diff options
Diffstat (limited to 'src/chunk-walls.cpp')
-rw-r--r-- | src/chunk-walls.cpp | 84 |
1 files changed, 61 insertions, 23 deletions
diff --git a/src/chunk-walls.cpp b/src/chunk-walls.cpp index 9e808b41..eca7a29f 100644 --- a/src/chunk-walls.cpp +++ b/src/chunk-walls.cpp @@ -156,6 +156,7 @@ constexpr auto depth_offset_for_group(Group_ G) { default: return tile_shader::wall_depth_offset; + case Wall::Group_::corner: case Wall::Group_::side: return tile_shader::wall_side_offset; // // todo @@ -191,7 +192,7 @@ GL::Mesh chunk::make_wall_mesh() { CORRADE_ASSUME(G < Group_::COUNT); - bool corner_ok = false; + bool corner_ok = false, pillar_ok = false; if (!(dir.*member).is_defined) continue; @@ -203,13 +204,20 @@ GL::Mesh chunk::make_wall_mesh() default: break; case Wall::Group_::side: - if (auto t2 = at_offset_(pos, {1, 0}); t2 && t2->wall_west_atlas()) - continue; - else if (auto t2 = at_offset_(pos, {1, -1}); t2 && t2->wall_west_atlas()) - continue; - else if (auto t2 = at_offset_(pos, {-1, 0}); t2 && !t2->wall_north_atlas()) - if (auto t2 = at_offset_(pos, {0, -1}); t2 && t2->wall_west_atlas()) - corner_ok = true; + if (_walls->atlases[k+1]) // west on same tile + if (auto t2 = at_offset_(pos, {-1, 0}); !t2 || !t2->wall_north_atlas()) + if (auto t2 = at_offset_(pos, {0, -1}); !t2 || !t2->wall_west_atlas()) + pillar_ok = true; + if (!pillar_ok) [[likely]] + { + if (auto t2 = at_offset_(pos, {1, 0}); t2 && t2->wall_west_atlas()) + continue; + else if (auto t2 = at_offset_(pos, {1, -1}); t2 && t2->wall_west_atlas()) + continue; + else if (auto t2 = at_offset_(pos, {-1, 0}); !t2 || !t2->wall_north_atlas()) + if (auto t2 = at_offset_(pos, {0, -1}); t2 && t2->wall_west_atlas()) + corner_ok = true; + } break; } } @@ -224,36 +232,65 @@ GL::Mesh chunk::make_wall_mesh() continue; else if (auto t2 = at_offset_(pos, {-1, 1}); t2 && t2->wall_north_atlas()) continue; - else if (auto t2 = at_offset_(pos, {0, -1}); t2 && !t2->wall_west_atlas()) + else if (auto t2 = at_offset_(pos, {0, -1}); !t2 || !t2->wall_west_atlas()) if (auto t2 = at_offset_(pos, {-1, 0}); t2 && t2->wall_north_atlas()) corner_ok = true; break; } } - const auto depth_offset = depth_offset_for_group(G); auto quad = get_quad(D, G, Depth); for (auto& v : quad) v += center; - if (corner_ok) + if (pillar_ok) + { + if (dir.top.is_defined) + { + const auto frames = atlas->frames(dir.top); + auto variant = (variant_ != (uint8_t)-1 ? variant_ : vpos); + variant += !is_west ? frames.size() - 1 : 1; + variant = variant % frames.size(); + constexpr Vector2 half_tile = TILE_SIZE2*.5f; + constexpr float X = half_tile.x(), Y = half_tile.y(), Z = TILE_SIZE.z(); + Quads::quad quad = {{ + { -X - Depth, -Y - Depth, Z }, + { -X, -Y - Depth, Z }, + { -X - Depth, -Y, Z }, + { -X, -Y, Z } + }}; + const auto& frame = frames[variant]; + fm_assert(frame.size.x() == Depth); + fm_assert(frame.size.y() >= Depth); + auto start = frame.offset + Vector2ui{0, frame.size.y()} - Vector2ui{0, Depth}; + const auto texcoords = Quads::texcoords_at(start, Vector2ui{Depth, Depth}, atlas->image_size()); + const auto i = N++; + fm_assert(i < vertexes.size()); + _walls->mesh_indexes[i] = (uint16_t)k; + const auto depth_offset = depth_offset_for_group(Group_::top); + const auto depth = tile_shader::depth_value(pos, depth_offset); + auto& v = vertexes[i]; + for (auto& v : quad) + v += center; + for (uint8_t j = 0; j < 4; j++) + v[j] = { quad[j], texcoords[j], depth }; + } + } + else if (corner_ok) { if (dir.corner.is_defined) { const auto frames = atlas->frames(dir.corner); auto variant = (variant_ != (uint8_t)-1 ? variant_ : vpos); - variant += frames.size(); - if (!is_west) - variant -= 1; - else - variant += 1; - variant %= frames.size(); + variant += !is_west ? frames.size() - 1 : 1; + variant = variant % frames.size(); const auto& frame = frames[variant]; const auto texcoords = Quads::texcoords_at(frame.offset, frame.size, atlas->image_size()); const auto i = N++; + fm_assert(i < vertexes.size()); _walls->mesh_indexes[i] = (uint16_t)k; + const auto depth_offset = depth_offset_for_group(Group_::corner); const auto depth = tile_shader::depth_value(pos, depth_offset); - fm_debug_assert(i < vertexes.size()); auto& v = vertexes[i]; auto quad = get_quad(D, Group_::corner, Depth); for (auto& v : quad) @@ -265,16 +302,17 @@ GL::Mesh chunk::make_wall_mesh() { const auto frames = atlas->frames(dir.wall); auto variant = (variant_ != (uint8_t)-1 ? variant_ : vpos); - variant += frames.size() - 1; + variant += !is_west ? frames.size() - 1 : 1; variant %= frames.size(); const auto& frame = frames[variant]; fm_assert(frame.size.x() > Depth); - auto start = frame.offset + Vector2ui(frame.size.x(), 0) - Vector2ui{Depth, 0}; + auto start = frame.offset + Vector2ui{frame.size.x(), 0} - Vector2ui{Depth, 0}; const auto texcoords = Quads::texcoords_at(start, {Depth, frame.size.y()}, atlas->image_size()); const auto i = N++; + fm_assert(i < vertexes.size()); _walls->mesh_indexes[i] = (uint16_t)k; + const auto depth_offset = depth_offset_for_group(Group_::corner); const auto depth = tile_shader::depth_value(pos, depth_offset); - fm_debug_assert(i < vertexes.size()); auto& v = vertexes[i]; auto quad = get_corner(D, G, Depth); for (auto& v : quad) @@ -288,14 +326,14 @@ GL::Mesh chunk::make_wall_mesh() const auto frames = atlas->frames(group); const auto i = N++; - fm_debug_assert(i < max_wall_quad_count); + fm_assert(i < vertexes.size()); _walls->mesh_indexes[i] = (uint16_t)k; const auto variant = (variant_ != (uint8_t)-1 ? variant_ : vpos) % frames.size(); const auto& frame = frames[variant]; const auto texcoords = Quads::texcoords_at(frame.offset, frame.size, atlas->image_size()); + const auto depth_offset = depth_offset_for_group(G); const auto depth = tile_shader::depth_value(pos, depth_offset); - fm_debug_assert(i < vertexes.size()); auto& v = vertexes[i]; for (uint8_t j = 0; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; |