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#include "chunk.hpp"
#include "tile-atlas.hpp"
#include "shaders/tile.hpp"
#include "entity.hpp"
#include "anim-atlas.hpp"
#include <algorithm>
#include <Corrade/Containers/ArrayViewStl.h>
#include <Magnum/GL/Buffer.h>
namespace floormat {
template<size_t N = 1>
static auto make_index_array(size_t max)
{
std::array<std::array<UnsignedShort, 6>, N*TILE_COUNT> array; // NOLINT(cppcoreguidelines-pro-type-member-init)
for (auto i = 0_uz; i < max; i++)
array[i] = tile_atlas::indices(i);
return array;
}
auto chunk::ensure_ground_mesh() noexcept -> ground_mesh_tuple
{
if (!_ground_modified)
return { ground_mesh, ground_indexes, size_t(ground_mesh.count()/6) };
_ground_modified = false;
size_t count = 0;
for (auto i = 0_uz; i < TILE_COUNT; i++)
if (_ground_atlases[i])
ground_indexes[count++] = uint8_t(i);
std::sort(ground_indexes.begin(), ground_indexes.begin() + count,
[this](uint8_t a, uint8_t b) {
return _ground_atlases[a] < _ground_atlases[b];
});
std::array<std::array<vertex, 4>, TILE_COUNT> vertexes;
for (auto k = 0_uz; k < count; k++)
{
const uint8_t i = ground_indexes[k];
const auto& atlas = _ground_atlases[i];
const local_coords pos{i};
const auto quad = atlas->floor_quad(Vector3(pos) * 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 (auto j = 0_uz; j < 4; j++)
v[j] = { quad[j], texcoords[j], depth };
}
const auto indexes = make_index_array(count);
const auto vertex_view = ArrayView{vertexes.data(), count};
const auto vert_index_view = ArrayView{indexes.data(), count};
GL::Mesh mesh{GL::MeshPrimitive::Triangles};
mesh.addVertexBuffer(GL::Buffer{vertex_view}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{})
.setIndexBuffer(GL::Buffer{vert_index_view}, 0, GL::MeshIndexType::UnsignedShort)
.setCount(int32_t(6 * count));
ground_mesh = Utility::move(mesh);
return { ground_mesh, ground_indexes, count };
}
auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple
{
if (!_walls_modified)
return { wall_mesh, wall_indexes, size_t(wall_mesh.count()/6) };
_walls_modified = false;
size_t count = 0;
for (auto i = 0_uz; i < TILE_COUNT*2; i++)
if (_wall_atlases[i])
wall_indexes[count++] = uint16_t(i);
std::sort(wall_indexes.begin(), wall_indexes.begin() + count,
[this](uint16_t a, uint16_t b) {
return _wall_atlases[a] < _wall_atlases[b];
});
std::array<std::array<vertex, 4>, TILE_COUNT*2> vertexes;
for (auto k = 0_uz; k < count; k++)
{
const uint16_t i = wall_indexes[k];
const auto& atlas = _wall_atlases[i];
const auto& variant = _wall_variants[i];
const local_coords pos{i / 2u};
const auto center = Vector3(pos) * 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 (auto j = 0_uz; j < 4; j++)
v[j] = { quad[j], texcoords[j], depth, };
}
auto indexes = make_index_array<2>(count);
const auto vertex_view = ArrayView{vertexes.data(), count};
const auto vert_index_view = ArrayView{indexes.data(), count};
GL::Mesh mesh{GL::MeshPrimitive::Triangles};
mesh.addVertexBuffer(GL::Buffer{vertex_view}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{})
.setIndexBuffer(GL::Buffer{vert_index_view}, 0, GL::MeshIndexType::UnsignedShort)
.setCount(int32_t(6 * count));
wall_mesh = Utility::move(mesh);
return { wall_mesh, wall_indexes, count };
}
void chunk::ensure_scenery_draw_array(Array<draw_entity>& array)
{
const size_t len_ = _entities.size();
if (len_ <= array.size())
return;
size_t len;
if (len_ > 1 << 17)
len = len_;
else
len = std::bit_ceil(len_);
array = Array<draw_entity>{len};
}
auto chunk::ensure_scenery_mesh(Array<draw_entity>&& array) noexcept -> scenery_mesh_tuple
{
return ensure_scenery_mesh(static_cast<Array<draw_entity>&>(array));
}
auto chunk::ensure_scenery_mesh(Array<draw_entity>& array) noexcept -> scenery_mesh_tuple
{
constexpr auto entity_ord_lessp = [](const auto& a, const auto& b) {
return a.ord < b.ord;
};
fm_assert(_entities_sorted);
const auto size = _entities.size();
{
ensure_scenery_draw_array(array);
for (auto i = 0uz; const auto& e : _entities)
array[i++] = { e.get(), e->ordinal() };
std::sort(array.begin(), array.begin() + size, entity_ord_lessp);
//do { Debug{} << "scenery-mesh: sorting" << size; fflush(stdout); } while (false);
}
const auto es = ArrayView<draw_entity>{array, size};
if (_scenery_modified)
{
_scenery_modified = false;
const auto count = fm_begin(
size_t ret = 0;
for (const auto& [e, ord] : es)
ret += !e->is_dynamic();
return ret;
);
scenery_indexes.clear();
scenery_indexes.reserve(count);
scenery_vertexes.clear();
scenery_vertexes.reserve(count);
for (const auto& [e, ord] : es)
{
if (e->atlas->info().fps > 0)
continue;
const auto i = scenery_indexes.size();
scenery_indexes.emplace_back();
scenery_indexes.back() = tile_atlas::indices(i);
const auto& atlas = e->atlas;
const auto& fr = *e;
const auto pos = e->coord.local();
const auto coord = Vector3(pos) * TILE_SIZE + Vector3(Vector2(fr.offset), 0);
const auto quad = atlas->frame_quad(coord, fr.r, fr.frame);
const auto& group = atlas->group(fr.r);
const auto texcoords = atlas->texcoords_for_frame(fr.r, fr.frame, !group.mirror_from.isEmpty());
const float depth = tile_shader::depth_value(pos, tile_shader::scenery_depth_offset);
scenery_vertexes.emplace_back();
auto& v = scenery_vertexes.back();
for (auto j = 0_uz; j < 4; j++)
v[j] = { quad[j], texcoords[j], depth };
}
GL::Mesh mesh{GL::MeshPrimitive::Triangles};
mesh.addVertexBuffer(GL::Buffer{scenery_vertexes}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{})
.setIndexBuffer(GL::Buffer{scenery_indexes}, 0, GL::MeshIndexType::UnsignedShort)
.setCount(int32_t(6 * count));
scenery_mesh = Utility::move(mesh);
}
fm_assert(!size || es);
return { scenery_mesh, es, size };
}
} // namespace floormat
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