#include "floor.hpp" #include "shaders/tile.hpp" #include "tile.hpp" #include "chunk.hpp" #include "tile-atlas.hpp" #include namespace floormat { floor_mesh::floor_mesh() = default; //#define FM_DEBUG_DRAW_COUNT void floor_mesh::draw(tile_shader& shader, chunk& c) { constexpr auto quad_index_count = 6; auto [mesh_, ids] = c.ensure_ground_mesh(); struct { tile_atlas* atlas = nullptr; std::size_t pos = 0; } last; GL::MeshView mesh{mesh_}; [[maybe_unused]] std::size_t draw_count = 0; const auto do_draw = [&](std::size_t i, tile_atlas* atlas) { if (atlas == last.atlas) return; if (auto len = i - last.pos; last.atlas && len > 0) { last.atlas->texture().bind(0); mesh.setCount((int)(quad_index_count * len)); mesh.setIndexRange((int)(last.pos*quad_index_count), 0, quad_index_count*TILE_COUNT - 1); shader.draw(mesh); draw_count++; } last = { atlas, i }; }; for (std::size_t k = 0; k < TILE_COUNT; k++) do_draw(k, c.ground_atlas_at(ids[k])); do_draw(TILE_COUNT, nullptr); #ifdef FM_DEBUG_DRAW_COUNT if (draw_count) fm_debug("floor draws: %zu", draw_count); #endif } } // namespace floormat