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-rw-r--r--game/water.cpp110
1 files changed, 110 insertions, 0 deletions
diff --git a/game/water.cpp b/game/water.cpp
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+++ b/game/water.cpp
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+#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);
+}