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#pragma once
#include "chronology.h"
#include "config/types.h"
#include "game/worldobject.h"
#include "geoData.h"
#include "gfx/models/texture.h"
#include "gfx/renderable.h"
class SceneShader;
class Terrain : public GeoData, public WorldObject, public Renderable {
public:
template<typename... P> explicit Terrain(P &&... params) : GeoData {std::forward<P>(params)...}
{
generateMeshes();
}
void render(const SceneShader & shader) const override;
void shadows(const ShadowMapper &) const override;
void tick(TickDuration) override;
struct Vertex {
GlobalPosition3D pos;
Normal3D normal;
};
void generateMeshes();
private:
void afterChange() override;
struct SurfaceArrayBuffer {
glVertexArray vertexArray;
glBuffer indicesBuffer;
GLsizei count;
};
glBuffer verticesBuffer;
std::multimap<const Surface *, SurfaceArrayBuffer> meshes;
Texture::Ptr grass = std::make_shared<Texture>("grass.png");
};
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