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#include "anim.hpp"
#include "anim-atlas.hpp"
#include "chunk.hpp"
#include "shaders/shader.hpp"
#include "main/clickable.hpp"
#include "chunk-scenery.hpp"
#include <cstdio>
#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,
entity* s_, const chunk::topo_sort_data& data,
std::vector<clickable>& 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<clickable>& 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_};
atlas.texture().bind(0);
mesh.setCount((int)(quad_index_count * 1));
mesh.setIndexRange((int)(x.mesh_idx*quad_index_count), 0, max_index);
shader.draw(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);
atlas.texture().bind(0);
shader.draw(_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
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