/** * @file dun_render.hpp * * Interface of functionality for rendering the level tiles. */ #pragma once #include #include #include "engine/point.hpp" #include "engine/render/light_render.hpp" #include "engine/surface.hpp" #include "levels/dun_tile.hpp" #include "utils/attributes.h" #include "utils/endian_swap.hpp" // #define DUN_RENDER_STATS #ifdef DUN_RENDER_STATS #include #endif namespace devilution { /** * @brief Specifies the mask to use for rendering. */ enum class MaskType : uint8_t { /** @brief The entire tile is opaque. */ Solid, /** @brief The entire tile is blended with transparency. */ Transparent, /** * @brief Upper-right triangle is blended with transparency. * * Can only be used with `TileType::LeftTrapezoid` and * `TileType::TransparentSquare`. * * The lower 16 rows are opaque. * The upper 16 rows are arranged like this (🮆 = opaque, 🮐 = blended): * * 🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮐🮐 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 */ Right, /** * @brief Upper-left triangle is blended with transparency. * * Can only be used with `TileType::RightTrapezoid` and * `TileType::TransparentSquare`. * * The lower 16 rows are opaque. * The upper 16 rows are arranged like this (🮆 = opaque, 🮐 = blended): * * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮐🮐🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 * 🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆🮆 */ Left, }; #ifdef DUN_RENDER_STATS struct DunRenderType { TileType tileType; MaskType maskType; bool operator==(const DunRenderType &other) const { return tileType == other.tileType && maskType == other.maskType; } }; struct DunRenderTypeHash { size_t operator()(DunRenderType t) const noexcept { return std::hash {}((1 < static_cast(t.tileType)) | static_cast(t.maskType)); } }; extern ankerl::unordered_dense::map DunRenderStats; std::string_view TileTypeToString(TileType tileType); std::string_view MaskTypeToString(MaskType maskType); #endif /** * @brief Low-level tile rendering function. */ void RenderTileFrame(const Surface &out, const Lightmap &lightmap, const Point &position, TileType tile, const uint8_t *src, int_fast16_t height, MaskType maskType, const uint8_t *tbl); /** * @brief Returns the raw data for the given dungeon frame. */ DVL_ALWAYS_INLINE const uint8_t *GetDunFrame(const std::byte *dungeonCelData, uint32_t frame) { const auto *frameTable = reinterpret_cast(dungeonCelData); return reinterpret_cast(&dungeonCelData[Swap32LE(frameTable[frame])]); } /** * @brief Returns the raw data for the given dungeon frame's foliage. */ DVL_ALWAYS_INLINE const uint8_t *GetDunFrameFoliage(const std::byte *dungeonCelData, uint32_t frame) { return GetDunFrame(dungeonCelData, frame) + ReencodedTriangleFrameSize; } /** * @brief Blit current world CEL to the given buffer * @param out Target buffer * @param lightmap Per-pixel light buffer * @param position Target buffer coordinates * @param dungeonCelData Dungeon CEL data. * @param levelCelBlock The MIN block of the level CEL file. * @param maskType The mask to use, * @param tbl LightTable or TRN for a tile. */ DVL_ALWAYS_INLINE void RenderTile(const Surface &out, const Lightmap &lightmap, const Point &position, const std::byte *dungeonCelData, LevelCelBlock levelCelBlock, MaskType maskType, const uint8_t *tbl) { const TileType tileType = levelCelBlock.type(); RenderTileFrame(out, lightmap, position, tileType, GetDunFrame(dungeonCelData, levelCelBlock.frame()), (tileType == TileType::LeftTriangle || tileType == TileType::RightTriangle) ? DunFrameTriangleHeight : DunFrameHeight, maskType, tbl); } /** * @brief Renders a floor foliage tile. */ DVL_ALWAYS_INLINE void RenderTileFoliage(const Surface &out, const Lightmap &lightmap, const Point &position, const std::byte *dungeonCelData, LevelCelBlock levelCelBlock, const uint8_t *tbl) { RenderTileFrame(out, lightmap, Point { position.x, position.y - 16 }, TileType::TransparentSquare, GetDunFrameFoliage(dungeonCelData, levelCelBlock.frame()), /*height=*/16, MaskType::Solid, tbl); } /** * @brief Render a black 64x31 tile ◆ * @param out Target buffer * @param sx Target buffer coordinate (left corner of the tile) * @param sy Target buffer coordinate (bottom corner of the tile) */ void world_draw_black_tile(const Surface &out, int sx, int sy); } // namespace devilution