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#include "terrain.h"
#include "game/geoData.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 <iterator>
#include <location.h>
#include <maths.h>
#include <utility>
#include <vector>
static constexpr RGB OPEN_SURFACE {-1};
template<>
VertexArrayObject &
VertexArrayObject::addAttribsFor<Terrain::Vertex>(const GLuint arrayBuffer, const GLuint divisor)
{
return addAttribs<Terrain::Vertex, &Terrain::Vertex::pos, &Terrain::Vertex::normal, &Terrain::Vertex::colourBias>(
arrayBuffer, divisor);
}
void
Terrain::generateMeshes()
{
meshes.removeAll();
std::vector<unsigned int> indices;
indices.reserve(n_faces() * 3);
std::vector<Vertex> vertices;
vertices.reserve(n_vertices());
std::map<std::pair<VertexHandle, const Surface *>, size_t> vertexIndex;
std::ranges::for_each(this->vertices(), [this, &vertexIndex, &vertices](const auto vertex) {
std::ranges::for_each(vf_range(vertex), [&vertexIndex, vertex, this, &vertices](const auto face) {
const auto * const surface = getSurface(face);
if (const auto vertexIndexRef = vertexIndex.emplace(std::make_pair(vertex, surface), 0);
vertexIndexRef.second) {
vertexIndexRef.first->second = vertices.size();
vertices.emplace_back(point(vertex), normal(vertex), surface ? surface->colorBias : OPEN_SURFACE);
}
});
});
std::ranges::for_each(faces(), [this, &vertexIndex, &indices](const auto face) {
std::ranges::transform(
fv_range(face), std::back_inserter(indices), [&vertexIndex, face, this](const auto vertex) {
return vertexIndex[std::make_pair(vertex, getSurface(face))];
});
});
meshes.create<MeshT<Vertex>>(vertices, indices);
}
void
Terrain::tick(TickDuration)
{
}
void
Terrain::afterChange()
{
generateMeshes();
}
void
Terrain::render(const SceneShader & shader) const
{
shader.landmass.use();
grass->bind();
meshes.apply(&Mesh::Draw);
}
void
Terrain::shadows(const ShadowMapper & shadowMapper) const
{
shadowMapper.landmess.use();
meshes.apply(&Mesh::Draw);
}
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