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#include "main-impl.hpp"
#include "src/tile-constants.hpp"
#include <algorithm>
#include <limits>
namespace floormat {
global_coords main_impl::pixel_to_tile(Vector2d position) const noexcept
{
auto vec = pixel_to_tile_(position);
auto vec_ = Math::floor(vec);
return { (int32_t)vec_.x(), (int32_t)vec.y(), 0 };
}
Vector2d main_impl::pixel_to_tile_(Vector2d position) const noexcept
{
constexpr Vector2d pixel_size{tile_size_xy};
constexpr Vector2d half{.5, .5};
const Vector2d px = position - Vector2d{window_size()}*.5 - _shader.camera_offset();
return tile_shader::unproject(px*.5) / pixel_size + half;
}
auto main_impl::get_draw_bounds() const noexcept -> draw_bounds
{
using limits = std::numeric_limits<int16_t>;
auto x0 = limits::max(), x1 = limits::min(), y0 = limits::max(), y1 = limits::min();
const auto win = Vector2d(window_size());
chunk_coords list[] = {
pixel_to_tile(Vector2d{0, 0}).chunk(),
pixel_to_tile(Vector2d{win[0]-1, 0}).chunk(),
pixel_to_tile(Vector2d{0, win[1]-1}).chunk(),
pixel_to_tile(Vector2d{win[0]-1, win[1]-1}).chunk(),
};
auto center = pixel_to_tile(Vector2d{win[0]/2, win[1]/2}).chunk();
for (auto p : list)
{
x0 = Math::min(x0, p.x);
x1 = Math::max(x1, p.x);
y0 = Math::min(y0, p.y);
y1 = Math::max(y1, p.y);
}
// todo test this with the default viewport size using --magnum-dpi-scaling=1
x0 -= 1; y0 -= 1; x1 += 1; y1 += 1;
constexpr int16_t mx = tile_shader::max_screen_tiles.x()/(int16_t)2,
my = tile_shader::max_screen_tiles.y()/(int16_t)2;
int16_t minx = center.x - mx + 1, maxx = center.x + mx,
miny = center.y - my + 1, maxy = center.y + my;
x0 = Math::clamp(x0, minx, maxx);
x1 = Math::clamp(x1, minx, maxx);
y0 = Math::clamp(y0, miny, maxy);
y1 = Math::clamp(y1, miny, maxy);
return {x0, x1, y0, y1};
}
bool floormat_main::check_chunk_visible(const Vector2d& offset, const Vector2i& size) noexcept
{
constexpr Vector3d len = dTILE_SIZE * TILE_MAX_DIM20d;
enum : size_t { x, y, };
constexpr Vector2d p00 = tile_shader::project(Vector3d(0, 0, 0)),
p10 = tile_shader::project(Vector3d(len[x], 0, 0)),
p01 = tile_shader::project(Vector3d(0, len[y], 0)),
p11 = tile_shader::project(Vector3d(len[x], len[y], 0));
constexpr auto xx = std::minmax({ p00[x], p10[x], p01[x], p11[x], }),
yy = std::minmax({ p00[y], p10[y], p01[y], p11[y], });
constexpr auto minx = xx.first, maxx = xx.second, miny = yy.first, maxy = yy.second;
constexpr int W = (int)(maxx - minx + .5 + 1e-16), H = (int)(maxy - miny + .5 + 1e-16);
const auto X = (int)(minx + (offset[x] + size[x])*.5), Y = (int)(miny + (offset[y] + size[y])*.5);
return X + W > 0 && X < size[x] && Y + H > 0 && Y < size[y];
}
}
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