#include "chunk.hpp" #include "tile-atlas.hpp" #include "shaders/tile.hpp" #include #include #include namespace floormat { bool chunk::empty(bool force) const noexcept { if (!force && !_maybe_empty) return false; for (std::size_t i = 0; i < TILE_COUNT; i++) { if (_ground_atlases[i] || _wall_atlases[i*2 + 0] || _wall_atlases[i*2 + 1] || _scenery_atlases[i]) { _maybe_empty = false; return false; } } return true; } tile_atlas* chunk::ground_atlas_at(std::size_t i) const noexcept { return _ground_atlases[i].get(); } tile_atlas* chunk::wall_atlas_at(std::size_t i) const noexcept { return _wall_atlases[i].get(); } static auto make_index_array(std::size_t offset) { std::array, TILE_COUNT> array; // NOLINT(cppcoreguidelines-pro-type-member-init) for (std::size_t i = 0; i < TILE_COUNT; i++) array[i] = tile_atlas::indices(i + offset); 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 }; _ground_modified = false; for (std::size_t i = 0; i < TILE_COUNT; i++) ground_indexes[i] = std::uint8_t(i); std::sort(ground_indexes.begin(), ground_indexes.end(), [this](std::uint8_t a, std::uint8_t b) { return _ground_atlases[a].get() < _ground_atlases[b].get(); }); std::array, TILE_COUNT> vertexes; for (std::size_t k = 0; k < TILE_COUNT; k++) { const std::uint8_t i = ground_indexes[k]; if (auto atlas = _ground_atlases[i]; !atlas) vertexes[k] = {}; else { const local_coords pos{i}; const auto quad = atlas->floor_quad(Vector3(pos.x, pos.y, 0) * 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 (std::size_t j = 0; j < 4; j++) v[j] = { quad[j], texcoords[j], depth }; } } const auto indexes = make_index_array(0); GL::Mesh mesh{GL::MeshPrimitive::Triangles}; mesh.addVertexBuffer(GL::Buffer{vertexes}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{}) .setIndexBuffer(GL::Buffer{indexes}, 0, GL::MeshIndexType::UnsignedShort) .setCount(6 * TILE_COUNT); ground_mesh = Utility::move(mesh); return { ground_mesh, ground_indexes }; } auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple { if (!_walls_modified) return { wall_mesh, wall_indexes }; _walls_modified = false; for (std::size_t i = 0; i < TILE_COUNT*2; i++) wall_indexes[i] = std::uint16_t(i); std::sort(wall_indexes.begin(), wall_indexes.end(), [this](std::uint16_t a, std::uint16_t b) { return _wall_atlases[a] < _wall_atlases[b]; }); std::array, TILE_COUNT*2> vertexes; for (std::size_t k = 0; k < TILE_COUNT*2; k++) { const std::uint16_t i = wall_indexes[k]; if (const auto& atlas = _wall_atlases[i]; !atlas) vertexes[k] = {}; else { const auto& variant = _wall_variants[i]; const local_coords pos{i / 2u}; const auto center = Vector3(pos.x, pos.y, 0) * 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 (std::size_t j = 0; j < 4; j++) v[j] = { quad[j], texcoords[j], depth, }; } } using index_t = std::array, TILE_COUNT>; const index_t indexes[2] = { make_index_array(0), make_index_array(TILE_COUNT) }; GL::Mesh mesh{GL::MeshPrimitive::Triangles}; mesh.addVertexBuffer(GL::Buffer{vertexes}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{}) .setIndexBuffer(GL::Buffer{indexes}, 0, GL::MeshIndexType::UnsignedShort) .setCount(6 * TILE_COUNT); wall_mesh = Utility::move(mesh); return { wall_mesh, wall_indexes }; } fm_noinline chunk::chunk() noexcept // NOLINT(modernize-use-equals-default) { //fm_debug("chunk ctor"); } tile_ref chunk::operator[](std::size_t idx) noexcept { return { *this, std::uint8_t(idx) }; } tile_proto chunk::operator[](std::size_t idx) const noexcept { return tile_proto(tile_ref { *const_cast(this), std::uint8_t(idx) }); } tile_ref chunk::operator[](local_coords xy) noexcept { return operator[](xy.to_index()); } tile_proto chunk::operator[](local_coords xy) const noexcept { return operator[](xy.to_index()); } auto chunk::begin() noexcept -> iterator { return iterator { *this, 0 }; } auto chunk::end() noexcept -> iterator { return iterator { *this, TILE_COUNT }; } auto chunk::cbegin() const noexcept -> const_iterator { return const_iterator { *this, 0 }; } auto chunk::cend() const noexcept -> const_iterator { return const_iterator { *this, TILE_COUNT }; } auto chunk::begin() const noexcept -> const_iterator { return cbegin(); } auto chunk::end() const noexcept -> const_iterator { return cend(); } chunk::chunk(chunk&&) noexcept = default; chunk& chunk::operator=(chunk&&) noexcept = default; void chunk::mark_ground_modified() noexcept { _ground_modified = true; } void chunk::mark_walls_modified() noexcept { _walls_modified = true; } void chunk::mark_scenery_modified() noexcept { _scenery_modified = true; } void chunk::mark_modified() noexcept { mark_ground_modified(); mark_walls_modified(); mark_scenery_modified(); } } // namespace floormat