123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687 |
- /*!
- * \file src/RoomMesh.cpp
- * \brief Room Mesh Geometry
- *
- * \author xythobuz
- */
-
- #include "global.h"
- #include "TextureManager.h"
- #include "system/Shader.h"
- #include "RoomMesh.h"
-
- RoomMesh::RoomMesh(const std::vector<RoomVertexTR2>& vert,
- const std::vector<IndexedRectangle>& rect,
- const std::vector<IndexedRectangle>& tri) {
- for (auto& t : rect) {
- indicesBuff.push_back(0);
- verticesBuff.push_back(glm::vec3(vert.at(t.v1).x, vert.at(t.v1).y, vert.at(t.v1).z));
- verticesBuff.push_back(glm::vec3(vert.at(t.v2).x, vert.at(t.v2).y, vert.at(t.v2).z));
- verticesBuff.push_back(glm::vec3(vert.at(t.v3).x, vert.at(t.v3).y, vert.at(t.v3).z));
- verticesBuff.push_back(glm::vec3(vert.at(t.v4).x, vert.at(t.v4).y, vert.at(t.v4).z));
- texturesBuff.push_back(t.texture);
- }
-
- for (auto& t : tri) {
- indicesBuff.push_back(1);
- verticesBuff.push_back(glm::vec3(vert.at(t.v1).x, vert.at(t.v1).y, vert.at(t.v1).z));
- verticesBuff.push_back(glm::vec3(vert.at(t.v2).x, vert.at(t.v2).y, vert.at(t.v2).z));
- verticesBuff.push_back(glm::vec3(vert.at(t.v3).x, vert.at(t.v3).y, vert.at(t.v3).z));
- texturesBuff.push_back(t.texture);
- }
- }
-
- void RoomMesh::prepare() {
- std::vector<unsigned short> ind;
- std::vector<glm::vec3> vert;
- std::vector<unsigned int> tex;
-
- int vertIndex = 0;
- for (int i = 0; i < indicesBuff.size(); i++) {
- unsigned int texture = TextureManager::getTile(texturesBuff.at(i)).getTexture();
- for (int x = 0; x < ((indicesBuff.at(i) == 0) ? 4 : 3); x++) {
- int v = x;
- if (v == 0)
- v = 2;
- else if (v == 2)
- v = 0;
- ind.push_back(static_cast<unsigned short>(vert.size()));
- vert.push_back(verticesBuff.at(vertIndex + v));
- uvsBuff.push_back(TextureManager::getTile(texturesBuff.at(i)).getUV(v));
- tex.push_back(texture);
- }
-
- if (indicesBuff.at(i) == 0) {
- ind.push_back(ind.at(ind.size() - 4));
- ind.push_back(ind.at(ind.size() - 3));
- }
-
- vertIndex += (indicesBuff.at(i) == 0) ? 4 : 3;
- }
-
- orAssertEqual(ind.size() % 3, 0);
- orAssertEqual(vert.size(), tex.size());
- orAssertEqual(vert.size(), uvsBuff.size());
-
- indicesBuff = std::move(ind);
- verticesBuff = std::move(vert);
- texturesBuff = std::move(tex);
- }
-
- void RoomMesh::display(glm::mat4 MVP) {
- if (indicesBuff.size() > 0) {
- Shader::drawGLBuffer(verticesBuff, uvsBuff);
-
- for (int i = 0; i < TextureManager::numTextures(TextureStorage::GAME); i++) {
- std::vector<unsigned short> indices;
- for (int n = 0; n < indicesBuff.size(); n++) {
- if (texturesBuff.at(indicesBuff.at(n)) == i) {
- indices.push_back(indicesBuff.at(n));
- }
- }
-
- Shader::drawGLOnly(indices, MVP, i, TextureStorage::GAME);
- }
- }
- }
|