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#include "wall-mesh.hpp"
#include "tile-atlas.hpp"
#include "shaders/tile-shader.hpp"
#include "chunk.hpp"
#include <Magnum/GL/MeshView.h>
namespace Magnum::Examples {
wall_mesh::wall_mesh()
{
_mesh.setCount((int)(_index_data.size() * _index_data[0].size()))
.addVertexBuffer(_vertex_buffer, 0, tile_shader::TextureCoordinates{}, tile_shader::Position{})
.setIndexBuffer(_index_buffer, 0, GL::MeshIndexType::UnsignedShort);
CORRADE_INTERNAL_ASSERT(_mesh.isIndexed());
}
void wall_mesh::add_wall(vertex_array& data, texture_array& textures, std::size_t& pos_,
tile_image& img, const position_array& positions)
{
const auto pos = pos_++;
CORRADE_INTERNAL_ASSERT(pos < data.size());
auto texcoords = img.atlas->texcoords_for_id(img.variant);
for (std::size_t i = 0; i < 4; i++)
{
data[pos][i] = { texcoords[i], positions[i] };
textures[pos] = &img.atlas->texture();
}
}
void wall_mesh::maybe_add_tile(vertex_array& data, texture_array& textures, std::size_t& pos, tile& x, local_coords pt)
{
constexpr float X = TILE_SIZE[0], Y = TILE_SIZE[1], Z = TILE_SIZE[2];
constexpr Vector3 size = {X, Y, Z};
Vector3 center{(float)(X*pt.x), (float)(Y*pt.y), 0};
if (auto& wall = x.wall_north; wall.atlas)
add_wall(data, textures, pos, wall, tile_atlas::wall_quad_N(center, size));
if (auto& wall = x.wall_west; wall.atlas)
add_wall(data, textures, pos, wall, tile_atlas::wall_quad_W(center, size));
}
void wall_mesh::draw(tile_shader& shader, chunk& c)
{
texture_array textures = {};
std::size_t pos = 0;
{
vertex_array data;
c.foreach_tile([&](tile& x, std::size_t, local_coords pt) {
maybe_add_tile(data, textures, pos, x, pt);
});
//_vertex_buffer.setSubData(0, Containers::arrayView(data.data(), pos));
_vertex_buffer.setData(data, Magnum::GL::BufferUsage::DynamicDraw);
}
const GL::Texture2D* last_texture = nullptr;
#if 0
if (pos > 0)
{
Magnum::GL::MeshView mesh{_mesh};
mesh.setCount((int)(pos * quad_index_count));
mesh.setIndexRange(0);
textures[0]->bind(0);
shader.draw(mesh);
}
#elif 0
if (pos > 0)
{
textures[0]->bind(0);
shader.draw(_mesh);
}
#else
Magnum::GL::MeshView mesh{_mesh};
for (std::size_t i = 0; i < pos; i++)
{
auto* const tex = textures[i];
CORRADE_INTERNAL_ASSERT(tex != nullptr);
mesh.setCount(quad_index_count);
mesh.setIndexRange((int)(i*quad_index_count), 0, quad_index_count*COUNT - 1);
//mesh.setIndexRange((int)(i*quad_index_count));
//Debug{} << "draw " << "i:" << i << "count:" << quad_index_count << "range:" << (i*quad_index_count);
if (tex != last_texture)
tex->bind(0);
last_texture = tex;
shader.draw(mesh);
}
#endif
}
decltype(wall_mesh::_index_data) wall_mesh::make_index_array()
{
std::array<std::array<UnsignedShort, 6>, COUNT> array = {};
for (std::size_t i = 0; i < std::size(array); i++)
array[i] = tile_atlas::indices(i);
return array;
}
const decltype(wall_mesh::_index_data) wall_mesh::_index_data = wall_mesh::make_index_array();
} // namespace Magnum::Examples
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