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#include "main-impl.hpp"
#include "floormat/app.hpp"
#include <cr/StringView.h>
#include <cr/StringIterable.h>
#include <mg/Functions.h>
#include <Magnum/GL/Renderer.h>
#include <Magnum/GL/RenderbufferFormat.h>
#include <Magnum/GL/TextureFormat.h>
#include <algorithm> // todo std::minmax
namespace floormat {
void main_impl::recalc_viewport(Vector2i fb_size, Vector2i win_size) noexcept
{
_dpi_scale = dpiScaling();
_virtual_scale = Vector2(fb_size) / Vector2(win_size);
update_window_state();
_shader.set_scale(Vector2{fb_size});
GL::Renderer::setDepthMask(true);
#ifdef FM_USE_DEPTH32
{
framebuffer.fb = GL::Framebuffer{{ {}, fb_size }};
framebuffer.color = GL::Texture2D{};
framebuffer.color.setStorage(1, GL::TextureFormat::RGBA8, fb_size);
framebuffer.depth = GL::Renderbuffer{};
framebuffer.depth.setStorage(GL::RenderbufferFormat::DepthComponent32F, fb_size);
framebuffer.fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, framebuffer.color, 0);
framebuffer.fb.attachRenderbuffer(GL::Framebuffer::BufferAttachment::Depth, framebuffer.depth);
framebuffer.fb.clearColor(0, Color4{0.f, 0.f, 0.f, 1.f});
framebuffer.fb.clearDepth(0);
framebuffer.fb.bind();
}
#else
GL::defaultFramebuffer.setViewport({{}, fb_size });
GL::defaultFramebuffer.clearColor(Color4{0.f, 0.f, 0.f, 1.f});
GL::defaultFramebuffer.clearDepthStencil(0, 0);
GL::defaultFramebuffer.bind();
#endif
// -- state ---
glEnable(GL_LINE_SMOOTH);
using BlendEquation = GL::Renderer::BlendEquation;
using BlendFunction = GL::Renderer::BlendFunction;
using DepthFunction = GL::Renderer::DepthFunction;
using ProvokingVertex = GL::Renderer::ProvokingVertex;
using Feature = GL::Renderer::Feature;
GL::Renderer::setBlendEquation(BlendEquation::Add, BlendEquation::Add);
GL::Renderer::setBlendFunction(BlendFunction::SourceAlpha, BlendFunction::OneMinusSourceAlpha);
GL::Renderer::disable(Feature::FaceCulling);
GL::Renderer::disable(Feature::DepthTest);
GL::Renderer::enable(Feature::Blending);
GL::Renderer::enable(Feature::ScissorTest);
GL::Renderer::enable(Feature::DepthClamp);
GL::Renderer::setDepthFunction(DepthFunction::Greater);
GL::Renderer::setScissor({{}, fb_size});
GL::Renderer::setProvokingVertex(ProvokingVertex::FirstVertexConvention);
// -- user--
app.on_viewport_event(fb_size);
timeline = Time::now();
}
auto main_impl::make_window_flags(const fm_settings& s) -> Configuration::WindowFlags
{
using flag = Configuration::WindowFlag;
Configuration::WindowFlags flags{};
if (s.resizable)
flags |= flag::Resizable;
if (s.fullscreen)
flags |= flag::Fullscreen;
if (s.fullscreen_desktop)
flags |= flag::FullscreenDesktop;
if (s.borderless)
flags |= flag::Borderless;
if (s.maximized)
flags |= flag::Maximized;
return flags;
}
auto main_impl::make_conf(const fm_settings& s) -> Configuration
{
return Configuration{}
.setTitle(s.title ? (StringView)s.title : "floormat editor"_s)
.setSize(s.resolution)
.setWindowFlags(make_window_flags(s));
}
auto main_impl::make_gl_conf(const fm_settings&) -> GLConfiguration
{
GLConfiguration::Flags flags{};
flags |= GLConfiguration::Flag::ForwardCompatible;
return GLConfiguration{}
.setFlags(flags)
#ifdef FM_USE_DEPTH32
.setDepthBufferSize(0)
#endif
.setColorBufferSize({8, 8, 8, 0})
.setStencilBufferSize(0);
}
unsigned main_impl::get_window_refresh_rate(SDL_Window* window, unsigned min, unsigned max)
{
fm_assert(window != nullptr);
if (int index = SDL_GetWindowDisplayIndex(window); index < 0)
fm_warn_once("SDL_GetWindowDisplayIndex: %s", SDL_GetError());
else if (SDL_DisplayMode dpymode{}; SDL_GetCurrentDisplayMode(index, &dpymode) < 0)
fm_warn_once("SDL_GetCurrentDisplayMode: %s", SDL_GetError());
else
{
auto hz = (unsigned)dpymode.refresh_rate;
fm_assert(dpymode.refresh_rate > 0);
fm_assert(hz < max);
return hz;
}
return min;
}
void main_impl::update_window_state() // todo window minimized, out of focus, fake vsync etc
{
const auto flags = (SDL_WindowFlags)SDL_GetWindowFlags(window());
int interval = std::abs(SDL_GL_GetSwapInterval());
bool vsync = interval != 0;
//bool vsync = s.vsync ? interval != 0 : false;
if (interval < 0) [[unlikely]]
fm_warn_once("bad swap interval %d", interval);
auto hz = get_window_refresh_rate(window(), _frame_timings.min_refresh_rate, 10000);
bool hidden = flags & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED);
bool focused = flags & SDL_WINDOW_INPUT_FOCUS;
focused &= !hidden;
fm_assert(hz > 0 && hz < 1000);
_frame_timings = {
.refresh_rate = hz,
.smoothed_frame_time = 0,
.vsync = vsync,
.minimized = hidden,
.focused = focused,
};
#if 0
constexpr auto b = [](bool x) { return x ? "1" : "0"; };
DBG_nospace << "window:"
<< " " << _framebuffer_size.x() << "x" << _framebuffer_size.y()
<< " hz:" << hz << " vsync:" << b(vsync)
<< " focused:" << b(focused) << " hidden:" << b(hidden);
#endif
}
auto main_impl::meshes() noexcept -> struct meshes
{
return { _ground_mesh, _wall_mesh, _anim_mesh, };
};
class world& main_impl::reset_world() noexcept
{
return reset_world(floormat::world{});
}
} // namespace floormat
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