#include "chunk.hpp" #include "tile-atlas.hpp" #include "anim-atlas.hpp" #include "shaders/tile.hpp" #include #include #include namespace floormat { template static auto make_index_array(std::size_t max) { std::array, N*TILE_COUNT> array; // NOLINT(cppcoreguidelines-pro-type-member-init) for (auto i = 0_uz; i < max; i++) array[i] = tile_atlas::indices(i); return array; } struct vertex { Vector3 position; Vector2 texcoords; float depth = -1; }; auto chunk::ensure_ground_mesh() noexcept -> ground_mesh_tuple { if (!_ground_modified) return { ground_mesh, ground_indexes, std::size_t(ground_mesh.count()/6) }; _ground_modified = false; std::size_t count = 0; for (auto i = 0_uz; i < TILE_COUNT; i++) if (_ground_atlases[i]) ground_indexes[count++] = std::uint8_t(i); std::sort(ground_indexes.begin(), ground_indexes.begin() + count, [this](std::uint8_t a, std::uint8_t b) { return _ground_atlases[a] < _ground_atlases[b]; }); std::array, TILE_COUNT> vertexes; for (auto k = 0_uz; k < count; k++) { const std::uint8_t i = ground_indexes[k]; const auto& atlas = _ground_atlases[i]; const local_coords pos{i}; const auto quad = atlas->floor_quad(Vector3(pos) * TILE_SIZE, TILE_SIZE2); const auto texcoords = atlas->texcoords_for_id(_ground_variants[i]); const float depth = tile_shader::depth_value(pos); auto& v = vertexes[k]; for (auto j = 0_uz; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; } const auto indexes = make_index_array(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(std::int32_t(6 * count)); ground_mesh = Utility::move(mesh); return { ground_mesh, ground_indexes, count }; } auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple { if (!_walls_modified) return { wall_mesh, wall_indexes, std::size_t(wall_mesh.count()/6) }; _walls_modified = false; std::size_t count = 0; for (auto i = 0_uz; i < TILE_COUNT*2; i++) if (_wall_atlases[i]) wall_indexes[count++] = std::uint16_t(i); std::sort(wall_indexes.begin(), wall_indexes.begin() + count, [this](std::uint16_t a, std::uint16_t b) { return _wall_atlases[a] < _wall_atlases[b]; }); std::array, TILE_COUNT*2> vertexes; for (auto k = 0_uz; k < count; k++) { const std::uint16_t i = wall_indexes[k]; const auto& atlas = _wall_atlases[i]; const auto& variant = _wall_variants[i]; const local_coords pos{i / 2u}; const auto center = Vector3(pos) * TILE_SIZE; const auto quad = i & 1 ? atlas->wall_quad_W(center, TILE_SIZE) : atlas->wall_quad_N(center, TILE_SIZE); const float depth = tile_shader::depth_value(pos); const auto texcoords = atlas->texcoords_for_id(variant); auto& v = vertexes[k]; for (auto j = 0_uz; j < 4; j++) v[j] = { quad[j], texcoords[j], depth, }; } auto indexes = make_index_array<2>(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(std::int32_t(6 * count)); wall_mesh = Utility::move(mesh); return { wall_mesh, wall_indexes, count }; } auto chunk::ensure_scenery_mesh() noexcept -> scenery_mesh_tuple { if (!_scenery_modified) return { scenery_mesh, scenery_indexes, std::size_t(scenery_mesh.count()/6) }; _scenery_modified = false; std::size_t count = 0; for (auto i = 0_uz; i < TILE_COUNT; i++) if (const auto& atlas = _scenery_atlases[i]; atlas && atlas->info().fps == 0) scenery_indexes[count++] = std::uint8_t(i); #if 0 std::sort(scenery_indexes.begin(), scenery_indexes.begin() + count, [this](std::uint8_t a, std::uint8_t b) { return _scenery_atlases[a] < _scenery_atlases[b]; }); #endif std::array, TILE_COUNT> vertexes; for (auto k = 0_uz; k < count; k++) { const std::uint8_t i = scenery_indexes[k]; const local_coords pos{i}; const auto& atlas = _scenery_atlases[i]; const auto& fr = _scenery_variants[i]; const auto coord = Vector3(pos) * TILE_SIZE + Vector3(Vector2(fr.offset), 0); const auto quad = atlas->frame_quad(coord, fr.r, fr.frame); const auto& group = atlas->group(fr.r); const auto texcoords = atlas->texcoords_for_frame(fr.r, fr.frame, !group.mirror_from.isEmpty()); const float depth = tile_shader::depth_value(pos, tile_shader::scenery_depth_offset); auto& v = vertexes[k]; for (auto j = 0_uz; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; } const auto indexes = make_index_array(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(std::int32_t(6 * count)); scenery_mesh = Utility::move(mesh); return { scenery_mesh, scenery_indexes, count }; } } // namespace floormat