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#include "chunk.hpp"
#include "tile-atlas.hpp"
#include "shaders/tile.hpp"
#include <algorithm>
#include <Magnum/GL/Buffer.h>
#include <Corrade/Containers/ArrayViewStl.h>
namespace floormat {
static auto make_index_array(std::size_t offset)
{
std::array<std::array<UnsignedShort, 6>, 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<std::array<vertex, 4>, 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<std::array<vertex, 4>, 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<std::array<UnsignedShort, 6>, 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 };
}
} // namespace floormat
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