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#pragma once
#include "local-coords.hpp"
#include "rotation.hpp"
#include "chunk.hpp"
#include <array>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/ArrayViewStl.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;
struct anim_atlas;
struct chunk;
struct clickable;
struct entity;
struct anim_mesh final
{
anim_mesh();
void draw(tile_shader& shader, const Vector2i& win_size, chunk& c, std::vector<clickable>& list);
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,
entity* s_, const chunk::topo_sort_data& data,
std::vector<clickable>& list);
private:
static std::array<UnsignedShort, 6> make_index_array();
struct vertex_data final {
Vector3 position;
Vector2 texcoords;
float depth = -1;
};
using quad_data = std::array<vertex_data, 4>;
Array<chunk::entity_draw_order> _draw_array;
GL::Mesh _mesh;
GL::Buffer _vertex_buffer{quad_data{}, Magnum::GL::BufferUsage::DynamicDraw},
_index_buffer{make_index_array()};
};
} // namespace floormat
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