#include "wall.hpp" #include "tile-atlas.hpp" #include "shaders/shader.hpp" #include "chunk.hpp" #include "tile-image.hpp" #include "anim-atlas.hpp" #include #include namespace floormat { constexpr auto quad_index_count = 6; wall_mesh::wall_mesh() = default; void wall_mesh::draw(tile_shader& shader, chunk& c) { const auto [mesh_, ids, size] = c.ensure_wall_mesh(); struct { tile_atlas* atlas = nullptr; size_t pos = 0; } last; GL::MeshView mesh{mesh_}; [[maybe_unused]] size_t draw_count = 0; fm_debug_assert(size_t(mesh_.count()) == size*quad_index_count); const auto do_draw = [&](size_t i, tile_atlas* atlas, uint32_t max_index) { 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, max_index); shader.draw(mesh); draw_count++; } last = { atlas, i }; }; const auto max_index = uint32_t(size*quad_index_count - 1); size_t k; for (k = 0; k < size; k++) do_draw(k, c.wall_atlas_at(ids[k]), max_index); do_draw(size, nullptr, max_index); //#define FM_DEBUG_DRAW_COUNT #ifdef FM_DEBUG_DRAW_COUNT if (draw_count) fm_debug("wall draws: %zu", draw_count); #endif } } // namespace floormat