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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-08 00:59:52 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-08 00:59:52 +0100 |
commit | 34ea78ea50b015d660fbd9169f61506363959214 (patch) | |
tree | 1cb1de6865c0c35e2c35fcd6e2b5610b0eedd8ab /game/water.cpp | |
parent | Merge remote-tracking branch 'origin/deform-terrain' (diff) | |
parent | Fix water texture wrapper in light of large position values (diff) | |
download | ilt-34ea78ea50b015d660fbd9169f61506363959214.tar.bz2 ilt-34ea78ea50b015d660fbd9169f61506363959214.tar.xz ilt-34ea78ea50b015d660fbd9169f61506363959214.zip |
Merge branch 'separate-water'
Diffstat (limited to 'game/water.cpp')
-rw-r--r-- | game/water.cpp | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/game/water.cpp b/game/water.cpp new file mode 100644 index 0000000..f720e3e --- /dev/null +++ b/game/water.cpp @@ -0,0 +1,110 @@ +#include "water.h" +#include "game/geoData.h" +#include "gfx/models/texture.h" +#include <algorithm> +#include <cstddef> +#include <gfx/gl/sceneShader.h> +#include <gfx/gl/shadowMapper.h> +#include <gfx/image.h> +#include <gfx/models/mesh.h> +#include <gfx/models/vertex.h> +#include <glm/glm.hpp> +#include <location.h> +#include <maths.h> +#include <set> +#include <utility> +#include <vector> + +namespace glm { + bool + operator<(const GlobalPosition2D a, const GlobalPosition2D b) + { + return std::tie(a.x, a.y) < std::tie(b.x, b.y); + } +} + +template<> +VertexArrayObject & +VertexArrayObject::addAttribsFor<Water::Vertex>(const GLuint arrayBuffer, const GLuint divisor) +{ + return addAttribs<Water::Vertex, &Water::Vertex::pos>(arrayBuffer, divisor); +} + +Water::Water(std::shared_ptr<GeoData> tm) : geoData {std::move(tm)}, water {std::make_shared<Texture>("water.png")} +{ + generateMeshes(); +} + +static constexpr GlobalDistance MIN_HEIGHT = 1'000; +static constexpr GlobalDistance TILE_SIZE = 8'192; +static constexpr GlobalDistance BORDER = TILE_SIZE / 2; + +void +Water::generateMeshes() +{ + // Map out where a water square needs to exist to cover all terrain faces with a low vertex + std::set<GlobalPosition2D> waterPositions; + std::for_each(geoData->vertices_sbegin(), geoData->vertices_end(), [this, &waterPositions](const auto vh) { + if (geoData->point(vh).z < MIN_HEIGHT) { + std::for_each(geoData->vf_begin(vh), geoData->vf_end(vh), + [done = std::set<OpenMesh::FaceHandle>(), this, &waterPositions](const auto fh) mutable { + if (done.insert(fh).second) { + const auto getrange = [this, fh](glm::length_t axis) { + const auto mme = std::minmax_element(geoData->fv_begin(fh), geoData->fv_end(fh), + [this, axis](const auto vh1, const auto vh2) { + return geoData->point(vh1)[axis] < geoData->point(vh2)[axis]; + }); + + return std::make_pair((geoData->point(*mme.first)[axis] - BORDER) / TILE_SIZE, + (geoData->point(*mme.second)[axis] + BORDER) / TILE_SIZE); + }; + const auto xrange = getrange(0); + const auto yrange = getrange(1); + for (auto x = xrange.first; x < xrange.second; x++) { + for (auto y = yrange.first; y < yrange.second; y++) { + waterPositions.emplace(x, y); + } + } + } + }); + } + }); + + std::vector<unsigned int> indices; + std::vector<Vertex> vertices; + std::map<GlobalPosition2D, size_t> vertexIndex; + std::for_each(waterPositions.begin(), waterPositions.end(), + [&indices, &vertices, &vertexIndex, extents = geoData->getExtents(), this](const GlobalPosition2D p) { + std::array<unsigned int, 4> currentIndices {}; + auto out = currentIndices.begin(); + for (auto x : {0, TILE_SIZE}) { + for (auto y : {0, TILE_SIZE}) { + const auto pos = (p * TILE_SIZE) + GlobalPosition2D {x, y}; + const auto v = vertexIndex.emplace(pos, vertices.size()); + if (v.second) { + const auto cpos = glm::clamp(pos, std::get<0>(extents).xy(), std::get<1>(extents).xy()); + vertices.emplace_back(geoData->positionAt(cpos)); + } + *out++ = static_cast<unsigned int>(v.first->second); + } + } + for (const auto i : {0U, 3U, 1U, 0U, 2U, 3U}) { + indices.push_back(currentIndices[i]); + } + }); + meshes.create<MeshT<Vertex>>(vertices, indices); +} + +void +Water::tick(TickDuration dur) +{ + waveCycle += dur.count(); +} + +void +Water::render(const SceneShader & shader) const +{ + shader.water.use(waveCycle); + water->bind(); + meshes.apply(&MeshT<GlobalPosition3D>::Draw); +} |