diff options
Diffstat (limited to 'main/draw.cpp')
-rw-r--r-- | main/draw.cpp | 206 |
1 files changed, 1 insertions, 205 deletions
diff --git a/main/draw.cpp b/main/draw.cpp index 79e9ccfe..f039e321 100644 --- a/main/draw.cpp +++ b/main/draw.cpp @@ -4,131 +4,15 @@ #include "src/camera-offset.hpp" #include "src/anim-atlas.hpp" #include "main/clickable.hpp" -#include "src/light.hpp" -#include "src/log.hpp" #include "src/timer.hpp" #include <Corrade/Containers/GrowableArray.h> #include <Corrade/Containers/ArrayView.h> #include <Magnum/GL/DefaultFramebuffer.h> #include <Magnum/GL/Renderer.h> -#include <Magnum/GL/RenderbufferFormat.h> -#include <Magnum/GL/TextureFormat.h> #include <Magnum/Math/Color.h> -#include <Magnum/Math/Functions.h> -#include <thread> -#include <algorithm> namespace floormat { -void main_impl::recalc_viewport(Vector2i fb_size, Vector2i win_size) noexcept -{ - _dpi_scale = dpiScaling(); - _virtual_scale = Vector2(fb_size) / Vector2(win_size); - update_window_state(); - _shader.set_scale(Vector2{fb_size}); - - GL::Renderer::setDepthMask(true); - -#ifdef FM_USE_DEPTH32 - { - framebuffer.fb = GL::Framebuffer{{ {}, fb_size }}; - - framebuffer.color = GL::Texture2D{}; - framebuffer.color.setStorage(1, GL::TextureFormat::RGBA8, fb_size); - framebuffer.depth = GL::Renderbuffer{}; - framebuffer.depth.setStorage(GL::RenderbufferFormat::DepthComponent32F, fb_size); - - framebuffer.fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, framebuffer.color, 0); - framebuffer.fb.attachRenderbuffer(GL::Framebuffer::BufferAttachment::Depth, framebuffer.depth); - framebuffer.fb.clearColor(0, Color4{0.f, 0.f, 0.f, 1.f}); - framebuffer.fb.clearDepth(0); - - framebuffer.fb.bind(); - } -#else - GL::defaultFramebuffer.setViewport({{}, fb_size }); - GL::defaultFramebuffer.clearColor(Color4{0.f, 0.f, 0.f, 1.f}); - GL::defaultFramebuffer.clearDepthStencil(0, 0); - GL::defaultFramebuffer.bind(); -#endif - - // -- state --- - glEnable(GL_LINE_SMOOTH); - using BlendEquation = GL::Renderer::BlendEquation; - using BlendFunction = GL::Renderer::BlendFunction; - using DepthFunction = GL::Renderer::DepthFunction; - using ProvokingVertex = GL::Renderer::ProvokingVertex; - using Feature = GL::Renderer::Feature; - GL::Renderer::setBlendEquation(BlendEquation::Add, BlendEquation::Add); - GL::Renderer::setBlendFunction(BlendFunction::SourceAlpha, BlendFunction::OneMinusSourceAlpha); - GL::Renderer::disable(Feature::FaceCulling); - GL::Renderer::disable(Feature::DepthTest); - GL::Renderer::enable(Feature::Blending); - GL::Renderer::enable(Feature::ScissorTest); - GL::Renderer::enable(Feature::DepthClamp); - GL::Renderer::setDepthFunction(DepthFunction::Greater); - GL::Renderer::setScissor({{}, fb_size}); - GL::Renderer::setProvokingVertex(ProvokingVertex::FirstVertexConvention); - - // -- user-- - app.on_viewport_event(fb_size); - tm.timeline = Time::now(); -} - -global_coords main_impl::pixel_to_tile(Vector2d position) const noexcept -{ - auto vec = pixel_to_tile_(position); - auto vec_ = Math::floor(vec); - return { (int32_t)vec_.x(), (int32_t)vec.y(), 0 }; -} - -Vector2d main_impl::pixel_to_tile_(Vector2d position) const noexcept -{ - constexpr Vector2d pixel_size(TILE_SIZE2); - constexpr Vector2d half{.5, .5}; - const Vector2d px = position - Vector2d{window_size()}*.5 - _shader.camera_offset(); - return tile_shader::unproject(px*.5) / pixel_size + half; -} - -auto main_impl::get_draw_bounds() const noexcept -> draw_bounds -{ - using limits = std::numeric_limits<int16_t>; - auto x0 = limits::max(), x1 = limits::min(), y0 = limits::max(), y1 = limits::min(); - - const auto win = Vector2d(window_size()); - - chunk_coords list[] = { - 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(), - }; - - auto center = pixel_to_tile(Vector2d{win[0]/2, win[1]/2}).chunk(); - - for (auto p : list) - { - x0 = Math::min(x0, p.x); - x1 = Math::max(x1, p.x); - y0 = Math::min(y0, p.y); - y1 = Math::max(y1, p.y); - } - // todo test this with the default viewport size using --magnum-dpi-scaling=1 - x0 -= 1; y0 -= 1; x1 += 1; y1 += 1; - - constexpr int16_t mx = tile_shader::max_screen_tiles.x()/(int16_t)2, - my = tile_shader::max_screen_tiles.y()/(int16_t)2; - int16_t minx = center.x - mx + 1, maxx = center.x + mx, - miny = center.y - my + 1, maxy = center.y + my; - - x0 = Math::clamp(x0, minx, maxx); - x1 = Math::clamp(x1, minx, maxx); - y0 = Math::clamp(y0, miny, maxy); - y1 = Math::clamp(y1, miny, maxy); - - return {x0, x1, y0, y1}; -} - void main_impl::draw_world() noexcept { const auto [z_min, z_max, z_cur, only] = app.get_z_bounds(); @@ -200,32 +84,10 @@ void main_impl::draw_world() noexcept GL::Renderer::disable(GL::Renderer::Feature::DepthTest); } -bool floormat_main::check_chunk_visible(const Vector2d& offset, const Vector2i& size) noexcept -{ - constexpr Vector3d len = dTILE_SIZE * TILE_MAX_DIM20d; - enum : size_t { x, y, }; - constexpr Vector2d p00 = tile_shader::project(Vector3d(0, 0, 0)), - p10 = tile_shader::project(Vector3d(len[x], 0, 0)), - p01 = tile_shader::project(Vector3d(0, len[y], 0)), - p11 = tile_shader::project(Vector3d(len[x], len[y], 0)); - constexpr auto xx = std::minmax({ p00[x], p10[x], p01[x], p11[x], }), - yy = std::minmax({ p00[y], p10[y], p01[y], p11[y], }); - constexpr auto minx = xx.first, maxx = xx.second, miny = yy.first, maxy = yy.second; - constexpr int W = (int)(maxx - minx + .5 + 1e-16), H = (int)(maxy - miny + .5 + 1e-16); - const auto X = (int)(minx + (offset[x] + size[x])*.5), Y = (int)(miny + (offset[y] + size[y])*.5); - return X + W > 0 && X < size[x] && Y + H > 0 && Y < size[y]; -} - -#if 0 -#ifndef FM_NO_DEBUG -static size_t good_frames, bad_frames; // NOLINT -#endif -#endif - void main_impl::do_update() // todo! move to separate file { constexpr auto eps = 1e-5f; - const auto dt = tm.timeline.update(); + const auto dt = timeline.update(); if (auto secs = Time::to_seconds(dt); secs > eps) { #if 1 @@ -242,51 +104,6 @@ void main_impl::do_update() // todo! move to separate file else swapBuffers(); -#if 0 -#ifndef FM_NO_DEBUG - if (dt_expected.value == 0 || !is_log_verbose()) [[likely]] - void(); - else if (auto d = Math::abs(dt - dt_expected.value); d <= 4e-3f) - { - dt = dt_expected.value + 1e-6f; - ++good_frames; - } - else [[unlikely]] - { - if (good_frames) - { - DBG_nospace << ++bad_frames << " bad frame " << d << ", expected:" << dt_expected.value << " good-frames:" << good_frames; - good_frames = 0; - } - } -#endif - - dt = Math::clamp(dt, 1e-5f, Math::max(.2f, dt_expected.value)); - - if constexpr((false)) - { - static struct - { - Timeline tl{}; - float time = 0; - unsigned frames = 0; - } t; - - if (t.frames++ == 0) - t.tl.start(); - else - t.time += dt; - - if (t.frames > 200) - { - Debug{} << "time" - << (double)t.time * 1000. / t.frames - << (double)t.tl.currentFrameDuration() * 1000. / t.frames; - t = {}; - } - } -#endif - app.update(dt); } @@ -318,27 +135,6 @@ void main_impl::drawEvent() // todo! move to separate file (with `do_update') swapBuffers(); redraw(); - -#if 0 - if (dt_expected.do_sleep && (false)) - { - constexpr float ε = 1e-3f; - const float Δt൦ = timeline.previousFrameDuration(), sleep_secs = dt_expected.value - Δt൦ - dt_expected.jitter; - if (sleep_secs > ε) - 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.previousFrameDuration() - dt_expected.value; - constexpr float α = .1f; - dt_expected.jitter = Math::max(dt_expected.jitter + Δt * α, - dt_expected.jitter * (1-α) + Δt * α); - dt_expected.jitter = std::copysign(std::fmin(dt_expected.value, std::fabs(dt_expected.jitter)), dt_expected.jitter); - } - else - { - dt_expected.jitter = 0; - dt_expected.value = 0; - } -#endif } ArrayView<const clickable> main_impl::clickable_scenery() const noexcept |