#include "chunk.hpp" #include "ground-atlas.hpp" #include "quads.hpp" #include "shaders/shader.hpp" #include #include #include #include namespace floormat { using namespace floormat::Quads; namespace { static Array> static_vertexes{NoInit, TILE_COUNT}; } // namespace template std::array, N*TILE_COUNT> chunk::make_index_array(size_t max) { std::array, N*TILE_COUNT> array; // NOLINT(cppcoreguidelines-pro-type-member-init) for (auto i = 0uz; i < max; i++) array[i] = quad_indexes(i); return array; } template std::array, 1*TILE_COUNT> chunk::make_index_array<1>(size_t); template std::array, 2*TILE_COUNT> chunk::make_index_array<2>(size_t); void chunk::ensure_alloc_ground() { if (!_ground) [[unlikely]] _ground = Pointer{InPlaceInit}; } auto chunk::ensure_ground_mesh() noexcept -> ground_mesh_tuple { if (!_ground) return { ground_mesh, {}, 0 }; if (!_ground_modified) return { ground_mesh, _ground->indexes, size_t(ground_mesh.count()/6) }; _ground_modified = false; size_t count = 0; for (auto i = 0uz; i < TILE_COUNT; i++) if (_ground->atlases[i]) _ground->indexes[count++] = uint8_t(i); std::sort(_ground->indexes.begin(), _ground->indexes.begin() + count, [this](uint8_t a, uint8_t b) { return _ground->atlases[a] < _ground->atlases[b]; }); float hack_offset = _coord.z <= 0 ? -16.f : 0.f; // XXX hack auto& vertexes = static_vertexes; for (auto k = 0uz; k < count; k++) { const uint8_t i = _ground->indexes[k]; const auto& atlas = _ground->atlases[i]; const local_coords pos{i}; const auto quad = floor_quad(Vector3(pos) * TILE_SIZE, TILE_SIZE2); const auto texcoords = atlas->texcoords_for_id(_ground->variants[i] % _ground->atlases[i]->num_tiles()); const float depth = tile_shader::depth_value(pos, tile_shader::ground_depth_offset + hack_offset); auto& v = vertexes[k]; for (auto j = 0uz; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; } const auto indexes = make_index_array<1>(count); const auto vertex_view = ArrayView{vertexes.data(), 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)); ground_mesh = Utility::move(mesh); return { ground_mesh, _ground->indexes, count }; } } // namespace floormat