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#include "terrain.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 <iterator>
#include <location.h>
#include <maths.h>
#include <utility>
#include <vector>
static constexpr RGB openSurface {-1};
Terrain::Terrain(std::shared_ptr<GeoData> tm) : geoData {std::move(tm)}, grass {std::make_shared<Texture>("grass.png")}
{
generateMeshes();
}
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()
{
std::vector<unsigned int> indices;
indices.reserve(geoData->n_faces() * 3);
std::vector<Vertex> vertices;
vertices.reserve(geoData->n_vertices());
std::map<std::pair<GeoData::VertexHandle, const Surface *>, size_t> vertexIndex;
std::for_each(geoData->vertices_sbegin(), geoData->vertices_end(),
[this, &vertexIndex, &vertices](const GeoData::VertexHandle v) {
std::for_each(geoData->vf_begin(v), geoData->vf_end(v),
[&vertexIndex, v, this, &vertices](const GeoData::FaceHandle f) {
const auto surface = geoData->get_surface(f);
if (const auto vertexIndexRef = vertexIndex.emplace(std::make_pair(v, surface), 0);
vertexIndexRef.second) {
vertexIndexRef.first->second = vertices.size();
vertices.emplace_back(geoData->point(v), geoData->normal(v),
surface ? surface->colorBias : openSurface);
}
});
});
std::for_each(
geoData->faces_sbegin(), geoData->faces_end(), [this, &vertexIndex, &indices](const GeoData::FaceHandle f) {
std::transform(geoData->fv_begin(f), geoData->fv_end(f), std::back_inserter(indices),
[&vertexIndex, f, this](const GeoData::VertexHandle v) {
return vertexIndex[std::make_pair(v, geoData->get_surface(f))];
});
});
meshes.create<MeshT<Vertex>>(vertices, indices);
}
void
Terrain::tick(TickDuration)
{
}
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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