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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-21 03:36:03 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-21 03:36:03 +0000
commit80ff7597e0d6b083d1ad4c7c7b758379de69786d (patch)
treeb77f5e8ee9689c0de44d6696f40ab2094738f9ac /game
parentDynamic number of segments into curve render (diff)
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Remove the old custom mesh per network link rendering
Diffstat (limited to 'game')
-rw-r--r--game/network/rail.cpp65
-rw-r--r--game/network/rail.h8
2 files changed, 4 insertions, 69 deletions
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index b500006..216ec1c 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -1,17 +1,9 @@
#include "rail.h"
#include "network.h"
-#include <array>
-#include <cmath>
-#include <collection.h>
-#include <cstddef>
-#include <game/network/link.h>
#include <game/network/network.impl.h> // IWYU pragma: keep
-#include <gfx/models/vertex.h>
-#include <glad/gl.h>
-#include <glm/gtx/transform.hpp>
-#include <maths.h>
-#include <utility>
-#include <vector>
+#include <gfx/gl/sceneShader.h>
+#include <gfx/gl/vertexArrayObject.h>
+#include <gfx/models/texture.h>
template class NetworkOf<RailLink, RailLinkStraight, RailLinkCurve>;
@@ -81,24 +73,6 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
return addLink<RailLinkCurve>(start, end, centre.first);
}
-Mesh::Ptr
-RailLink::defaultMesh(const std::span<Vertex> vertices)
-{
- std::vector<unsigned int> indices;
- for (auto n = RAIL_CROSSSECTION_VERTICES; n < vertices.size(); n += 1) {
- indices.push_back(n - RAIL_CROSSSECTION_VERTICES);
- indices.push_back(n);
- }
-
- return std::make_unique<Mesh>(vertices, indices, GL_TRIANGLE_STRIP);
-}
-
-void
-RailLink::render(const SceneShader &) const
-{
- mesh->Draw();
-}
-
constexpr const std::array<std::pair<RelativePosition3D, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
// ___________
// _/ \_
@@ -129,19 +103,6 @@ RailLinkStraight::RailLinkStraight(
instance {instances.vertices.acquire(
ends[0].node->pos, ends[1].node->pos, flat_orientation(diff), round_sleepers(length / 2000.F))}
{
- if (glGenVertexArrays) {
- std::vector<::Vertex> vertices;
- vertices.reserve(2 * railCrossSection.size());
- const auto len = round_sleepers(length / 2000.F);
- const glm::mat3 trans {flat_orientation(diff)};
- for (auto ei : {1U, 0U}) {
- for (const auto & rcs : railCrossSection) {
- const auto m {ends[ei].node->pos + GlobalPosition3D(trans * rcs.first)};
- vertices.emplace_back(m, TextureRelCoord {rcs.second, len * static_cast<float>(ei)}, up);
- }
- }
- mesh = defaultMesh(vertices);
- }
}
RailLinkCurve::RailLinkCurve(
@@ -158,26 +119,6 @@ RailLinkCurve::RailLinkCurve(NetworkLinkHolder<RailLinkCurve> & instances, const
instance {instances.vertices.acquire(ends[0].node->pos, ends[1].node->pos, c, round_sleepers(length / 2000.F),
half_pi - arc.first, half_pi - arc.second, radius)}
{
- if (glGenVertexArrays) {
- const auto & e0p {ends[0].node->pos};
- const auto & e1p {ends[1].node->pos};
- const auto slength = round_sleepers(length / 2.F);
- const auto segs = std::round(slength / std::pow(radius, 0.7F));
- const auto step {RelativePosition3D {arc_length(arc), e1p.z - e0p.z, slength / 1000.F} / segs};
-
- auto segCount = static_cast<std::size_t>(std::lround(segs)) + 1;
- std::vector<::Vertex> vertices;
- vertices.reserve(segCount * railCrossSection.size());
- for (RelativePosition3D swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) {
- const auto t {
- glm::rotate(half_pi - swing.x, up) * glm::translate(RelativePosition3D {radius, 0.F, swing.y})};
- for (const auto & rcs : railCrossSection) {
- const auto m {centreBase + GlobalPosition3D(t * (rcs.first || 1.F))};
- vertices.emplace_back(m, TextureRelCoord {rcs.second, swing.z}, up);
- }
- }
- mesh = defaultMesh(vertices);
- }
}
RelativePosition3D
diff --git a/game/network/rail.h b/game/network/rail.h
index a95ba04..c8effef 100644
--- a/game/network/rail.h
+++ b/game/network/rail.h
@@ -2,13 +2,11 @@
#include "chronology.h"
#include "game/worldobject.h"
-#include "gfx/models/mesh.h"
#include "gfx/renderable.h"
#include "link.h"
#include "network.h"
#include <glm/glm.hpp>
#include <memory>
-#include <span>
#include <special_members.h>
class SceneShader;
@@ -19,7 +17,7 @@ struct Arc;
class RailLinkStraight;
class RailLinkCurve;
-class RailLink : public virtual Link, public Renderable {
+class RailLink : public virtual Link {
public:
RailLink() = default;
inline ~RailLink() override = 0;
@@ -27,15 +25,11 @@ public:
using StraightLink = RailLinkStraight;
using CurveLink = RailLinkCurve;
- void render(const SceneShader &) const override;
NO_COPY(RailLink);
NO_MOVE(RailLink);
protected:
[[nodiscard]] RelativePosition3D vehiclePositionOffset() const override;
- [[nodiscard]] static Mesh::Ptr defaultMesh(const std::span<Vertex> vertices);
-
- Mesh::Ptr mesh;
};
RailLink::~RailLink() = default;