Open Source Tomb Raider Engine
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RoomMesh.cpp 2.9KB

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  1. /*!
  2. * \file src/RoomMesh.cpp
  3. * \brief Room Mesh Geometry
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "TextureManager.h"
  9. #include "system/Shader.h"
  10. #include "RoomMesh.h"
  11. RoomMesh::RoomMesh(const std::vector<RoomVertexTR2>& vert,
  12. const std::vector<IndexedRectangle>& rect,
  13. const std::vector<IndexedRectangle>& tri) {
  14. for (auto& t : rect) {
  15. indicesBuff.push_back(0);
  16. verticesBuff.push_back(glm::vec3(vert.at(t.v1).x, vert.at(t.v1).y, vert.at(t.v1).z));
  17. verticesBuff.push_back(glm::vec3(vert.at(t.v2).x, vert.at(t.v2).y, vert.at(t.v2).z));
  18. verticesBuff.push_back(glm::vec3(vert.at(t.v3).x, vert.at(t.v3).y, vert.at(t.v3).z));
  19. verticesBuff.push_back(glm::vec3(vert.at(t.v4).x, vert.at(t.v4).y, vert.at(t.v4).z));
  20. texturesBuff.push_back(t.texture);
  21. }
  22. for (auto& t : tri) {
  23. indicesBuff.push_back(1);
  24. verticesBuff.push_back(glm::vec3(vert.at(t.v1).x, vert.at(t.v1).y, vert.at(t.v1).z));
  25. verticesBuff.push_back(glm::vec3(vert.at(t.v2).x, vert.at(t.v2).y, vert.at(t.v2).z));
  26. verticesBuff.push_back(glm::vec3(vert.at(t.v3).x, vert.at(t.v3).y, vert.at(t.v3).z));
  27. texturesBuff.push_back(t.texture);
  28. }
  29. }
  30. void RoomMesh::prepare() {
  31. std::vector<unsigned short> ind;
  32. std::vector<glm::vec3> vert;
  33. std::vector<unsigned int> tex;
  34. int vertIndex = 0;
  35. for (int i = 0; i < indicesBuff.size(); i++) {
  36. unsigned int texture = TextureManager::getTile(texturesBuff.at(i)).getTexture();
  37. for (int x = 0; x < ((indicesBuff.at(i) == 0) ? 4 : 3); x++) {
  38. int v = x;
  39. if (v == 0)
  40. v = 2;
  41. else if (v == 2)
  42. v = 0;
  43. ind.push_back(static_cast<unsigned short>(vert.size()));
  44. vert.push_back(verticesBuff.at(vertIndex + v));
  45. uvsBuff.push_back(TextureManager::getTile(texturesBuff.at(i)).getUV(v));
  46. tex.push_back(texture);
  47. }
  48. if (indicesBuff.at(i) == 0) {
  49. ind.push_back(ind.at(ind.size() - 4));
  50. ind.push_back(ind.at(ind.size() - 3));
  51. }
  52. vertIndex += (indicesBuff.at(i) == 0) ? 4 : 3;
  53. }
  54. orAssertEqual(ind.size() % 3, 0);
  55. orAssertEqual(vert.size(), tex.size());
  56. orAssertEqual(vert.size(), uvsBuff.size());
  57. indicesBuff = std::move(ind);
  58. verticesBuff = std::move(vert);
  59. texturesBuff = std::move(tex);
  60. }
  61. void RoomMesh::display(glm::mat4 MVP) {
  62. if (indicesBuff.size() > 0) {
  63. Shader::drawGLBuffer(verticesBuff, uvsBuff);
  64. for (int i = 0; i < TextureManager::numTextures(TextureStorage::GAME); i++) {
  65. std::vector<unsigned short> indices;
  66. for (int n = 0; n < indicesBuff.size(); n++) {
  67. if (texturesBuff.at(indicesBuff.at(n)) == i) {
  68. indices.push_back(indicesBuff.at(n));
  69. }
  70. }
  71. Shader::drawGLOnly(indices, MVP, i, TextureStorage::GAME);
  72. }
  73. }
  74. }