epervier-old/gamecore/modules/world/camera/init.lua
Kazhnuz 2f7d313ab9 fix(camera): fix tearing and heavy pixelisation in zoom mode
Currently, the canvas was created at render size and elements where 
resized inside. Work a bit differenlty, by creating a canvas that have 
the view "true" size (meaning the scaled size), and draw everything at 
1:1 size inside. Then, when drawing the view canvas, resize the whole 
canvas at the multiplication of both scaling.
2019-07-15 10:04:06 +02:00

374 lines
10 KiB
Lua

-- camera.lua :: a basic camera adapted to the asset/world system.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
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subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.init$', '') .. "."
local CameraSystem = Object:extend()
--local View = require(cwd .. "libs.hump.camera")
local camutils = require(cwd .. "utils")
local SPLITSCREEN_ISVERTICAL = false
local SCREEN_LIMIT = 4
-- INIT FUNCTIONS
-- Initialize the camera system
function CameraSystem:new(world)
self.scene = world.scene
self.world = world
self.mode = "split"
self.verticalSplit = SPLITSCREEN_ISVERTICAL
self.targets = {}
self:initViews()
end
function CameraSystem:setMode(mode)
self.mode = mode
print("Camera system mode set to " .. mode)
return mode
end
function CameraSystem:initViews()
self.views = {}
self.views.list = {}
self.views.basewidth, self.views.baseheight = core.screen:getDimensions()
self.views.width, self.views.height = self:getViewsDimensions()
self.views.posList = camutils.getViewsPositions(self.views.basewidth, self.views.baseheight, self.verticalSplit)
end
-- INFO FUNCTIONS
-- Get informations from the camera system
function CameraSystem:getViewNumber()
return #self.views.list
end
function CameraSystem:haveView()
return (self:getViewNumber() == 0)
end
function CameraSystem:getViewsDimensions()
local basewidth, baseheight = self.views.basewidth, self.views.baseheight
local viewnumber = self:getViewNumber()
return camutils.getViewsDimensions(viewnumber, basewidth, baseheight, self.verticalSplit)
end
function CameraSystem:recalculateViewsPositions()
if #self.views.list == 1 then
self.views.list[1].onScreen.x = 0
self.views.list[1].onScreen.y = 0
else
for i,v in ipairs(self.views.list) do
local x, y = self:getViewPositions(i)
self.views.list[i].onScreen.x = x
self.views.list[i].onScreen.y = y
end
end
end
function CameraSystem:getViewPositions(id)
local viewNumber = #self.views.list
if (viewNumber == 2) and ((id == 1) or (id == 2)) then
return self.views.posList.dual[id].x, self.views.posList.dual[id].y
elseif (viewNumber > 2) then
return self.views.posList.multi[id].x, self.views.posList.multi[id].y
end
end
-- WRAPPER and UTILS
-- Access data from the views
function CameraSystem:addTarget(target)
if (#self.views < SCREEN_LIMIT) then
if (#self.views.list == 0) or (self.mode == "split") then
local x, y = target:getViewCenter()
self:addView(x, y, target)
table.insert(self.targets, target)
elseif (self.mode == "middle") or (self.mode == "zoom") then
table.insert(self.targets, target)
end
end
end
function CameraSystem:addView(x, y, target)
if (#self.views.list < SCREEN_LIMIT) then
local id = #self.views.list + 1
local view = {}
view.pos = {}
view.x = x or 0
view.y = y or 0
view.scale = 1
view.onScreen = {}
-- TODO: add a target system in order to make a camera able
-- to target a specific object
view.target = target
table.insert(self.views.list, view)
self.views.width, self.views.height = self:getViewsDimensions()
self:regenerateCanvases()
self:recalculateViewsPositions()
end
end
function CameraSystem:regenerateCanvases()
for i, view in ipairs(self.views.list) do
view.canvas = love.graphics.newCanvas(self.views.width, self.views.height)
end
end
function CameraSystem:getView(id)
return self.views.list[id]
end
function CameraSystem:attachView(id)
if (id ~= nil) then
local view = self:getView(id)
self.current_canvas = love.graphics.getCanvas()
love.graphics.setCanvas(view.canvas)
love.graphics.clear()
if id ~= nil then
-- Du à la manière dont fonctionne STI, on est obligé de récupérer les info
-- de position de camera pour afficher la carte par rapport à ces infos
tx, ty = self:getViewCoordinate(id)
scale = self:getViewScale(id) or 1
tx = math.floor(tx) * -1
ty = math.floor(ty) * -1
local w, h = core.screen:getDimensions()
end
love.graphics.push()
love.graphics.origin()
love.graphics.translate(math.floor(tx), math.floor(ty))
end
end
function CameraSystem:detachView(id)
if (id ~= nil) then
local view = self:getView(id)
love.graphics.rectangle("fill", view.x-8, view.y-8, 16, 16)
love.graphics.pop()
love.graphics.setCanvas(self.current_canvas)
local tx, ty = self:getOnScreenViewCoordinate(id)
local scale = core.screen:getScale() * view.scale
love.graphics.push()
love.graphics.origin()
love.graphics.translate(math.floor(tx), math.floor(ty))
love.graphics.scale(scale, scale)
love.graphics.draw(view.canvas)
local unscale = 1 / view.scale
love.graphics.scale(unscale, unscale)
self:drawHUD(id)
love.graphics.pop()
end
end
function CameraSystem:getViewCoordinate(id)
local view = self:getView(id)
local viewx, viewy, vieww, viewh
vieww = self.views.width / view.scale
viewh = self.views.height / view.scale
viewx = view.x - (vieww / 2)
viewy = view.y - (viewh / 2)
return viewx, viewy, vieww, viewh
end
function CameraSystem:getOnScreenViewCoordinate(id)
local view = self:getView(id)
local viewx, viewy, vieww, viewh
local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
viewx = (basex) + view.onScreen.x - (self.views.width / 2)
viewy = (basey) + view.onScreen.y - (self.views.height / 2)
viewx, viewy = core.screen:getScreenCoordinate(viewx, viewy)
vieww = self.views.width * core.screen:getScale()
viewh = self.views.height * core.screen:getScale()
return viewx, viewy, vieww, viewh
end
function CameraSystem:getOnScreenViewRelativePosition(id)
local view = self:getView(id)
local viewx, viewy
local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
viewx = view.onScreen.x
viewy = view.onScreen.y
return core.screen:getScreenCoordinate(viewx, viewy)
end
function CameraSystem:getOnScreenViewCenter(id)
local view = self:getView(id)
local viewx, viewy
local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
viewx = (basex) + view.onScreen.x
viewy = (basey) + view.onScreen.y
return core.screen:getScreenCoordinate(viewx, viewy)
end
function CameraSystem:setViewScale(id, scale)
local view = self:getView(id)
view.scale = scale
local _, _, w, h = self:getViewCoordinate(id)
view.canvas = love.graphics.newCanvas(math.ceil(w), math.ceil(h))
end
function CameraSystem:getViewScale(id)
local view = self:getView(id)
return view.scale
end
function CameraSystem:limitView(id)
local viewx, viewy, vieww, viewh = self:getViewCoordinate(id)
local worldw, worldh = self.world:getDimensions()
local posx = self.views.list[id].x
local posy = self.views.list[id].y
local minx = self.views.width / 2
local miny = self.views.height / 2
local maxx = worldw - minx
local maxy = worldh - miny
self.views.list[id].x = utils.math.between(posx, minx, maxx)
self.views.list[id].y = utils.math.between(posy, miny, maxy)
end
-- UPDATE and MOVE functions
-- Move and update the camera system
function CameraSystem:update(dt)
for i,v in ipairs(self.views.list) do
if (self.mode == "middle") or (self.mode == "zoom") then
self:followAllActors(i)
else
self:followActor(i)
end
end
end
function CameraSystem:moveView(id, x, y)
self.views.list[id].x = x
self.views.list[id].y = y
self:limitView(id)
end
function CameraSystem:followActor(id)
local view = self:getView(id)
if view.target ~= nil then
local x, y = view.target:getViewCenter()
x = math.floor(x)
y = math.floor(y)
self:moveView(id, x, y)
end
end
function CameraSystem:followAllActors(id)
local view = self:getView(id)
local PADDING = 16
-- TODO: make all the padding and stuff part of object definition instead ?
-- It would especially allow better work in future fake3D worlds
if (#self.targets > 0) then
local minX, minY, maxX, maxY
for i, target in ipairs(self.targets) do
local x, y, w, h = target:getShape()
local x2, y2 = x + w, y + h
-- If start by initializing the value at the first found value
if (minX == nil) then minX = x end
if (maxX == nil) then maxX = x2 end
if (minY == nil) then minY = y end
if (maxY == nil) then maxY = y2 end
minX = math.min(minX, x)
maxX = math.max(maxX, x2)
minY = math.min(minY, y)
maxY = math.max(maxY, y2)
end
-- Add padding
minX = minX - PADDING
minY = minY - PADDING
maxX = maxX + PADDING
maxY = maxY + PADDING
local x, y
x = (minX + maxX) / 2
y = (minY + maxY) / 2
local scale = 1
if (self.mode == "zoom") then
local ww, hh = core.screen:getDimensions()
local scalex = (maxX-minX)/ww
local scaley = (maxY-minY)/hh
scale = math.max(scale, scalex, scaley)
self:setViewScale(id, 1/scale)
self.world:resizeMap(ww * 3, hh * 3)
end
self:moveView(id, x, y)
end
end
-- DRAW FUNCTIONS
-- Basic callback to draw stuff
function CameraSystem:drawHUD(id)
local view = self:getView(id)
local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id)
view.target:drawHUD(id, vieww, viewh)
end
return CameraSystem