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#include "chunk.hpp"
#include "tile-bbox.hpp"
#include "quads.hpp"
#include "wall-atlas.hpp"
#include "shaders/shader.hpp"
#include <Corrade/Containers/ArrayViewStl.h>
#include <Corrade/Containers/PairStl.h>
#include <algorithm>
#include <ranges>
namespace floormat {
namespace ranges = std::ranges;
void chunk::ensure_alloc_walls()
{
if (!_walls) [[unlikely]]
_walls = Pointer<wall_stuff>{InPlaceInit};
}
wall_atlas* chunk::wall_atlas_at(size_t i) const noexcept
{
if (!_walls) [[unlikely]]
return {};
fm_debug_assert(i < TILE_COUNT*2);
return _walls->atlases[i].get();
}
namespace {
constexpr Vector2 half_tile = TILE_SIZE2*.5f;
constexpr float X = half_tile.x(), Y = half_tile.y(), Z = TILE_SIZE.z();
using namespace floormat::Quads;
using Wall::Group_;
using Wall::Direction_;
template<Group_ G, bool IsWest> constexpr quad get_quad(float depth);
constexpr quad get_quad(Direction_ D, Group_ G, float depth);
// -----------------------
// corner left
template<> quad constexpr get_quad<Group_::corner_L, false>(float)
{
constexpr float x_offset = (float)(unsigned)X;
return {{
{ -X + x_offset, -Y, Z },
{ -X + x_offset, -Y, 0 },
{ -X, -Y, Z },
{ -X, -Y, 0 },
}};
}
// corner right
template<> quad constexpr get_quad<Group_::corner_R, true>(float)
{
constexpr float y_offset = TILE_SIZE.y() - (float)(unsigned)Y;
return {{
{-X, -Y, Z },
{-X, -Y, 0 },
{-X, -Y + y_offset, Z },
{-X, -Y + y_offset, 0 },
}};
}
// wall north
template<> quad constexpr get_quad<Group_::wall, false>(float)
{
return {{
{ X, -Y, Z },
{ X, -Y, 0 },
{-X, -Y, Z },
{-X, -Y, 0 },
}};
}
// wall west
template<> quad constexpr get_quad<Group_::wall, true>(float)
{
return {{
{-X, -Y, Z },
{-X, -Y, 0 },
{-X, Y, Z },
{-X, Y, 0 },
}};
}
// side north
template<> quad constexpr get_quad<Group_::side, false>(float depth)
{
auto left = Vector2{X, -Y },
right = Vector2{left.x(), left.y() - depth };
return {{
{ right.x(), right.y(), Z },
{ right.x(), right.y(), 0 },
{ left.x(), left.y(), Z },
{ left.x(), left.y(), 0 },
}};
}
// side west
template<> quad constexpr get_quad<Group_::side, true>(float depth)
{
auto right = Vector2{ -X, Y };
auto left = Vector2{ right.x() - depth, right.y() };
return {{
{ right.x(), right.y(), Z },
{ right.x(), right.y(), 0 },
{ left.x(), left.y(), Z },
{ left.x(), left.y(), 0 },
}};
}
// top north
template<> quad constexpr get_quad<Group_::top, false>(float depth)
{
auto top_right = Vector2{X, Y - depth },
bottom_right = Vector2{top_right.x(), Y },
top_left = Vector2{-X, top_right.y() },
bottom_left = Vector2{top_left.x(), bottom_right.y() };
return {{
{ top_right.x(), top_right.y(), Z }, // br tr
{ top_left.x(), top_left.y(), Z }, // tr tl
{ bottom_right.x(), bottom_right.y(), Z }, // bl br
{ bottom_left.x(), bottom_left.y(), Z }, // tl bl
}};
}
// top west
template<> quad constexpr get_quad<Group_::top, true>(float depth)
{
auto top_right = Vector2{-X, -Y },
top_left = Vector2{top_right.x() - depth, top_right.y() },
bottom_right = Vector2{top_right.x(), Y },
bottom_left = Vector2{top_left.x(), bottom_right.y() };
return {{
{ bottom_right.x(), bottom_right.y(), Z },
{ top_right.x(), top_right.y(), Z },
{ bottom_left.x(), bottom_left.y(), Z },
{ top_left.x(), top_left.y(), Z },
}};
}
#define FM_WALL_MAKE_CASE(name) \
case name: return get_quad<name, IsWest>(depth)
#define FM_WALL_MAKE_CASES() \
do { \
switch (G) \
{ \
FM_WALL_MAKE_CASE(Group_::wall); \
FM_WALL_MAKE_CASE(Group_::side); \
FM_WALL_MAKE_CASE(Group_::top); \
FM_WALL_MAKE_CASE(Group_::corner_L); \
FM_WALL_MAKE_CASE(Group_::corner_R); \
case Group_::COUNT: \
fm_abort("invalid wall group '%d'", (int)G); \
} \
} while (false)
constexpr quad get_quad(Direction_ D, Group_ G, float depth)
{
CORRADE_ASSUME(G < Group_::COUNT);
CORRADE_ASSUME(D < Direction_::COUNT);
switch (D)
{
case Direction_::COUNT:
fm_abort("invalid wall direction '%d'", (int)D);
case Direction_::N: {
constexpr auto IsWest = false;
FM_WALL_MAKE_CASES();
break;
}
case Direction_::W: {
constexpr auto IsWest = true;
FM_WALL_MAKE_CASES();
}
}
}
#undef FM_WALL_MAKE_CASES
#undef FM_WALL_MAKE_CASE
// -----------------------
Array<Quads::indexes> make_indexes_()
{
auto array = Array<Quads::indexes>{NoInit, chunk::max_wall_quad_count };
for (auto i = 0uz; i < chunk::max_wall_quad_count; i++)
array[i] = quad_indexes(i);
return array;
}
ArrayView<const Quads::indexes> make_indexes(size_t max)
{
static const auto indexes = make_indexes_();
fm_assert(max < chunk::max_wall_quad_count);
return indexes.prefix(max);
}
constexpr auto depth_offset_for_group(Group_ G)
{
CORRADE_ASSUME(G < Group_::COUNT);
switch (G)
{
default:
return tile_shader::wall_depth_offset;
case Wall::Group_::corner_L:
case Wall::Group_::corner_R:
return tile_shader::wall_overlay_depth_offset;
}
}
} // namespace
GL::Mesh chunk::make_wall_mesh()
{
fm_debug_assert(_walls);
//std::array<std::array<vertex, 4>, TILE_COUNT*2> vertexes;
//vertex vertexes[TILE_COUNT*2][4];
uint32_t N = 0;
static auto vertexes = Array<std::array<vertex, 4>>{NoInit, max_wall_quad_count };
for (uint32_t k = 0; k < 2*TILE_COUNT; k++)
{
const auto& atlas = _walls->atlases[k];
fm_assert(atlas != nullptr);
const auto variant = _walls->variants[k];
const local_coords pos{k / 2u};
const auto center = Vector3(pos) * TILE_SIZE;
const auto D = k & 1 ? Wall::Direction_::W : Wall::Direction_::N;
const auto& dir = atlas->calc_direction(D);
for (auto [_, member, G] : Wall::Direction::groups)
{
CORRADE_ASSUME(G < Group_::COUNT);
const auto& group = dir.*member;
if (!group.is_defined)
continue;
const auto depth_offset = depth_offset_for_group(G);
auto quad = get_quad(D, G, atlas->info().depth);
for (auto& v : quad)
v += center;
fm_debug_assert(N + quad.size() <= max_wall_quad_count);
const auto i = N++;
auto& v = vertexes[i];
_walls->mesh_indexes[i] = (uint16_t)k;
const auto& frame = atlas->frames(group)[variant];
const auto texcoords = Quads::texcoords_at(frame.offset, frame.size, atlas->image_size());
const float depth = tile_shader::depth_value(pos, depth_offset);
}
}
for (auto k = 0uz; k < count; k++)
{
// ...
//const auto quad = i & 1 ? wall_quad_W(center, TILE_SIZE) : wall_quad_N(center, TILE_SIZE);
const float depth = tile_shader::depth_value(pos, tile_shader::wall_depth_offset);
//const auto texcoords = atlas->texcoords_for_id(variant);
auto& v = vertexes[N++];
for (auto j = 0uz; j < 4; j++)
v[j] = { quad[j], texcoords[j], depth, };
}
auto vertex_view = std::as_const(vertexes).prefix(N);
auto index_view = make_indexes(N);
//auto indexes = make_index_array<2>(count);
//const auto vertex_view = ArrayView{&vertexes[0], 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));
fm_assert((size_t)mesh.count() == N*6);
return mesh;
}
auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple
{
if (!_walls)
return {wall_mesh, {}, 0};
if (!_walls_modified)
return { wall_mesh, _walls->mesh_indexes, size_t(wall_mesh.count()/6) };
_walls_modified = false;
#if 0
size_t count = 0;
for (auto i = 0uz; i < TILE_COUNT*2; i++)
if (_walls->atlases[i])
_walls->mesh_indexes[count++] = uint16_t(i);
if (count == 0)
return {wall_mesh, {}, 0};
std::sort(_walls->mesh_indexes.data(), _walls->mesh_indexes.data() + (ptrdiff_t)count,
[this](uint16_t a, uint16_t b) {
return _walls->atlases[a] < _walls->atlases[b];
});
#endif
wall_mesh = make_wall_mesh(count);
return { wall_mesh, _walls->mesh_indexes, count };
}
} // namespace floormat
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