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#pragma once
#include "src/local-coords.hpp"
#include "src/rotation.hpp"
#include "src/chunk.hpp"
#include <array>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/ArrayView.h>
#include <Magnum/Magnum.h>
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Vector3.h>
#include <Magnum/GL/Mesh.h>
#include <Magnum/GL/Buffer.h>
#include "main/clickable.hpp"
//namespace floormat::Serialize { struct anim_frame; }
namespace floormat {
struct tile_shader;
class anim_atlas;
class chunk;
struct clickable;
struct object;
struct anim_mesh
{
anim_mesh();
void draw(tile_shader& shader, const Vector2i& win_size, chunk& c, Array<clickable>& list, bool draw_vobjs);
void draw(tile_shader& shader, anim_atlas& atlas, rotation r, size_t frame, const Vector3& pos, float depth);
void draw(tile_shader& shader, anim_atlas& atlas, rotation r, size_t frame, local_coords xy, Vector2b offset, float dpeth);
static void add_clickable(tile_shader& shader, const Vector2i& win_size,
object* s, const chunk::topo_sort_data& data,
Array<clickable>& list);
private:
static std::array<UnsignedShort, 6> make_index_array();
struct vertex_data
{
Vector3 position;
Vector2 texcoords;
float depth = -1;
};
using quad_data = std::array<vertex_data, 4>;
Array<chunk::object_draw_order> _draw_array;
Array<std::array<uint16_t, 6>> _draw_indexes;
Array<std::array<chunk::vertex, 4>> _draw_vertexes;
GL::Mesh _mesh;
GL::Buffer _vertex_buffer, _index_buffer;
};
} // namespace floormat
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