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#include "anim.hpp"
#include "anim-atlas.hpp"
#include "chunk.hpp"
#include "shaders/tile.hpp"
#include <Magnum/GL/Texture.h>
namespace floormat {
anim_mesh::anim_mesh()
{
_mesh.setCount(6)
.addVertexBuffer(_vertex_buffer, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{})
.setIndexBuffer(_index_buffer, 0, GL::MeshIndexType::UnsignedShort);
CORRADE_INTERNAL_ASSERT(_mesh.isIndexed());
}
std::array<UnsignedShort, 6> anim_mesh::make_index_array()
{
return {{
0, 1, 2,
2, 1, 3,
}};
}
void anim_mesh::draw(tile_shader& shader, chunk& c)
{
for (std::size_t i = 0; i < TILE_COUNT; i++)
{
const local_coords pos{i};
if (auto [atlas, s] = c[pos].scenery(); atlas)
{
draw(shader, *atlas, s.r, s.frame, pos);
#if 1
// todo debugging
static std::size_t N = 0;
N++;
auto nframes = atlas->info().nframes;
if (N > nframes*3)
N = 0;
s.frame = (scenery::frame_t)std::min(N, nframes-1);
#endif
}
}
}
void anim_mesh::draw(tile_shader& shader, anim_atlas& atlas, rotation r, std::size_t frame, local_coords xy)
{
const auto center = Vector3(xy.x, xy.y, 0.f) * TILE_SIZE;
const auto pos = atlas.frame_quad(center, r, frame);
const auto texcoords = atlas.texcoords_for_frame(r, frame);
const float depth = tile_shader::depth_value(xy, .25f);
quad_data array;
for (std::size_t i = 0; i < 4; i++)
array[i] = { pos[i], texcoords[i], depth };
_vertex_buffer.setSubData(0, array);
atlas.texture().bind(0);
shader.draw(_mesh);
}
} // namespace floormat
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