#include "chunk.hpp" #include "tile-bbox.hpp" #include "quads.hpp" #include "wall-atlas.hpp" #include "shaders/shader.hpp" #include #include #include #include #include #include namespace floormat { namespace ranges = std::ranges; void chunk::ensure_alloc_walls() { if (!_walls) [[unlikely]] _walls = Pointer{InPlaceInit}; } wall_atlas* chunk::wall_atlas_at(size_t i) const noexcept { if (!_walls) [[unlikely]] return {}; fm_debug_assert(i < TILE_COUNT*2); return _walls->atlases[i].get(); } namespace { using Wall::Group_; using Wall::Direction_; constexpr Quads::quad get_quad(Direction_ D, Group_ G, float depth) { CORRADE_ASSUME(D < Direction_::COUNT); CORRADE_ASSUME(G < Group_::COUNT); constexpr Vector2 half_tile = TILE_SIZE2*.5f; constexpr float X = half_tile.x(), Y = half_tile.y(), Z = TILE_SIZE.z(); const bool is_west = D == Wall::Direction_::W; fm_assert(G < Group_::COUNT); switch (G) { using enum Group_; case COUNT: std::unreachable(); case wall: if (!is_west) return {{ { X, -Y, 0 }, { X, -Y, Z }, {-X, -Y, 0 }, {-X, -Y, Z }, }}; else return {{ {-X, -Y, 0 }, {-X, -Y, Z }, {-X, Y, 0 }, {-X, Y, Z }, }}; case side: if (!is_west) return {{ { X, -Y - depth, 0 }, { X, -Y - depth, Z }, { X, -Y, 0 }, { X, -Y, Z }, }}; else return {{ { -X, Y, 0 }, { -X, Y, Z }, { -X - depth, Y, 0 }, { -X - depth, Y, Z }, }}; case top: if (!is_west) return {{ { -X, -Y - depth, Z }, { X, -Y - depth, Z }, { -X, -Y, Z }, { X, -Y, Z }, }}; else return {{ { -X, -Y, Z }, { -X, Y, Z }, { -X - depth, -Y, Z }, { -X - depth, Y, Z }, }}; case corner: if (!is_west) return {{ {-X, -Y, 0 }, {-X, -Y, Z }, {-X - depth, -Y, 0 }, {-X - depth, -Y, Z }, }}; else return {{ {-X, -Y - depth, 0 }, {-X, -Y - depth, Z }, {-X, -Y, 0 }, {-X, -Y, Z }, }}; } std::unreachable(); } Array make_indexes_() { auto array = Array{NoInit, chunk::max_wall_quad_count }; for (auto i = 0uz; i < chunk::max_wall_quad_count; i++) array[i] = Quads::quad_indexes(i); return array; } ArrayView make_indexes(size_t max) { static const auto indexes = make_indexes_(); fm_assert(max <= chunk::max_wall_quad_count); return indexes.prefix(max); } constexpr float depth_offset_for_group(Group_ G, bool is_west) { CORRADE_ASSUME(G < Group_::COUNT); float p = is_west ? tile_shader::wall_west_offset : 0; switch (G) { default: return tile_shader::wall_depth_offset + p; case Wall::Group_::corner: case Wall::Group_::side: return tile_shader::wall_side_offset + p; } } Wall::Frame variant_from_frame(ArrayView frames, global_coords coord, variant_t variant, bool is_west) { auto sz = (unsigned)frames.size(); if (variant == (variant_t)-1) variant = (variant_t)(Vector2ui(coord.raw()).sum() + uint32_t{is_west}); variant %= sz; return frames[variant]; } } // namespace GL::Mesh chunk::make_wall_mesh() { fm_debug_assert(_walls); uint32_t N = 0; static auto vertexes = Array>{NoInit, max_wall_quad_count }; for (uint32_t k = 0; k < 2*TILE_COUNT; k++) { const bool is_west = k & 1; const auto D = is_west ? Wall::Direction_::W : Wall::Direction_::N; const auto& atlas = _walls->atlases[k]; if (!atlas) continue; const auto variant_2 = _walls->variants[k]; const auto pos = local_coords{k / 2u}; const auto center = Vector3(pos) * TILE_SIZE; const auto& dir = atlas->calc_direction(D); const auto coord = global_coords{_coord, pos}; const auto Depth = atlas->info().depth; for (auto [s, member, G] : Wall::Direction::groups_for_draw) { CORRADE_ASSUME(G < Group_::COUNT); bool side_ok = G == Wall::Group_::side; if (!(dir.*member).is_defined) continue; if (G == Wall::Group_::side) [[unlikely]] { bool corner_ok = false, pillar_ok = false; if (!is_west) { if (auto t = at_offset_(pos, {-1, 0}); !(t && t->wall_north_atlas())) { if (_walls->atlases[k+1]) // west on same tile pillar_ok = true; if (auto t = at_offset_(pos, {0, -1}); t && t->wall_west_atlas()) corner_ok = true; } if (side_ok) if (auto t = at_offset_(pos, {1, -1}); t && t->wall_west_atlas()) side_ok = false; if (side_ok) if (auto t = at_offset_(pos, {1, -1}); t && t->wall_west_atlas()) side_ok = false; } else { if (auto t = at_offset_(pos, {0, -1}); !(t && t->wall_west_atlas())) if (auto t = at_offset_(pos, {-1, 0}); t && t->wall_north_atlas()) corner_ok = true; if (side_ok) if (auto t = at_offset_(pos, {-1, 1}); t && t->wall_north_atlas()) side_ok = false; } if (pillar_ok) [[unlikely]] { if (dir.top.is_defined) { const auto frames = atlas->frames(dir.top); const auto frame = variant_from_frame(frames, coord, variant_2, is_west); constexpr Vector2 half_tile = TILE_SIZE2*.5f; constexpr float X = half_tile.x(), Y = half_tile.y(), Z = TILE_SIZE.z(); Quads::quad quad = {{ { -X - Depth, -Y - Depth, Z }, { -X, -Y - Depth, Z }, { -X - Depth, -Y, Z }, { -X, -Y, Z } }}; fm_assert(frame.size.x() == Depth); fm_assert(frame.size.y() >= Depth); auto start = frame.offset + Vector2ui{0, frame.size.y()} - Vector2ui{0, Depth}; const auto texcoords = Quads::texcoords_at(start, Vector2ui{Depth, Depth}, atlas->image_size()); const auto i = N++; fm_assert(i < vertexes.size()); _walls->mesh_indexes[i] = (uint16_t)k; const auto depth_offset = depth_offset_for_group(Group_::top, is_west); const auto depth = tile_shader::depth_value(pos, depth_offset); auto& v = vertexes[i]; for (auto& v : quad) v += center; for (uint8_t j = 0; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; } } if (corner_ok) [[unlikely]] { if (dir.corner.is_defined) { const auto frames = atlas->frames(dir.corner); const auto depth_offset = depth_offset_for_group(Group_::corner, is_west); const auto pos_x = !is_west ? (float)pos.x : (float)pos.x - 1; const auto depth = tile_shader::depth_value(pos_x, pos.y, depth_offset); const auto& frame = variant_from_frame(frames, coord, variant_2, is_west); const auto texcoords = Quads::texcoords_at(frame.offset, frame.size, atlas->image_size()); const auto i = N++; fm_assert(i < vertexes.size()); _walls->mesh_indexes[i] = (uint16_t)k; auto& v = vertexes[i]; auto quad = get_quad(D, Group_::corner, (float)Depth); for (auto& v : quad) v += center; for (uint8_t j = 0; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; } else if (dir.wall.is_defined) [[likely]] { const auto frames = atlas->frames(dir.wall); const auto depth_offset = depth_offset_for_group(Group_::corner, is_west); const auto depth = tile_shader::depth_value(!is_west ? (float)pos.x : (float)pos.x - 1, depth_offset); const auto frame = variant_from_frame(frames, coord, variant_2, is_west); fm_assert(frame.size.x() > Depth); auto start = frame.offset + Vector2ui{frame.size.x(), 0} - Vector2ui{Depth, 0}; const auto texcoords = Quads::texcoords_at(start, {Depth, frame.size.y()}, atlas->image_size()); const auto i = N++; fm_assert(i < vertexes.size()); _walls->mesh_indexes[i] = (uint16_t)k; auto& v = vertexes[i]; auto quad = get_quad(D, Group_::corner, (float)Depth); for (auto& v : quad) v += center; for (uint8_t j = 0; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; } } } if (G != Wall::Group_::side || side_ok) [[likely]] { const auto& group = dir.*member; const auto frames = atlas->frames(group); const auto i = N++; fm_assert(i < vertexes.size()); _walls->mesh_indexes[i] = (uint16_t)k; const auto frame = variant_from_frame(frames, coord, variant_2, is_west); const auto texcoords = Quads::texcoords_at(frame.offset, frame.size, atlas->image_size()); const auto depth_offset = depth_offset_for_group(G, is_west); const auto depth = tile_shader::depth_value(pos, depth_offset); auto quad = get_quad(D, G, (float)Depth); for (auto& v : quad) v += center; auto& v = vertexes[i]; for (uint8_t j = 0; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; } } } ranges::sort(ranges::zip_view(vertexes.prefix(N), ArrayView{_walls->mesh_indexes.data(), N}), [&A = _walls->atlases](const auto& a, const auto& b) { const auto& [av, ai] = a; const auto& [bv, bi] = b; return A[ai] < A[bi]; }); auto vertex_view = std::as_const(vertexes).prefix(N); auto index_view = make_indexes(N); 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{index_view}, 0, GL::MeshIndexType::UnsignedShort) .setCount(int32_t(6 * N)); fm_debug_assert((uint32_t)mesh.count() == N*6); return mesh; } auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple { if (!_walls) return {wall_mesh, {}, 0}; if (!_walls_modified) return { wall_mesh, _walls->mesh_indexes, (size_t)wall_mesh.count()/6u }; _walls_modified = false; wall_mesh = make_wall_mesh(); return { wall_mesh, _walls->mesh_indexes, (size_t)wall_mesh.count()/6u }; } } // namespace floormat