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-rw-r--r--game/network/network.cpp8
-rw-r--r--game/network/rail.cpp57
2 files changed, 39 insertions, 26 deletions
diff --git a/game/network/network.cpp b/game/network/network.cpp
index 6ba3ed6..1666c4d 100644
--- a/game/network/network.cpp
+++ b/game/network/network.cpp
@@ -8,7 +8,13 @@
#include <stdexcept>
#include <utility>
-Network::Network(const std::string & tn) : texture {std::make_shared<Texture>(tn)} { }
+Network::Network(const std::string & tn) :
+ texture {std::make_shared<Texture>(tn,
+ TextureOptions {
+ .minFilter = GL_NEAREST_MIPMAP_LINEAR,
+ })}
+{
+}
Node::Ptr
Network::nodeAt(GlobalPosition3D pos)
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index dc62cf3..2820cca 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -75,26 +75,31 @@ RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
return addLink<RailLinkCurve>(start, end, centre.first);
}
-constexpr const std::array<RelativePosition3D, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
- {-1900.F, 0.F, -RAIL_HEIGHT.z * 2},
- {-608.F, 0.F, RAIL_HEIGHT.z},
- {0, 0.F, RAIL_HEIGHT.z / 2},
- {608.F, 0.F, RAIL_HEIGHT.z},
- {1900.F, 0.F, -RAIL_HEIGHT.z * 2},
-}};
-constexpr const std::array<float, RAIL_CROSSSECTION_VERTICES> railTexturePos {
- 0.F,
- .34F,
- .5F,
- .66F,
- 1.F,
-};
-constexpr auto sleepers {5.F}; // There are 5 repetitions of sleepers in the texture
-
-inline auto
-round_sleepers(const float v)
-{
- return round_frac(v, sleepers);
+namespace {
+ constexpr const std::array<RelativePosition3D, RAIL_CROSSSECTION_VERTICES> RAIL_CROSS_SECTION {{
+ {-1330.F, 0.F, 0},
+ {-608.F, 0.F, RAIL_HEIGHT.z},
+ {0, 0.F, RAIL_HEIGHT.z / 2},
+ {608.F, 0.F, RAIL_HEIGHT.z},
+ {1330.F, 0.F, 0},
+ }};
+ constexpr const std::array<float, RAIL_CROSSSECTION_VERTICES> RAIL_TEXTURE_POS {
+ 0.15F,
+ .34F,
+ .5F,
+ .66F,
+ 0.85F,
+ };
+ template<std::floating_point T> constexpr T SLEEPERS_PER_TEXTURE {5};
+ template<std::floating_point T> constexpr T TEXTURE_LENGTH {2'000};
+ template<std::floating_point T> constexpr T SLEEPER_LENGTH {T {1} / SLEEPERS_PER_TEXTURE<T>};
+
+ template<std::floating_point T>
+ constexpr auto
+ roundSleepers(const T length)
+ {
+ return round_frac(length / TEXTURE_LENGTH<T>, SLEEPER_LENGTH<T>);
+ }
}
RailLinkStraight::RailLinkStraight(NetworkLinkHolder<RailLinkStraight> & instances, const Node::Ptr & a,
@@ -106,7 +111,7 @@ RailLinkStraight::RailLinkStraight(
NetworkLinkHolder<RailLinkStraight> & instances, Node::Ptr a, Node::Ptr b, const RelativePosition3D & diff) :
Link({std::move(a), vector_yaw(diff)}, {std::move(b), vector_yaw(-diff)}, glm::length(diff)),
instance {instances.vertices.acquire(
- ends[0].node->pos, ends[1].node->pos, flat_orientation(diff), round_sleepers(length / 2000.F))}
+ ends[0].node->pos, ends[1].node->pos, flat_orientation(diff), roundSleepers(length))}
{
}
@@ -120,9 +125,8 @@ RailLinkCurve::RailLinkCurve(NetworkLinkHolder<RailLinkCurve> & instances, const
GlobalPosition3D c, RelativeDistance radius, const Arc arc) :
Link({a, normalize(arc.first + half_pi)}, {b, normalize(arc.second - half_pi)},
glm::length(RelativePosition2D {radius * arc.length(), difference(a->pos, b->pos).z})),
- LinkCurve {c, radius, arc},
- 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)}
+ LinkCurve {c, radius, arc}, instance {instances.vertices.acquire(ends[0].node->pos, ends[1].node->pos, c,
+ roundSleepers(length), half_pi - arc.first, half_pi - arc.second, radius)}
{
}
@@ -154,7 +158,7 @@ namespace {
renderType(const NetworkLinkHolder<LinkType> & n, auto & s)
{
if (auto count = n.vertices.size()) {
- s.use(railCrossSection, railTexturePos);
+ s.use(RAIL_CROSS_SECTION, RAIL_TEXTURE_POS);
glBindVertexArray(n.vao);
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(count));
}
@@ -166,8 +170,11 @@ RailLinks::render(const SceneShader & shader) const
{
if (!links.objects.empty()) {
texture->bind();
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1, 0);
renderType<RailLinkStraight>(*this, shader.networkStraight);
renderType<RailLinkCurve>(*this, shader.networkCurve);
+ glDisable(GL_POLYGON_OFFSET_FILL);
glBindVertexArray(0);
}
}