#include "chunk.hpp" #include "tile-atlas.hpp" #include "shaders/shader.hpp" #include "compat/defs.hpp" #include #include #include namespace floormat { template static auto 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] = tile_atlas::indices(i); return array; } void chunk::ensure_alloc_ground() { if (!_ground) [[unlikely]] _ground = Pointer{InPlaceInit}; } void chunk::ensure_alloc_walls() { if (!_walls) [[unlikely]] _walls = Pointer{InPlaceInit}; } auto chunk::ensure_ground_mesh() noexcept -> ground_mesh_tuple { if (!_ground) return { ground_mesh, {}, 0 }; if (!_ground_modified) return { ground_mesh, _ground->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->_ground_atlases[i]) _ground->ground_indexes[count++] = uint8_t(i); std::sort(_ground->ground_indexes.begin(), _ground->ground_indexes.begin() + count, [this](uint8_t a, uint8_t b) { return _ground->_ground_atlases[a] < _ground->_ground_atlases[b]; }); float hack_offset = _coord.z <= 0 ? -16 : 0; std::array, TILE_COUNT> vertexes; for (auto k = 0uz; k < count; k++) { const uint8_t i = _ground->ground_indexes[k]; const auto& atlas = _ground->_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->_ground_variants[i]); 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(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->ground_indexes, count }; } fm_noinline GL::Mesh chunk::make_wall_mesh(size_t count) { fm_debug_assert(_walls); //std::array, TILE_COUNT*2> vertexes; vertex vertexes[TILE_COUNT*2][4]; for (auto k = 0uz; k < count; k++) { const uint16_t i = _walls->wall_indexes[k]; const auto& atlas = _walls->_wall_atlases[i]; const auto& variant = _walls->_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, tile_shader::wall_depth_offset); const auto texcoords = atlas->texcoords_for_id(variant); auto& v = vertexes[k]; for (auto j = 0uz; j < 4; j++) v[j] = { quad[j], texcoords[j], depth, }; } auto indexes = make_index_array<2>(count); const auto vertex_view = ArrayView{&vertexes[0], 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)); return mesh; } auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple { if (!_walls) return {wall_mesh, {}, 0}; if (!_walls_modified) return { wall_mesh, _walls->wall_indexes, size_t(wall_mesh.count()/6) }; _walls_modified = false; size_t count = 0; for (auto i = 0uz; i < TILE_COUNT*2; i++) if (_walls->_wall_atlases[i]) _walls->wall_indexes[count++] = uint16_t(i); std::sort(_walls->wall_indexes.data(), _walls->wall_indexes.data() + (ptrdiff_t)count, [this](uint16_t a, uint16_t b) { return _walls->_wall_atlases[a] < _walls->_wall_atlases[b]; }); wall_mesh = make_wall_mesh(count); return { wall_mesh, _walls->wall_indexes, count }; } } // namespace floormat