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-rw-r--r--src/wireframe-mesh.cpp29
1 files changed, 19 insertions, 10 deletions
diff --git a/src/wireframe-mesh.cpp b/src/wireframe-mesh.cpp
index 14af4a15..1332c682 100644
--- a/src/wireframe-mesh.cpp
+++ b/src/wireframe-mesh.cpp
@@ -1,13 +1,14 @@
#include "wireframe-mesh.hpp"
#include "shaders/tile-shader.hpp"
+#include "tile-atlas.hpp"
#include <Corrade/Containers/Array.h>
-#include <Magnum/ImageView.h>
#include <Magnum/GL/Renderer.h>
#include <Magnum/GL/TextureFormat.h>
+#include <Magnum/ImageFlags.h>
+#include <Magnum/ImageView.h>
#include <Magnum/PixelFormat.h>
#include <Magnum/PixelStorage.h>
#include <Magnum/Trade/ImageData.h>
-#include <Magnum/ImageFlags.h>
namespace Magnum::Examples::wireframe
{
@@ -30,15 +31,23 @@ GL::RectangleTexture wireframe::null::make_constant_texture()
quad::vertex_array quad::make_vertex_array() const
{
+#if 0
constexpr auto X = TILE_SIZE[0], Y = TILE_SIZE[1];
constexpr float Z = 0;
- vertex_array ret = {{
+ return {{
{ -X + center[0], -Y + center[1], Z + center[2] },
{ X + center[0], -Y + center[1], Z + center[2] },
{ X + center[0], Y + center[1], Z + center[2] },
{ -X + center[0], Y + center[1], Z + center[2] },
}};
- return ret;
+#else
+ return tile_atlas::floor_quad(center, {TILE_SIZE[0], TILE_SIZE[1]});
+#endif
+}
+
+quad::index_array quad::make_index_array()
+{
+ return tile_atlas::indices(0);
}
quad::quad(Vector3 center, Vector2 size) : center(center), size(size) {}
@@ -49,18 +58,18 @@ namespace Magnum::Examples {
template <wireframe::traits T> wireframe_mesh<T>::wireframe_mesh()
{
- _mesh.setCount((int)T::num_vertices)
- .setPrimitive(T::primitive)
+ _mesh.setCount((int)T::num_indexes)
.addVertexBuffer(_texcoords_buffer, 0, tile_shader::TextureCoordinates{})
- .addVertexBuffer(_vertex_buffer, 0, tile_shader::Position{});
- CORRADE_INTERNAL_ASSERT(!_mesh.isIndexed());
+ .addVertexBuffer(_vertex_buffer, 0, tile_shader::Position{})
+ .setIndexBuffer(_index_buffer, 0, GL::MeshIndexType::UnsignedShort);
}
template <wireframe::traits T> void wireframe_mesh<T>::draw(tile_shader& shader, T x)
{
GL::Renderer::setLineWidth(2);
- _vertex_buffer.setData(x.make_vertex_array(), GL::BufferUsage::DynamicDraw);
- //_texture.bind(0);
+ _vertex_buffer.setSubData(0, x.make_vertex_array());
+ _index_buffer.setSubData(0, x.make_index_array());
+ _texture.bind(0);
shader.draw(_mesh);
}