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#include "main-impl.hpp"
#include "src/tile-constants.hpp"
#include "floormat/app.hpp"
#include "src/camera-offset.hpp"
#include "src/anim-atlas.hpp"
#include "main/clickable.hpp"
#include "src/timer.hpp"
#include <Corrade/Containers/GrowableArray.h>
#include <Corrade/Containers/ArrayView.h>
#include <Magnum/GL/DefaultFramebuffer.h>
#include <Magnum/GL/Renderer.h>
#include <Magnum/Math/Color.h>
namespace floormat {
namespace {
size_t bad_frame_counter = 0; // NOLINT
} // namespace
void main_impl::do_update()
{
constexpr auto eps = 1e-5f;
auto dt = timeline.update();
if (float secs{Time::to_seconds(dt)}; secs > eps)
{
#if 1
constexpr float RC = 60;
constexpr float alpha = 1 / (1 + RC);
float& value = _frame_timings.smoothed_frame_time;
value = (value*(1 - alpha) + alpha * secs);
#else
value = secs;
#endif
if (secs > 35e-3f /* && !dt_expected.do_sleep */) [[likely]]
fm_debug("%zu frame took %.2f milliseconds", bad_frame_counter++, (double)(secs*1e3));
}
else
swapBuffers();
app.update(dt);
}
void main_impl::drawEvent()
{
_shader.set_tint({1, 1, 1, 1});
constexpr auto clear_color = 0x222222ff_rgbaf;
#ifdef FM_USE_DEPTH32
framebuffer.fb.clearColor(0, clear_color);
#else
GL::defaultFramebuffer.clearColor(clear_color);
#endif
draw_world();
app.draw();
GL::Renderer::flush();
do_update();
#ifdef FM_USE_DEPTH32
GL::Framebuffer::blit(framebuffer.fb, GL::defaultFramebuffer, framebuffer.fb.viewport(), GL::FramebufferBlit::Color);
#endif
swapBuffers();
redraw();
}
void main_impl::draw_world() noexcept
{
const auto [z_min, z_max, z_cur, only] = app.get_z_bounds();
const auto [minx, maxx, miny, maxy] = get_draw_bounds();
const auto sz = window_size();
fm_debug_assert(1 + maxx - minx <= 8);
fm_debug_assert(1 + maxy - miny <= 8);
arrayResize(_clickable_scenery, 0);
#ifdef FM_USE_DEPTH32
framebuffer.fb.clearDepth(0);
#else
GL::defaultFramebuffer.clearDepth(0);
#endif
GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
GL::Renderer::setDepthMask(true);
for (int8_t z = z_max; z >= z_min; z--)
{
if (only && z != z_cur)
_shader.set_tint({1, 1, 1, 0.75});
else
_shader.set_tint({1, 1, 1, 1});
for (int16_t y = maxy; y >= miny; y--)
for (int16_t x = maxx; x >= minx; x--)
{
const chunk_coords_ ch{x, y, z};
auto* c_ = _world.at(ch);
if (!c_)
continue;
auto& c = *c_;
bind();
const with_shifted_camera_offset o{_shader, ch, {minx, miny}, {maxx, maxy}};
if (check_chunk_visible(_shader.camera_offset(), sz))
{
_ground_mesh.draw(_shader, c);
_wall_mesh.draw(_shader, c);
}
}
}
GL::Renderer::setDepthMask(false);
for (int8_t z = z_min; z <= z_max; z++)
for (int16_t y = miny; y <= maxy; y++)
for (int16_t x = minx; x <= maxx; x++)
{
if (only && z != z_cur)
_shader.set_tint({1, 1, 1, 0.75});
else
_shader.set_tint({1, 1, 1, 1});
const chunk_coords_ pos{x, y, z};
auto* c_ = _world.at(pos);
if (!c_)
continue;
auto& c = *c_;
const with_shifted_camera_offset o{_shader, pos, {minx, miny}, {maxx, maxy}};
if (check_chunk_visible(_shader.camera_offset(), sz))
_anim_mesh.draw(_shader, sz, c, _clickable_scenery, _do_render_vobjs);
}
_shader.set_tint({1, 1, 1, 1});
GL::Renderer::setDepthMask(true);
GL::Renderer::disable(GL::Renderer::Feature::DepthTest);
}
void main_impl::bind() noexcept
{
framebuffer.fb.bind();
}
ArrayView<const clickable> main_impl::clickable_scenery() const noexcept
{
return { _clickable_scenery.data(), _clickable_scenery.size() };
}
ArrayView<clickable> main_impl::clickable_scenery() noexcept
{
return { _clickable_scenery.data(), _clickable_scenery.size() };
}
} // namespace floormat
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