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-rw-r--r--main/draw.cpp34
-rw-r--r--main/main-impl.hpp1
2 files changed, 11 insertions, 24 deletions
diff --git a/main/draw.cpp b/main/draw.cpp
index cfb5ec80..88cd2745 100644
--- a/main/draw.cpp
+++ b/main/draw.cpp
@@ -85,6 +85,8 @@ void main_impl::draw_world() noexcept
_floor_mesh.draw(_shader, c);
}
+ _clickable_scenery.clear();
+ const auto window_size = framebufferSize();
GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
GL::defaultFramebuffer.clearDepthStencil(0, 0);
for (std::int16_t y = miny; y <= maxy; y++)
@@ -98,14 +100,8 @@ void main_impl::draw_world() noexcept
if (check_chunk_visible(_shader.camera_offset(), sz))
_wall_mesh.draw(_shader, c);
}
-}
-
-void main_impl::draw_anim() noexcept
-{
- const auto sz = framebufferSize();
- const auto [minx, maxx, miny, maxy] = get_draw_bounds();
- _clickable_scenery.clear();
+ GL::Renderer::setDepthMask(false);
for (std::int16_t y = miny; y <= maxy; y++)
for (std::int16_t x = minx; x <= maxx; x++)
{
@@ -115,27 +111,20 @@ void main_impl::draw_anim() noexcept
continue;
const with_shifted_camera_offset o{_shader, pos, {minx, miny}, {maxx, maxy}};
if (check_chunk_visible(_shader.camera_offset(), sz))
+ {
+ _anim_mesh.draw(_shader, c);
for (std::size_t i = 0; i < TILE_COUNT; i++)
{
const local_coords xy{i};
if (auto [atlas, s] = c[xy].scenery(); atlas)
- {
- _anim_mesh.draw(_shader, *atlas, s.r, s.frame, xy);
- const auto& g = atlas->group(s.r);
- const auto& f = atlas->frame(s.r, s.frame);
- const auto world_pos = TILE_SIZE20 * Vector3(xy.x, xy.y, 0) + Vector3(g.offset);
- const Vector2ui offset((Vector2(_shader.camera_offset()) + Vector2(sz)*.5f)
- + _shader.project(world_pos) - Vector2(f.ground));
- clickable<anim_atlas, scenery> item = {
- *atlas, s,
- { f.offset, f.offset + f.size }, { offset, offset + f.size },
- atlas->bitmask(), tile_shader::depth_value(xy, 0.25f), pos, xy,
- !g.mirror_from.isEmpty(),
- };
- _clickable_scenery.push_back(item);
- }
+ if (s.can_activate(*atlas))
+ _anim_mesh.add_clickable(_shader, window_size, pos, std::uint8_t(i), atlas, s, _clickable_scenery);
}
+ }
}
+ GL::Renderer::setDepthMask(true);
+
+ GL::Renderer::disable(GL::Renderer::Feature::DepthTest);
}
bool main_impl::check_chunk_visible(const Vector2d& offset, const Vector2i& size) noexcept
@@ -194,7 +183,6 @@ void main_impl::drawEvent()
const auto clear_color = 0x222222ff_rgbaf;
GL::defaultFramebuffer.clearColor(clear_color);
draw_world();
- draw_anim();
GL::Renderer::disable(GL::Renderer::Feature::DepthTest);
}
diff --git a/main/main-impl.hpp b/main/main-impl.hpp
index a96d6aee..2ea8f940 100644
--- a/main/main-impl.hpp
+++ b/main/main-impl.hpp
@@ -88,7 +88,6 @@ private:
void recalc_viewport(Vector2i fb_size, Vector2i win_size) noexcept;
void draw_world() noexcept;
- void draw_anim() noexcept;
draw_bounds get_draw_bounds() const noexcept override;
[[nodiscard]] static bool check_chunk_visible(const Vector2d& offset, const Vector2i& size) noexcept;