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#include "app.hpp"
#include "floormat/main.hpp"
#include "floormat/settings.hpp"
#include "shaders/shader.hpp"
#include "main/clickable.hpp"
#include "editor.hpp"
#include "ground-editor.hpp"
#include "wall-editor.hpp"
#include "scenery-editor.hpp"
#include "vobj-editor.hpp"
#include "src/anim-atlas.hpp"
#include "draw/anim.hpp"
#include "draw/wireframe-meshes.hpp"
#include "src/camera-offset.hpp"
#include "src/world.hpp"
#include "src/critter.hpp"
#include "src/rotation.inl"
#include "src/RTree-search.hpp"
#include <bit>
#include <Magnum/Math/Color.h>
#include <Magnum/Math/Vector3.h>
namespace floormat {
void app::draw_cursor()
{
constexpr float LINE_WIDTH = 2;
auto& shader = M->shader();
auto& w = M->world();
const auto inactive_color = 0xff00ffff_rgbaf;
global_coords tile;
if (auto pos = _editor->mouse_drag_pos())
tile = *pos;
else if (cursor.tile)
tile = *cursor.tile;
else
return;
if (!cursor.in_imgui)
{
const auto draw = [&, pos = tile](auto& mesh, const auto& size) {
const auto center = Vector3(pos) * TILE_SIZE;
mesh.draw(shader, {center, size, LINE_WIDTH});
};
shader.set_tint({1, 0, 0, 1});
if (const auto* ed = _editor->current_ground_editor())
{
if (!ed->is_anything_selected())
shader.set_tint(inactive_color);
draw(_wireframe->quad, TILE_SIZE2);
}
else if (const auto* ed = _editor->current_wall_editor())
{
if (!ed->is_anything_selected())
shader.set_tint(inactive_color);
switch (ed->rotation())
{
case rotation::N: draw(_wireframe->wall_n, TILE_SIZE); break;
case rotation::W: draw(_wireframe->wall_w, TILE_SIZE); break;
default: std::unreachable();
}
}
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 [_g, _w, anim_mesh] = M->meshes();
const auto offset = Vector3i(Vector2i(sel.offset), 0);
const auto pos = Vector3i(tile)*iTILE_SIZE + offset;
auto [ch, t] = w[tile];
if (!ch.can_place_object(sel, tile.local()))
shader.set_tint({1, 0, 1, 0.5f});
anim_mesh.draw(shader, *sel.atlas, sel.r, sel.frame, Vector3(pos), 1);
}
}
else if (const auto* vo = _editor->current_vobj_editor())
{
if (!vo->is_anything_selected())
shader.set_tint(inactive_color);
if (vo->is_anything_selected())
{
const auto& atlas = vo->get_selected()->factory->atlas();
draw(_wireframe->quad, TILE_SIZE2);
shader.set_tint({1, 1, 1, 0.75f});
auto [_g, _w, anim_mesh] = M->meshes();
const auto pos = Vector3i(tile)*iTILE_SIZE;
anim_mesh.draw(shader, *atlas, rotation::N, 0, Vector3(pos), 1);
}
}
shader.set_tint({1, 1, 1, 1});
}
}
void app::draw_collision_boxes()
{
auto [z_min, z_max, z_cur, only] = get_z_bounds();
if (only)
z_min = z_max = z_cur;
const auto [minx, maxx, miny, maxy] = M->get_draw_bounds();
const auto sz = M->window_size();
auto& world = M->world();
auto& shader = M->shader();
using rtree_type = std::decay_t<decltype(*world[chunk_coords_{}].rtree())>;
using rect_type = typename rtree_type::Rect;
for (int8_t z = z_min; z <= z_max; z++)
{
constexpr Vector4 pass_tint = {.7f, .7f, .7f, .6f};
const auto tint = z == _z_level ? Vector4{0, .5f, 1, 1} : Vector4{.7f, .7f, .7f, .6f};
for (int16_t y = miny; y <= maxy; y++)
for (int16_t x = minx; x <= maxx; x++)
{
const chunk_coords_ pos{x, y, z};
auto* c_ = world.at(pos);
if (!c_)
continue;
auto& c = *c_;
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, [&](object_id data, const rect_type& rect) {
[[maybe_unused]] auto x = std::bit_cast<collision_data>(data);
#if 1
if (x.tag == (uint64_t)collision_type::geometry)
return true;
#endif
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);
shader.set_tint(x.pass == (uint64_t)pass_mode::pass ? pass_tint : tint);
_wireframe->rect.draw(shader, { center, size, 3 });
return true;
});
}
}
}
shader.set_tint({1, 0, 1, 1});
if (cursor.pixel)
{
auto pos = tile_shader::project(Vector3d{0., 0., -_z_level*dTILE_SIZE[2]});
auto pixel = Vector2d{*cursor.pixel} + pos;
auto coord = M->pixel_to_tile(pixel);
auto tile = global_coords{coord.chunk(), coord.local(), 0};
constexpr auto eps = 1e-6f;
constexpr auto m = TILE_SIZE2 * Vector2(1- eps, 1- eps);
const auto tile_ = Vector2(M->pixel_to_tile_(Vector2d(pixel)));
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));
// todo use this formula for dragging objs
const auto subpixel = m * Vector2(curchunk[0] < 0 ? 1 + subpixel_[0] : subpixel_[0],
curchunk[1] < 0 ? 1 + subpixel_[1] : subpixel_[1]);
for (int16_t y = miny; y <= maxy; y++)
for (int16_t x = minx; x <= maxx; x++)
{
const chunk_coords_ c_pos{x, y, _z_level};
auto* c_ = world.at(c_pos);
if (!c_)
continue;
auto& c = *c_;
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.x, c_pos.y))*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(), [&](uint64_t data, const rect_type& rect) {
[[maybe_unused]] auto x = std::bit_cast<collision_data>(data);
if (x.tag == (uint64_t)collision_type::geometry)
return true;
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()
{
do_lightmap_test();
if (_render_bboxes)
draw_collision_boxes();
if (_editor->current_ground_editor() && _editor->current_ground_editor()->is_anything_selected() ||
_editor->current_wall_editor() && _editor->current_wall_editor()->is_anything_selected() ||
_editor->current_scenery_editor() && _editor->current_scenery_editor()->is_anything_selected() ||
_editor->current_vobj_editor() && _editor->current_vobj_editor()->is_anything_selected())
draw_cursor();
draw_ui();
render_menu();
M->texture_unit_cache().output_stats();
}
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]);
size_t idx = unsigned(pos.y()) * c.stride + unsigned(pos.x());
fm_assert(c.bitmask.isEmpty() || idx < c.bitmask.size());
if (c.bitmask.isEmpty() || c.bitmask[idx])
{
depth = c.depth;
item = &c;
}
}
if (item)
return item;
else
return nullptr;
}
} // namespace floormat
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