::removeAllOutlines() {
<a name="l00457"></a>00457         m_instance_outlines.clear();
<a name="l00458"></a>00458     }
<a name="l00459"></a>00459 
<a name="l00460"></a>00460     <span class="keywordtype">void</span> InstanceRenderer::removeAllColored() {
<a name="l00461"></a>00461         m_instance_colorings.clear();
<a name="l00462"></a>00462     }
<a name="l00463"></a>00463 
<a name="l00464"></a>00464     <span class="keywordtype">void</span> InstanceRenderer::removeAllTransparentAreas() {
<a name="l00465"></a>00465         m_instance_areas.clear();
<a name="l00466"></a>00466     }
<a name="l00467"></a>00467 
<a name="l00468"></a>00468     <span class="keywordtype">void</span> InstanceRenderer::addIgnoreLight(<span class="keyword">const</span> std::list&lt;std::string&gt; &amp;groups) {
<a name="l00469"></a>00469         std::list&lt;std::string&gt;::const_iterator group_it = groups.begin();
<a name="l00470"></a>00470         <span class="keywordflow">for</span>(;group_it != groups.end(); ++group_it) {
<a name="l00471"></a>00471             m_unlit_groups.push_back(*group_it);
<a name="l00472"></a>00472         }
<a name="l00473"></a>00473         m_unlit_groups.sort();
<a name="l00474"></a>00474         m_unlit_groups.unique();
<a name="l00475"></a>00475     }
<a name="l00476"></a>00476 
<a name="l00477"></a>00477     <span class="keywordtype">void</span> InstanceRenderer::removeIgnoreLight(<span class="keyword">const</span> std::list&lt;std::string&gt; &amp;groups) {
<a name="l00478"></a>00478         std::list&lt;std::string&gt;::const_iterator group_it = groups.begin();
<a name="l00479"></a>00479         <span class="keywordflow">for</span>(;group_it != groups.end(); ++group_it) {
<a name="l00480"></a>00480             std::list&lt;std::string&gt;::iterator unlit_it = m_unlit_groups.begin();
<a name="l00481"></a>00481             <span class="keywordflow">for</span>(;unlit_it != m_unlit_groups.end(); ++unlit_it) {
<a name="l00482"></a>00482                 <span class="keywordflow">if</span>((*group_it).find(*unlit_it) != std::string::npos) {
<a name="l00483"></a>00483                     m_unlit_groups.remove(*unlit_it);
<a name="l00484"></a>00484                     <span class="keywordflow">break</span>;
<a name="l00485"></a>00485                 }
<a name="l00486"></a>00486             }
<a name="l00487"></a>00487         }
<a name="l00488"></a>00488     }
<a name="l00489"></a>00489 
<a name="l00490"></a>00490     <span class="keywordtype">void</span> InstanceRenderer::removeAllIgnoreLight() {
<a name="l00491"></a>00491         m_unlit_groups.clear();
<a name="l00492"></a>00492     }
<a name="l00493"></a>00493 
<a name="l00494"></a>00494     <span class="keywordtype">void</span> InstanceRenderer::reset() {
<a name="l00495"></a>00495         removeAllOutlines();
<a name="l00496"></a>00496         removeAllColored();
<a name="l00497"></a>00497         removeAllTransparentAreas();
<a name="l00498"></a>00498         removeAllIgnoreLight();
<a name="l00499"></a>00499     }
<a name="l00500"></a>00500 
<a name="l00501"></a>00501 }
</pre></div></div>
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