#include "wall-mesh.hpp" #include "tile-atlas.hpp" #include "shaders/tile-shader.hpp" #include "chunk.hpp" #include #include namespace floormat { constexpr auto quad_index_count = 6; wall_mesh::wall_mesh() { _mesh.setCount((int)(quad_index_count * COUNT)) .addVertexBuffer(_vertex_buffer, 0, tile_shader::TextureCoordinates{}) .addVertexBuffer(_positions_buffer, 0, tile_shader::Position{}) .setIndexBuffer(_index_buffer, 0, GL::MeshIndexType::UnsignedShort); CORRADE_INTERNAL_ASSERT(_mesh.isIndexed()); } void wall_mesh::add_wall(vertex_array& data, texture_array& textures, tile_image& img, std::size_t pos) { CORRADE_INTERNAL_ASSERT(pos < data.size()); auto texcoords = img.atlas->texcoords_for_id(img.variant); for (std::size_t i = 0; i < 4; i++) { data[pos][i] = { texcoords[i] }; textures[pos] = &img.atlas->texture(); } } void wall_mesh::maybe_add_tile(vertex_array& data, texture_array& textures, tile& x, std::size_t pos) { if (auto& wall = x.wall_north; wall.atlas) add_wall(data, textures, wall, pos * 2 + 0); if (auto& wall = x.wall_west; wall.atlas) add_wall(data, textures, wall, pos * 2 + 1); } void wall_mesh::draw(tile_shader& shader, chunk& c) { _vertex_buffer.setData({nullptr, sizeof(vertex_array)}, Magnum::GL::BufferUsage::DynamicDraw); // orphan the buffer texture_array textures = {}; { vertex_array data; for (auto& [x, idx, pt] : c) { maybe_add_tile(data, textures, x, idx); } _vertex_buffer.setSubData(0, data); } const GL::Texture2D* last_texture = nullptr; Magnum::GL::MeshView mesh{_mesh}; for (std::size_t i = 0; i < COUNT; i++) { auto* const tex = textures[i]; if (!tex) continue; mesh.setCount(quad_index_count); mesh.setIndexRange((int)(i*quad_index_count), 0, quad_index_count*COUNT - 1); if (tex != last_texture) tex->bind(0); last_texture = tex; shader.draw(mesh); } } std::array, wall_mesh::COUNT> wall_mesh::make_index_array() { // NOLINTNEXTLINE(cppcoreguidelines-pro-type-member-init) std::array, COUNT> array; for (std::size_t i = 0; i < std::size(array); i++) array[i] = tile_atlas::indices(i); return array; } std::array, wall_mesh::COUNT> wall_mesh::make_position_array() { std::array, COUNT> array; constexpr float X = TILE_SIZE[0], Y = TILE_SIZE[1], Z = TILE_SIZE[2]; constexpr Vector3 size = {X, Y, Z}; for (std::size_t j = 0; j < TILE_MAX_DIM; j++) for (std::size_t i = 0; i < TILE_MAX_DIM; i++) { const auto idx = (j*TILE_MAX_DIM + i) * 2; Vector3 center{(float)(X*i), (float)(Y*j), 0}; array[idx + 0] = tile_atlas::wall_quad_N(center, size); array[idx + 1] = tile_atlas::wall_quad_W(center, size); } return array; } } // namespace floormat