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#include "anim.hpp"
#include "anim-atlas.hpp"
#include "chunk.hpp"
#include "shaders/tile.hpp"
#include "main/clickable.hpp"
#include <Magnum/GL/MeshView.h>
#include <Magnum/GL/Texture.h>
//#define FM_DEBUG_DRAW_COUNT
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_scenery>& clickable)
{
const local_coords xy{i};
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(win_size)*.5f)
+ shader.project(world_pos) - Vector2(f.ground));
clickable_scenery item = {
*atlas, s,
{ f.offset, f.offset + f.size }, { offset, offset + f.size },
atlas->bitmask(), tile_shader::depth_value(xy, tile_shader::scenery_depth_offset), c, xy,
!g.mirror_from.isEmpty(),
};
clickable.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();
struct { anim_atlas* atlas = nullptr; std::size_t pos = 0; } last;
GL::MeshView mesh{mesh_};
anim_atlas* bound = nullptr;
[[maybe_unused]] std::size_t draw_count = 0;
const auto do_draw = [&](std::size_t i, anim_atlas* atlas, std::uint32_t max_index, bool force) {
if (!force && atlas == last.atlas)
return;
if (auto len = i - last.pos; last.atlas && len > 0)
{
if (last.atlas != bound)
last.atlas->texture().bind(0);
bound = last.atlas;
mesh.setCount((int)(quad_index_count * len));
mesh.setIndexRange((int)(last.pos*quad_index_count), 0, max_index);
shader.draw(mesh);
draw_count++;
}
last = { atlas, i };
};
constexpr auto next_is_dynamic = [](chunk& c, std::size_t i) {
for (; i < TILE_COUNT; i++)
if (auto [atlas, s] = c[i].scenery(); atlas && atlas->info().fps == 0)
return false;
return true;
};
const auto draw_dynamic = [&](std::size_t last_id, std::size_t id) {
for (std::size_t i = last_id+1; i < id; i++)
if (auto [atlas, s] = c[i].scenery(); atlas && atlas->info().fps > 0)
{
draw(shader, *atlas, s.r, s.frame, local_coords{i});
bound = nullptr;
}
};
const auto max_index = std::uint32_t(size*quad_index_count - 1);
std::size_t k, last_id = 0;
for (k = 0; k < size; k++)
{
const auto id = ids[k];
draw_dynamic(last_id, id);
do_draw(k, c.scenery_atlas_at(id), max_index, next_is_dynamic(c, id+1));
last_id = id;
}
draw_dynamic(size == 0 ? 0 : ids.back(), TILE_COUNT);
do_draw(size, nullptr, max_index, true);
#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 (std::size_t i = 0; 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)
{
const auto pos = Vector3(xy.x, xy.y, 0.f) * TILE_SIZE;
const float depth = tile_shader::depth_value(xy, tile_shader::scenery_depth_offset);
draw(shader, atlas, r, frame, pos, depth);
}
} // namespace floormat
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