#include "main-impl.hpp" #include "floormat/app.hpp" #include "src/camera-offset.hpp" #include #include #include //#define FM_SKIP_MSAA namespace floormat { void main_impl::recalc_viewport(Vector2i size) noexcept { update_window_state(); _shader.set_scale(Vector2{size}); GL::defaultFramebuffer.setViewport({{}, size }); if (_msaa_color.id()) _msaa_framebuffer.detach(GL::Framebuffer::ColorAttachment{0}); if (_msaa_depth.id()) _msaa_framebuffer.detach(GL::Framebuffer::BufferAttachment::DepthStencil); if (_msaa_framebuffer.id()) _msaa_framebuffer.setViewport({{}, size}); else _msaa_framebuffer = GL::Framebuffer{{{}, size}}; // --- color --- _msaa_color = Magnum::GL::Renderbuffer{}; const int samples = std::min(_msaa_color.maxSamples(), (int)s.msaa_samples); _msaa_color.setStorageMultisample(samples, GL::RenderbufferFormat::RGBA8, size); _msaa_framebuffer.attachRenderbuffer(GL::Framebuffer::ColorAttachment{0}, _msaa_color); // --- depth --- _msaa_depth = Magnum::GL::Renderbuffer{}; _msaa_depth.setStorageMultisample(samples, GL::RenderbufferFormat::DepthStencil, size); _msaa_framebuffer.attachRenderbuffer(GL::Framebuffer::BufferAttachment::DepthStencil, _msaa_depth); // -- done --- app.on_viewport_event(size); } global_coords 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{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(); const auto sz = windowSize(); GL::Renderer::disable(GL::Renderer::Feature::DepthTest); 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}; if (check_chunk_visible(_shader.camera_offset(), sz)) _floor_mesh.draw(_shader, _world[c]); } //GL::Renderer::enable(GL::Renderer::Feature::DepthTest); 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}; if (check_chunk_visible(_shader.camera_offset(), sz)) _wall_mesh.draw(_shader, _world[c]); } } bool main_impl::check_chunk_visible(const Vector2d& offset, const Vector2i& size) noexcept { constexpr Vector3d len = dTILE_SIZE * TILE_MAX_DIM20d; enum : std::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]; } void main_impl::drawEvent() { float dt = timeline.previousFrameDuration(); if (dt > 0) { const float RC1 = dt_expected.do_sleep ? 1.f : 1.f/5, RC2 = 1.f/10; 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}); { using fc = GL::FramebufferClear; constexpr auto mask = fc::Color | fc::Depth | fc::Stencil; GL::defaultFramebuffer.clear(mask); #ifndef FM_SKIP_MSAA _msaa_framebuffer.clear(mask); _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{(unsigned)mask}); #endif } app.draw(); swapBuffers(); redraw(); if (dt_expected.do_sleep) { constexpr float ε = 1e-3f; const float Δt൦ = timeline.currentFrameDuration(), 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.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::copysign(std::fmin(dt_expected.value, std::fabs(dt_expected.jitter)), dt_expected.jitter); } else dt_expected.jitter = 0; timeline.nextFrame(); } } // namespace floormat