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#include "app.hpp"
#include "floormat/main.hpp"
#include "floormat/settings.hpp"
#include "shaders/tile.hpp"
#include "main/clickable.hpp"
#include "src/anim-atlas.hpp"
#include "draw/anim.hpp"
#include "src/camera-offset.hpp"
#include "src/world.hpp"
#include <Magnum/Math/Color.h>
#include <Magnum/Math/Vector3.h>
#include "src/RTree.hpp"
namespace floormat {
void app::draw_cursor()
{
constexpr float LINE_WIDTH = 2;
auto& shader = M->shader();
const auto inactive_color = 0xff00ffff_rgbaf;
if (cursor.tile && !cursor.in_imgui)
{
const auto draw = [&, pos = *cursor.tile](auto& mesh, const auto& size) {
const auto center = Vector3(pos.to_signed3() * iTILE_SIZE);
mesh.draw(shader, {center, size, LINE_WIDTH});
};
shader.set_tint({1, 0, 0, 1});
if (const auto* ed = _editor.current_tile_editor())
{
if (!ed->is_anything_selected())
shader.set_tint(inactive_color);
if (ed->mode() == editor_mode::walls)
switch (ed->rotation())
{
case editor_wall_rotation::N: draw(_wireframe_wall_n, TILE_SIZE); break;
case editor_wall_rotation::W: draw(_wireframe_wall_w, TILE_SIZE); break;
}
else if (ed->mode() == editor_mode::floor)
draw(_wireframe_quad, TILE_SIZE2);
}
else if (const auto* ed = _editor.current_scenery_editor())
{
if (!ed->is_anything_selected())
shader.set_tint(inactive_color);
const auto& sel = ed->get_selected().proto;
draw(_wireframe_quad, TILE_SIZE2);
if (ed->is_anything_selected())
{
shader.set_tint({1, 1, 1, 0.75f});
auto [_f, _w, anim_mesh] = M->meshes();
const auto pos = cursor.tile->to_signed3()*iTILE_SIZE;
anim_mesh.draw(shader, *sel.atlas, sel.frame.r, sel.frame.frame, Vector3(pos), 1);
}
}
shader.set_tint({1, 1, 1, 1});
}
}
void app::draw_collision_boxes()
{
const auto [minx, maxx, miny, maxy] = M->get_draw_bounds();
const auto sz = M->window_size();
auto& world = M->world();
auto& shader = M->shader();
shader.set_tint({0, .5f, 1, 1});
using rtree_type = std::decay_t<decltype(*world[chunk_coords{}].rtree())>;
using rect_type = typename rtree_type::Rect;
for (std::int16_t y = miny; y <= maxy; y++)
for (std::int16_t x = minx; x <= maxx; x++)
{
const chunk_coords pos{x, y};
auto& c = world[pos];
if (c.empty())
continue;
c.ensure_passability();
const with_shifted_camera_offset o{shader, pos, {minx, miny}, {maxx, maxy}};
if (floormat_main::check_chunk_visible(shader.camera_offset(), sz))
{
constexpr float maxf = 1 << 24, max2f[] = { maxf, maxf }, min2f[] = { -maxf, -maxf };
const auto* rtree = c.rtree();
rtree->Search(min2f, max2f, [&](std::uint64_t data, const rect_type& rect) {
[[maybe_unused]] auto x = std::bit_cast<collision_data>(data);
Vector2 start(rect.m_min[0], rect.m_min[1]), end(rect.m_max[0], rect.m_max[1]);
auto size = (end - start);
auto center = Vector3(start + size*.5f, 0.f);
_wireframe_rect.draw(shader, { center, size, 3 });
return true;
});
}
}
shader.set_tint({1, 0, 1, 1});
if (cursor.tile)
{
constexpr auto eps = 1e-6f;
constexpr auto m = TILE_SIZE2 * Vector2(1- eps, 1- eps);
const auto tile_ = Vector2(M->pixel_to_tile_(Vector2d(*cursor.pixel)));
const auto tile = *cursor.tile;
const auto curchunk = Vector2(tile.chunk()), curtile = Vector2(tile.local());
const auto subpixel_ = Vector2(std::fmod(tile_[0], 1.f), std::fmod(tile_[1], 1.f));
const auto subpixel = m * Vector2(curchunk[0] < 0 ? 1 + subpixel_[0] : subpixel_[0],
curchunk[1] < 0 ? 1 + subpixel_[1] : subpixel_[1]);
for (std::int16_t y = miny; y <= maxy; y++)
for (std::int16_t x = minx; x <= maxx; x++)
{
const chunk_coords c_pos{x, y};
auto& c = world[c_pos];
if (c.empty())
continue;
c.ensure_passability();
const with_shifted_camera_offset o{shader, c_pos, {minx, miny}, {maxx, maxy}};
if (floormat_main::check_chunk_visible(shader.camera_offset(), sz))
{
constexpr auto half_tile = TILE_SIZE2/2;
constexpr auto chunk_size = TILE_SIZE2 * TILE_MAX_DIM;
auto chunk_dist = (curchunk - Vector2(c_pos))*chunk_size;
auto t0 = chunk_dist + curtile*TILE_SIZE2 + subpixel - half_tile;
auto t1 = t0+Vector2(1e-4f);
const auto* rtree = c.rtree();
rtree->Search(t0.data(), t1.data(), [&](std::uint64_t data, const rect_type& rect) {
[[maybe_unused]] auto x = std::bit_cast<collision_data>(data);
Vector2 start(rect.m_min[0], rect.m_min[1]), end(rect.m_max[0], rect.m_max[1]);
auto size = end - start;
auto center = Vector3(start + size*.5f, 0.f);
_wireframe_rect.draw(shader, { center, size, 3 });
return true;
});
}
}
}
shader.set_tint({1, 1, 1, 1});
}
void app::draw()
{
if (_render_bboxes)
draw_collision_boxes();
if (_editor.current_tile_editor() || _editor.current_scenery_editor())
draw_cursor();
draw_ui();
render_menu();
}
clickable* app::find_clickable_scenery(const Optional<Vector2i>& pixel)
{
if (!pixel || _editor.mode() != editor_mode::none)
return nullptr;
clickable* item = nullptr;
float depth = -(1 << 24);
const auto array = M->clickable_scenery();
const auto p = *pixel;
for (clickable& c : array)
if (c.depth > depth && c.dest.contains(p))
{
const auto pos_ = *pixel - c.dest.min() + Vector2i(c.src.min());
const auto pos = !c.mirrored ? pos_ : Vector2i(int(c.src.sizeX()) - 1 - pos_[0], pos_[1]);
std::size_t idx = unsigned(pos.y()) * c.stride + unsigned(pos.x());
fm_assert(idx < c.bitmask.size());
if (c.bitmask[idx])
{
depth = c.depth;
item = &c;
}
}
if (item)
return item;
else
return nullptr;
}
} // namespace floormat
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