#include "main-impl.hpp" #include "floormat/app.hpp" #include "src/camera-offset.hpp" #include namespace floormat { void main_impl::recalc_viewport(Vector2i size) noexcept { update_window_state(); GL::defaultFramebuffer.setViewport({{}, size }); _msaa_framebuffer.detach(GL::Framebuffer::ColorAttachment{0}); _msaa_renderbuffer = Magnum::GL::Renderbuffer{}; _msaa_renderbuffer.setStorageMultisample(s.msaa_samples, GL::RenderbufferFormat::RGBA8, size); _msaa_framebuffer.setViewport({{}, size }); _msaa_framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, _msaa_renderbuffer); _shader.set_scale(Vector2{size}); app.on_viewport_event(size); } global_coords main_impl::pixel_to_tile(Vector2d position) const noexcept { constexpr Vector2d pixel_size{dTILE_SIZE[0], dTILE_SIZE[1]}; constexpr Vector2d half{.5, .5}; const Vector2d px = position - Vector2d{windowSize()}*.5 - _shader.camera_offset()*.5; const Vector2d vec = tile_shader::unproject(px) / pixel_size + half; const auto x = (std::int32_t)std::floor(vec[0]), y = (std::int32_t)std::floor(vec[1]); return { x, y }; } auto main_impl::get_draw_bounds() const noexcept -> draw_bounds { using limits = std::numeric_limits; auto x0 = limits::max(), x1 = limits::min(), y0 = limits::max(), y1 = limits::min(); for (const auto win = Vector2d(windowSize()); auto p : {pixel_to_tile(Vector2d{0, 0}).chunk(), pixel_to_tile(Vector2d{win[0]-1, 0}).chunk(), pixel_to_tile(Vector2d{0, win[1]-1}).chunk(), pixel_to_tile(Vector2d{win[0]-1, win[1]-1}).chunk()}) { x0 = std::min(x0, p.x); x1 = std::max(x1, p.x); y0 = std::min(y0, p.y); y1 = std::max(y1, p.y); } return {x0, x1, y0, y1}; } void main_impl::draw_world() noexcept { auto [minx, maxx, miny, maxy] = get_draw_bounds(); for (std::int16_t y = miny; y <= maxy; y++) for (std::int16_t x = minx; x <= maxx; x++) { if (const chunk_coords c = {x, y}; !_world.contains(c)) app.maybe_initialize_chunk(c, _world[c]); const chunk_coords c{x, y}; const with_shifted_camera_offset o{_shader, c}; _floor_mesh.draw(_shader, _world[c]); } for (std::int16_t y = miny; y <= maxy; y++) for (std::int16_t x = minx; x <= maxx; x++) { const chunk_coords c{x, y}; const with_shifted_camera_offset o{_shader, c}; _wall_mesh.draw(_shader, _world[c]); } } void main_impl::drawEvent() { float dt = timeline.previousFrameDuration(); if (dt > 0) { const float RC1 = dt_expected.do_sleep ? 1.f : 1.f/15, RC2 = dt_expected.do_sleep ? 1.f/15 : 1.f/60; const float alpha1 = dt/(dt + RC1); const float alpha2 = dt/(dt + RC2); _frame_time1 = _frame_time1*(1-alpha1) + alpha1*dt; _frame_time2 = _frame_time1*(1-alpha2) + alpha2*dt; constexpr float max_deviation = 5 * 1e-3f; if (std::fabs(_frame_time1 - _frame_time2) > max_deviation) _frame_time1 = _frame_time2; } else { swapBuffers(); timeline.nextFrame(); } dt = std::clamp(dt, 1e-5f, std::fmaxf(1e-1f, dt_expected.value)); app.update(dt); _shader.set_tint({1, 1, 1, 1}); { GL::defaultFramebuffer.clear(GL::FramebufferClear::Color); #ifndef FM_SKIP_MSAA _msaa_framebuffer.clear(GL::FramebufferClear::Color); _msaa_framebuffer.bind(); #endif draw_world(); app.draw_msaa(); #ifndef FM_SKIP_MSAA GL::defaultFramebuffer.bind(); GL::Framebuffer::blit(_msaa_framebuffer, GL::defaultFramebuffer, {{}, windowSize()}, GL::FramebufferBlit::Color); #endif } app.draw(); swapBuffers(); redraw(); if (dt_expected.do_sleep) { constexpr float eps = 1e-3f; const float Δt൦ = timeline.currentFrameDuration(), sleep_secs = dt_expected.value - Δt൦ - dt_expected.jitter; if (sleep_secs > eps) std::this_thread::sleep_for(std::chrono::nanoseconds((long long)(sleep_secs * 1e9f))); //fm_debug("jitter:%.1f sleep:%.0f", dt_expected.jitter*1000, sleep_secs*1000); const float Δt = timeline.currentFrameDuration() - dt_expected.value; constexpr float α = .1f; dt_expected.jitter = std::fmax(dt_expected.jitter + Δt * α, dt_expected.jitter * (1-α) + Δt * α); dt_expected.jitter = std::copysignf(std::fminf(dt_expected.value, std::fabsf(dt_expected.jitter)), dt_expected.jitter); } else dt_expected.jitter = 0; timeline.nextFrame(); } } // namespace floormat