#include "anim.hpp" #include "anim-atlas.hpp" #include "chunk.hpp" #include "shaders/shader.hpp" #include "main/clickable.hpp" #include "chunk-scenery.hpp" #include #include #include #include namespace floormat { anim_mesh::anim_mesh() { _mesh.setCount(6) .addVertexBuffer(_vertex_buffer, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{}) .setIndexBuffer(_index_buffer, 0, GL::MeshIndexType::UnsignedShort); CORRADE_INTERNAL_ASSERT(_mesh.isIndexed()); } std::array anim_mesh::make_index_array() { return {{ 0, 1, 2, 2, 1, 3, }}; } void anim_mesh::add_clickable(tile_shader& shader, const Vector2i& win_size, object* s_, const chunk::topo_sort_data& data, std::vector& list) { const auto& s = *s_; const auto& a = *s.atlas; const auto& g = a.group(s.r); const auto& f = a.frame(s.r, s.frame); const auto world_pos = TILE_SIZE20 * Vector3(s.coord.local()) + Vector3(g.offset) + Vector3(Vector2(s.offset), 0); const Vector2i offset((Vector2(shader.camera_offset()) + Vector2(win_size)*.5f) + shader.project(world_pos) - Vector2(f.ground)); if (offset < win_size && offset + Vector2i(f.size) >= Vector2i()) { clickable item = { .src = { f.offset, f.offset + f.size }, .dest = { offset, offset + Vector2i(f.size) }, .bitmask = a.bitmask(), .e = s_, .depth = s.ordinal() + (float)s.coord.z() * TILE_COUNT, .slope = data.slope, .bb_min = data.bb_min, .bb_max = data.bb_max, .stride = a.info().pixel_size[0], .mirrored = !g.mirror_from.isEmpty(), }; list.push_back(item); } } void anim_mesh::draw(tile_shader& shader, const Vector2i& win_size, chunk& c, std::vector& list, bool draw_vobjs) { constexpr auto quad_index_count = 6; auto [mesh_, es, size] = c.ensure_scenery_mesh({ _draw_array, _draw_vertexes, _draw_indexes }); GL::MeshView mesh{mesh_}; const auto max_index = uint32_t(size*quad_index_count - 1); uint32_t i = 0; for (const auto& x : es) { fm_assert(x.e); add_clickable(shader, win_size, x.data.in, x.data, list); auto& e = *x.e; auto& atlas = *e.atlas; fm_assert(e.is_dynamic() == (x.mesh_idx == (uint32_t)-1)); if (!e.is_dynamic()) { fm_assert(i < size); GL::MeshView mesh{mesh_}; mesh.setCount(quad_index_count * 1); mesh.setIndexOffset((int)(x.mesh_idx*quad_index_count), 0, max_index); shader.draw(atlas.texture(), mesh); i++; } else { if (!draw_vobjs) [[likely]] if (e.is_virtual()) [[unlikely]] continue; const auto depth0 = e.depth_offset(); const auto depth = tile_shader::depth_value(e.coord.local(), depth0); draw(shader, atlas, e.r, e.frame, e.coord.local(), e.offset, depth); } } } void anim_mesh::draw(tile_shader& shader, anim_atlas& atlas, rotation r, size_t frame, const Vector3& center, float depth) { const auto pos = atlas.frame_quad(center, r, frame); const auto& g = atlas.group(r); const auto texcoords = atlas.texcoords_for_frame(r, frame, !g.mirror_from.isEmpty()); quad_data array; for (auto i = 0uz; i < 4; i++) array[i] = { pos[i], texcoords[i], depth }; _vertex_buffer.setSubData(0, array); shader.draw(atlas.texture(), _mesh); } void anim_mesh::draw(tile_shader& shader, anim_atlas& atlas, rotation r, size_t frame, local_coords xy, Vector2b offset, float depth) { const auto pos = Vector3(xy) * TILE_SIZE + Vector3(Vector2(offset), 0); draw(shader, atlas, r, frame, pos, depth); } } // namespace floormat