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authorStanislaw Halik <sthalik@misaki.pl>2024-05-28 09:52:39 +0200
committerStanislaw Halik <sthalik@misaki.pl>2024-05-29 11:49:19 +0200
commit142af4f233cb5eb0b17689226c586b48509f0474 (patch)
tree5da9322ab1f54753917829bd4104f322fdfce11e /main/draw.cpp
parentc3d79fdf679a749d961719ad662b9f46b0f26ec1 (diff)
split off common code in main draw loop
Diffstat (limited to 'main/draw.cpp')
-rw-r--r--main/draw.cpp74
1 files changed, 37 insertions, 37 deletions
diff --git a/main/draw.cpp b/main/draw.cpp
index 802a4e9d..bf5dfb87 100644
--- a/main/draw.cpp
+++ b/main/draw.cpp
@@ -1,6 +1,7 @@
#include "main-impl.hpp"
#include "src/tile-constants.hpp"
#include "floormat/app.hpp"
+#include "floormat/draw-bounds.hpp"
#include "src/camera-offset.hpp"
#include "src/anim-atlas.hpp"
#include "main/clickable.hpp"
@@ -94,23 +95,11 @@ void main_impl::drawEvent()
redraw();
}
-void main_impl::draw_world() noexcept
+template<typename Function>
+void main_impl::draw_world_0(const Function& fun, const draw_bounds& draw_bounds, const z_bounds& z_bounds, Vector2i window_size)
{
- const auto [z_min, z_max, z_cur, only] = app.get_z_bounds();
- const auto [minx, maxx, miny, maxy] = get_draw_bounds();
- const auto sz = window_size();
-
- fm_debug_assert(1 + maxx - minx <= 8);
- fm_debug_assert(1 + maxy - miny <= 8);
-
- arrayResize(_clickable_scenery, 0);
-#ifdef FM_USE_DEPTH32
- framebuffer.fb.clearDepth(0);
-#else
- GL::defaultFramebuffer.clearDepth(0);
-#endif
- GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
- GL::Renderer::setDepthMask(true);
+ const auto [z_min, z_max, z_cur, only] = z_bounds;
+ const auto [minx, maxx, miny, maxy] = draw_bounds;
for (int8_t z = z_max; z >= z_min; z--)
{
@@ -130,34 +119,45 @@ void main_impl::draw_world() noexcept
bind();
const with_shifted_camera_offset o{_shader, ch, {minx, miny}, {maxx, maxy}};
- if (check_chunk_visible(_shader.camera_offset(), sz))
+ if (check_chunk_visible(_shader.camera_offset(), window_size))
{
- _ground_mesh.draw(_shader, c);
- _wall_mesh.draw(_shader, c);
+ fun(c, x, y, z);
}
}
}
+}
- GL::Renderer::setDepthMask(false);
- for (int8_t z = z_min; z <= z_max; z++)
- for (int16_t y = miny; y <= maxy; y++)
- for (int16_t x = minx; x <= maxx; x++)
- {
- if (only && z != z_cur)
- _shader.set_tint({1, 1, 1, 0.75});
- else
- _shader.set_tint({1, 1, 1, 1});
+void main_impl::draw_world() noexcept
+{
+ const auto z_bounds = app.get_z_bounds();
+ const auto draw_bounds = get_draw_bounds();
+ const auto sz = window_size();
- const chunk_coords_ pos{x, y, z};
- auto* cʹ = _world.at(pos);
- if (!cʹ)
- continue;
- auto& c = *cʹ;
- const with_shifted_camera_offset o{_shader, pos, {minx, miny}, {maxx, maxy}};
- if (check_chunk_visible(_shader.camera_offset(), sz))
- _anim_mesh.draw(_shader, sz, c, _clickable_scenery, _do_render_vobjs);
- }
+ fm_assert(1 + draw_bounds.maxx - draw_bounds.minx <= 8);
+ fm_assert(1 + draw_bounds.maxy - draw_bounds.miny <= 8);
+
+ arrayResize(_clickable_scenery, 0);
+#ifdef FM_USE_DEPTH32
+ framebuffer.fb.clearDepth(0);
+#else
+ GL::defaultFramebuffer.clearDepth(0);
+#endif
+ GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
+ GL::Renderer::setDepthMask(true);
+
+ draw_world_0([&](chunk& c, int16_t, int16_t, int8_t) {
+ _ground_mesh.draw(_shader, c);
+ _wall_mesh.draw(_shader, c);
+ },
+ draw_bounds, z_bounds, sz);
+
+ draw_world_0([&](chunk& c, int16_t, int16_t, int8_t) {
+ _anim_mesh.draw(_shader, sz, c, _clickable_scenery, _do_render_vobjs);
+ },
+ draw_bounds, z_bounds, sz);
+
+ GL::Renderer::setDepthMask(false);
_shader.set_tint({1, 1, 1, 1});
GL::Renderer::setDepthMask(true);