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#include "chunk.hpp"
#include "tile-atlas.hpp"
#include "anim-atlas.hpp"
#include "shaders/tile.hpp"
#include <algorithm>
#include <Corrade/Containers/ArrayViewStl.h>
#include <Magnum/GL/Buffer.h>
namespace floormat {
template<std::size_t N = 1>
static auto make_index_array(std::size_t max)
{
std::array<std::array<UnsignedShort, 6>, N*TILE_COUNT> array; // NOLINT(cppcoreguidelines-pro-type-member-init)
for (std::size_t i = 0; i < max; i++)
array[i] = tile_atlas::indices(i);
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, std::size_t(ground_mesh.count()/6) };
_ground_modified = false;
std::size_t count = 0;
for (std::size_t i = 0; i < TILE_COUNT; i++)
if (_ground_atlases[i])
ground_indexes[count++] = std::uint8_t(i);
std::sort(ground_indexes.begin(), ground_indexes.begin() + count,
[this](std::uint8_t a, std::uint8_t b) {
return _ground_atlases[a] < _ground_atlases[b];
});
std::array<std::array<vertex, 4>, TILE_COUNT> vertexes;
for (std::size_t k = 0; k < count; k++)
{
const std::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.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(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(std::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, std::size_t(wall_mesh.count()/6) };
_walls_modified = false;
std::size_t count = 0;
for (std::size_t i = 0; i < TILE_COUNT*2; i++)
if (_wall_atlases[i])
wall_indexes[count++] = std::uint16_t(i);
std::sort(wall_indexes.begin(), wall_indexes.begin() + count,
[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 < count; k++)
{
const std::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.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, };
}
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(std::int32_t(6 * count));
wall_mesh = Utility::move(mesh);
return { wall_mesh, wall_indexes, count };
}
auto chunk::ensure_scenery_mesh() noexcept -> scenery_mesh_tuple
{
if (!_scenery_modified)
return { scenery_mesh, scenery_indexes, std::size_t(scenery_mesh.count()/6) };
_scenery_modified = false;
std::size_t count = 0;
for (std::size_t i = 0; i < TILE_COUNT; i++)
if (const auto& atlas = _scenery_atlases[i]; atlas && atlas->info().fps == 0)
scenery_indexes[count++] = std::uint8_t(i);
#if 0
std::sort(scenery_indexes.begin(), scenery_indexes.begin() + count,
[this](std::uint8_t a, std::uint8_t b) {
return _scenery_atlases[a] < _scenery_atlases[b];
});
#endif
std::array<std::array<vertex, 4>, TILE_COUNT> vertexes;
for (std::size_t k = 0; k < count; k++)
{
const std::uint8_t i = scenery_indexes[k];
const local_coords pos{i};
const auto& atlas = _scenery_atlases[i];
const auto& fr = _scenery_variants[i];
const auto quad = atlas->frame_quad(Vector3(pos.x, pos.y, 0) * TILE_SIZE, 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);
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(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(std::int32_t(6 * count));
scenery_mesh = Utility::move(mesh);
return { scenery_mesh, scenery_indexes, count };
}
} // namespace floormat
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