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#include "floor-mesh.hpp"
#include "shaders/tile-shader.hpp"
#include "tile.hpp"
#include "chunk.hpp"
#include "tile-atlas.hpp"
#include <Magnum/GL/MeshView.h>
namespace floormat {
constexpr auto quad_index_count = 6;
floor_mesh::floor_mesh()
{
_mesh.setCount((int)(quad_index_count * TILE_COUNT))
.addVertexBuffer(_positions_buffer, 0, tile_shader::Position{})
.addVertexBuffer(_vertex_buffer, 0, tile_shader::TextureCoordinates{})
.setIndexBuffer(_index_buffer, 0, GL::MeshIndexType::UnsignedShort);
}
void floor_mesh::set_tile(quad_data& data, tile& x)
{
if (x.ground_image)
{
auto texcoords = x.ground_image.atlas->texcoords_for_id(x.ground_image.variant);
for (size_t i = 0; i < 4; i++)
data[i] = { texcoords[i] };
}
else
for (size_t i = 0; i < 4; i++)
data[i] = {};
}
void floor_mesh::draw(tile_shader& shader, chunk& c)
{
_vertex_buffer.setData({nullptr, sizeof(quad_data) * TILE_COUNT}, Magnum::GL::BufferUsage::DynamicDraw); // orphan the buffer
std::array<quad_data, TILE_COUNT> data;
for (auto& [x, idx, pt] : c) {
set_tile(data[idx], x);
}
_vertex_buffer.setSubData(0, data);
Magnum::GL::MeshView mesh{_mesh};
tile_atlas* last_atlas = nullptr;
std::size_t last_pos = 0;
const auto do_draw = [&](std::size_t i, tile_atlas* atlas) {
if (atlas == last_atlas)
return;
if (auto len = i - last_pos; last_atlas != nullptr && len > 0)
{
last_atlas->texture().bind(0);
mesh.setCount((int)(quad_index_count * len));
mesh.setIndexRange((int)(last_pos*quad_index_count), 0, quad_index_count*TILE_COUNT - 1);
shader.draw(mesh);
}
last_atlas = atlas;
last_pos = i;
};
for (auto& [x, i, pt] : c)
do_draw(i, x.ground_image.atlas.get());
do_draw(TILE_COUNT, nullptr);
}
std::array<std::array<UnsignedShort, 6>, TILE_COUNT> floor_mesh::make_index_array()
{
// NOLINTNEXTLINE(cppcoreguidelines-pro-type-member-init)
std::array<std::array<UnsignedShort, quad_index_count>, TILE_COUNT> array;
for (std::size_t i = 0; i < std::size(array); i++)
array[i] = tile_atlas::indices(i);
return array;
}
std::array<std::array<Vector3, 4>, TILE_COUNT> floor_mesh::make_position_array()
{
std::array<std::array<Vector3, 4>, TILE_COUNT> array;
constexpr float X = TILE_SIZE[0], Y = TILE_SIZE[1];
for (std::size_t j = 0, k = 0; j < TILE_MAX_DIM; j++)
for (std::size_t i = 0; i < TILE_MAX_DIM; i++, k++)
{
Vector3 center {(float)(X*i), (float)(Y*j), 0};
array[k] = { tile_atlas::floor_quad(center, {X, Y}) };
}
return array;
}
} // namespace floormat
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