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-rw-r--r--game/terrain.cpp55
1 files changed, 40 insertions, 15 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp
index c28f7ee..f7de6fd 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -7,7 +7,6 @@
#include <gfx/models/vertex.h>
#include <glMappedBufferWriter.h>
#include <glm/glm.hpp>
-#include <iterator>
#include <location.h>
#include <maths.h>
#include <utility>
@@ -22,31 +21,51 @@ VertexArrayObject::addAttribsFor<Terrain::Vertex>(const GLuint arrayBuffer, cons
return addAttribs<Terrain::Vertex, &Terrain::Vertex::pos, &Terrain::Vertex::normal>(arrayBuffer, divisor);
}
+bool
+Terrain::SurfaceKey::operator<(const SurfaceKey & other) const
+{
+ return std::tie(surface, basePosition.x, basePosition.y)
+ < std::tie(other.surface, other.basePosition.x, other.basePosition.y);
+}
+
void
Terrain::generateMeshes()
{
+ constexpr GlobalDistance TILE_SIZE = 1024 * 1024; // ~1km, power of 2, fast divide
+
std::ranges::transform(all_vertices(), glMappedBufferWriter<Vertex> {GL_ARRAY_BUFFER, verticesBuffer, n_vertices()},
[this](const auto & vertex) {
return Vertex {point(vertex), normal(vertex)};
});
- std::map<const Surface *, std::vector<GLuint>> surfaceIndices;
- for (const auto face : faces()) {
- const auto * const surface = getSurface(face);
- auto indexItr = surfaceIndices.find(surface);
+ std::map<SurfaceKey, std::vector<GLuint>> surfaceIndices;
+ const auto getTile = [this](FaceHandle face) {
+ return point(*fv_begin(face)).xy() / TILE_SIZE;
+ };
+ const auto indexBySurfaceAndTile = std::views::transform([this, &getTile](const auto & faceItr) {
+ return std::pair<SurfaceKey, FaceHandle> {{getSurface(*faceItr), getTile(*faceItr)}, *faceItr};
+ });
+ const auto chunkBySurfaceAndTile = std::views::chunk_by([](const auto & face1, const auto & face2) {
+ return face1.first.surface == face2.first.surface && face1.first.basePosition == face2.first.basePosition;
+ });
+ for (const auto & faceRange : faces() | indexBySurfaceAndTile | chunkBySurfaceAndTile) {
+ const SurfaceKey & surfaceKey = faceRange.front().first;
+ auto indexItr = surfaceIndices.find(surfaceKey);
if (indexItr == surfaceIndices.end()) {
- indexItr = surfaceIndices.emplace(surface, std::vector<GLuint> {}).first;
- if (!surface) {
- indexItr->second.reserve(n_vertices() * 3);
+ indexItr = surfaceIndices.emplace(surfaceKey, std::vector<GLuint> {}).first;
+ if (auto existing = meshes.find(surfaceKey); existing != meshes.end()) {
+ indexItr->second.reserve(static_cast<size_t>(existing->second.count));
}
}
- std::ranges::transform(fv_range(face), std::back_inserter(indexItr->second), &OpenMesh::VertexHandle::idx);
+ for (auto push = std::back_inserter(indexItr->second); const auto & [_, face] : faceRange) {
+ std::ranges::transform(fv_range(face), push, &OpenMesh::VertexHandle::idx);
+ }
}
- for (const auto & [surface, indices] : surfaceIndices) {
- auto meshItr = meshes.find(surface);
+ for (const auto & [surfaceKey, indices] : surfaceIndices) {
+ auto meshItr = meshes.find(surfaceKey);
if (meshItr == meshes.end()) {
- meshItr = meshes.emplace(surface, SurfaceArrayBuffer {});
+ meshItr = meshes.emplace(surfaceKey, SurfaceArrayBuffer {}).first;
VertexArrayObject {meshItr->second.vertexArray}
.addAttribsFor<Vertex>(verticesBuffer)
.addIndices(meshItr->second.indicesBuffer, indices)
@@ -81,10 +100,16 @@ void
Terrain::render(const SceneShader & shader) const
{
grass->bind();
- for (const auto & [surface, sab] : meshes) {
+ const auto chunkBySurface = std::views::chunk_by([](const auto & itr1, const auto & itr2) {
+ return itr1.first.surface == itr2.first.surface;
+ });
+ for (const auto & surfaceRange : meshes | chunkBySurface) {
+ const auto surface = surfaceRange.front().first.surface;
shader.landmass.use(surface ? surface->colorBias : OPEN_SURFACE);
- glBindVertexArray(sab.vertexArray);
- glDrawElements(GL_TRIANGLES, sab.count, GL_UNSIGNED_INT, nullptr);
+ for (const auto & sab : surfaceRange) {
+ glBindVertexArray(sab.second.vertexArray);
+ glDrawElements(GL_TRIANGLES, sab.second.count, GL_UNSIGNED_INT, nullptr);
+ }
}
glBindVertexArray(0);
}