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#include "anim.hpp"
#include "anim-atlas.hpp"
#include "chunk.hpp"
#include "shaders/tile.hpp"
#include "main/clickable.hpp"
#include <Corrade/Containers/Optional.h>
#include <Magnum/GL/MeshView.h>
#include <Magnum/GL/Texture.h>
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<UnsignedShort, 6> anim_mesh::make_index_array()
{
return {{
0, 1, 2,
2, 1, 3,
}};
}
void anim_mesh::add_clickable(tile_shader& shader, const Vector2i& win_size,
chunk_coords c, std::uint8_t i, const std::shared_ptr<anim_atlas>& atlas, scenery& s,
std::vector<clickable>& list)
{
const local_coords xy{i};
const auto& a = *atlas;
const auto& g = a.group(s.r);
const auto& f = a.frame(s.r, s.frame);
const auto world_pos = TILE_SIZE20 * Vector3(xy) + 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 = {
{ f.offset, f.offset + f.size }, { offset, offset + Vector2i(f.size) },
a.bitmask(), tile_shader::depth_value(xy, tile_shader::scenery_depth_offset),
a.info().pixel_size[0],
c, xy,
!g.mirror_from.isEmpty(),
};
list.push_back(item);
}
}
void anim_mesh::draw(tile_shader& shader, chunk& c)
{
constexpr auto quad_index_count = 6;
auto [mesh_, ids, size] = c.ensure_scenery_mesh();
GL::MeshView mesh{mesh_};
anim_atlas* bound = nullptr;
[[maybe_unused]] std::size_t draw_count = 0;
fm_debug_assert(std::size_t(mesh_.count()) == size*quad_index_count);
const auto do_draw = [&](std::size_t from, std::size_t to, anim_atlas* atlas, std::uint32_t max_index) {
if (atlas != bound)
atlas->texture().bind(0);
bound = atlas;
mesh.setCount((int)(quad_index_count * (to-from)));
mesh.setIndexRange((int)(from*quad_index_count), 0, max_index);
shader.draw(mesh);
draw_count++;
};
struct last_ { anim_atlas* atlas = nullptr; std::size_t run_from = 0; };
Optional<last_> last;
const auto max_index = std::uint32_t(size*quad_index_count - 1);
auto last_id = 0_uz;
for (auto k = 0_uz; k < size; k++)
{
auto id = ids[k];
auto [atlas, s] = c[id].scenery();
for (auto i = last_id+1; i < id; i++)
if (auto [atlas, s] = c[i].scenery();
atlas && atlas->info().fps > 0)
{
if (last)
{
do_draw(last->run_from, k, last->atlas, max_index);
last = NullOpt;
}
bound = nullptr;
draw(shader, *atlas, s.r, s.frame, local_coords{i}, s.offset, tile_shader::scenery_depth_offset);
}
last_id = id;
if (last && atlas && &*atlas != last->atlas)
{
do_draw(last->run_from, k, last->atlas, max_index);
last = NullOpt;
}
if (!last)
last = { InPlaceInit, &*atlas, k };
}
if (size > 0)
{
if (last)
do_draw(last->run_from, size, last->atlas, max_index);
for (std::size_t i = ids[size-1]+1; i < TILE_COUNT; i++)
if (auto [atlas, s] = c[i].scenery(); atlas && atlas->info().fps > 0)
draw(shader, *atlas, s.r, s.frame, local_coords{i}, s.offset, tile_shader::scenery_depth_offset);
}
else
for (auto i = 0_uz; i < TILE_COUNT; i++)
if (auto [atlas, s] = c[i].scenery(); atlas)
draw(shader, *atlas, s.r, s.frame, local_coords{i}, s.offset, tile_shader::scenery_depth_offset);
//#define FM_DEBUG_DRAW_COUNT
#ifdef FM_DEBUG_DRAW_COUNT
if (draw_count)
fm_debug("anim draws: %zu", draw_count);
#endif
}
void anim_mesh::draw(tile_shader& shader, anim_atlas& atlas, rotation r, std::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 = 0_uz; i < 4; i++)
array[i] = { pos[i], texcoords[i], depth };
_vertex_buffer.setSubData(0, array);
atlas.texture().bind(0);
shader.draw(_mesh);
}
void anim_mesh::draw(tile_shader& shader, anim_atlas& atlas, rotation r, std::size_t frame, local_coords xy, Vector2b offset, float depth_offset)
{
const auto pos = Vector3(xy) * TILE_SIZE + Vector3(Vector2(offset), 0);
const float depth = tile_shader::depth_value(xy, depth_offset);
draw(shader, atlas, r, frame, pos, depth);
}
} // namespace floormat
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