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#include "chunk.hpp"
#include "tile-bbox.hpp"
#include "quads.hpp"
#include "wall-atlas.hpp"
#include "shaders/shader.hpp"
#include <Corrade/Containers/ArrayView.h>
#include <Corrade/Containers/PairStl.h>
#include <algorithm>
namespace floormat {
void chunk::ensure_alloc_walls()
{
if (!_walls) [[unlikely]]
_walls = Pointer<wall_stuff>{InPlaceInit};
}
namespace {
constexpr Vector2 half_tile = TILE_SIZE2*.5f;
constexpr float X = half_tile.x(), Y = half_tile.y(), Z = TILE_SIZE.z();
using namespace floormat::Quads;
using Wall::Group_;
template<Group_ G, bool IsWest> constexpr std::array<Vector3, 4> make_wall_vertex_data(float depth);
// -----------------------
// corner left
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::corner_L, false>(float)
{
constexpr float x_offset = (float)(unsigned)X;
return {{
{ -X + x_offset, -Y, Z },
{ -X + x_offset, -Y, 0 },
{ -X, -Y, Z },
{ -X, -Y, 0 },
}};
}
// corner right
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::corner_R, true>(float)
{
constexpr float y_offset = TILE_SIZE.y() - (float)(unsigned)Y;
return {{
{-X, -Y, Z },
{-X, -Y, 0 },
{-X, -Y + y_offset, Z },
{-X, -Y + y_offset, 0 },
}};
}
// wall north
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::wall, false>(float)
{
return {{
{ X, -Y, Z },
{ X, -Y, 0 },
{-X, -Y, Z },
{-X, -Y, 0 },
}};
}
// wall west
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::wall, true>(float)
{
return {{
{-X, -Y, Z },
{-X, -Y, 0 },
{-X, Y, Z },
{-X, Y, 0 },
}};
}
// overlay north
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::overlay, false>(float depth)
{
return make_wall_vertex_data<Wall::Group_::wall, false>(depth);
}
// overlay west
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::overlay, true>(float depth)
{
return make_wall_vertex_data<Wall::Group_::wall, true>(depth);
}
// side north
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::side, false>(float depth)
{
auto left = Vector2{X, -Y },
right = Vector2{left.x(), left.y() - depth };
return {{
{ right.x(), right.y(), Z },
{ right.x(), right.y(), 0 },
{ left.x(), left.y(), Z },
{ left.x(), left.y(), 0 },
}};
}
// side west
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::side, true>(float depth)
{
auto right = Vector2{ -X, Y };
auto left = Vector2{ right.x() - depth, right.y() };
return {{
{ right.x(), right.y(), Z },
{ right.x(), right.y(), 0 },
{ left.x(), left.y(), Z },
{ left.x(), left.y(), 0 },
}};
}
// top north
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::top, false>(float depth)
{
auto top_right = Vector2{X, Y - depth },
bottom_right = Vector2{top_right.x(), Y },
top_left = Vector2{-X, top_right.y() },
bottom_left = Vector2{top_left.x(), bottom_right.y() };
return {{
{ top_right.x(), top_right.y(), Z }, // br tr
{ top_left.x(), top_left.y(), Z }, // tr tl
{ bottom_right.x(), bottom_right.y(), Z }, // bl br
{ bottom_left.x(), bottom_left.y(), Z }, // tl bl
}};
}
// top west
template<> std::array<Vector3, 4> constexpr make_wall_vertex_data<Group_::top, true>(float depth)
{
auto top_right = Vector2{-X, -Y },
top_left = Vector2{top_right.x() - depth, top_right.y() },
bottom_right = Vector2{top_right.x(), Y },
bottom_left = Vector2{top_left.x(), bottom_right.y() };
return {{
{ bottom_right.x(), bottom_right.y(), Z },
{ top_right.x(), top_right.y(), Z },
{ bottom_left.x(), bottom_left.y(), Z },
{ top_left.x(), top_left.y(), Z },
}};
}
// -----------------------
} // namespace
fm_noinline
GL::Mesh chunk::make_wall_mesh(size_t count)
{
fm_debug_assert(_walls);
//std::array<std::array<vertex, 4>, TILE_COUNT*2> vertexes;
vertex vertexes[TILE_COUNT*2][4];
for (auto k = 0uz; k < count; k++)
{
const uint16_t i = _walls->indexes[k];
const auto& atlas = _walls->atlases[i];
const auto& variant = _walls->variants[i];
const local_coords pos{i / 2u};
const auto center = Vector3(pos) * TILE_SIZE;
const auto quad = i & 1 ? wall_quad_W(center, TILE_SIZE) : wall_quad_N(center, TILE_SIZE);
const float depth = tile_shader::depth_value(pos, tile_shader::wall_depth_offset);
const auto texcoords = atlas->texcoords_for_id(variant);
auto& v = vertexes[k];
for (auto j = 0uz; j < 4; j++)
v[j] = { quad[j], texcoords[j], depth, };
}
auto indexes = make_index_array<2>(count);
const auto vertex_view = ArrayView{&vertexes[0], count};
const auto vert_index_view = ArrayView{indexes.data(), count};
GL::Mesh mesh{GL::MeshPrimitive::Triangles};
mesh.addVertexBuffer(GL::Buffer{vertex_view}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{})
.setIndexBuffer(GL::Buffer{vert_index_view}, 0, GL::MeshIndexType::UnsignedShort)
.setCount(int32_t(6 * count));
return mesh;
}
auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple
{
if (!_walls)
return {wall_mesh, {}, 0};
if (!_walls_modified)
return { wall_mesh, _walls->wall_indexes, size_t(wall_mesh.count()/6) };
_walls_modified = false;
size_t count = 0;
for (auto i = 0uz; i < TILE_COUNT*2; i++)
if (_walls->_wall_atlases[i])
_walls->wall_indexes[count++] = uint16_t(i);
std::sort(_walls->wall_indexes.data(), _walls->wall_indexes.data() + (ptrdiff_t)count,
[this](uint16_t a, uint16_t b) {
return _walls->_wall_atlases[a] < _walls->_wall_atlases[b];
});
wall_mesh = make_wall_mesh(count);
return { wall_mesh, _walls->wall_indexes, count };
}
} // namespace floormat
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