Open Source Tomb Raider Engine
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RoomMesh.cpp 3.2KB

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  1. /*!
  2. * \file src/RoomMesh.cpp
  3. * \brief World Room Mesh
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "TextureManager.h"
  9. #include "RoomMesh.h"
  10. RoomMesh::RoomMesh(const std::vector<RoomVertexTR2>& vert,
  11. const std::vector<IndexedRectangle>& rect,
  12. const std::vector<IndexedRectangle>& tri) {
  13. for (auto& t : rect) {
  14. indicesBuff.push_back(0);
  15. verticesBuff.push_back(glm::vec3(vert.at(t.v1).x, vert.at(t.v1).y, vert.at(t.v1).z));
  16. verticesBuff.push_back(glm::vec3(vert.at(t.v2).x, vert.at(t.v2).y, vert.at(t.v2).z));
  17. verticesBuff.push_back(glm::vec3(vert.at(t.v3).x, vert.at(t.v3).y, vert.at(t.v3).z));
  18. verticesBuff.push_back(glm::vec3(vert.at(t.v4).x, vert.at(t.v4).y, vert.at(t.v4).z));
  19. texturesBuff.push_back(t.texture);
  20. }
  21. for (auto& t : tri) {
  22. indicesBuff.push_back(1);
  23. verticesBuff.push_back(glm::vec3(vert.at(t.v1).x, vert.at(t.v1).y, vert.at(t.v1).z));
  24. verticesBuff.push_back(glm::vec3(vert.at(t.v2).x, vert.at(t.v2).y, vert.at(t.v2).z));
  25. verticesBuff.push_back(glm::vec3(vert.at(t.v3).x, vert.at(t.v3).y, vert.at(t.v3).z));
  26. texturesBuff.push_back(t.texture);
  27. }
  28. }
  29. void RoomMesh::prepare() {
  30. std::vector<unsigned short> ind;
  31. std::vector<glm::vec3> vert;
  32. std::vector<glm::vec2> uvBuff;
  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 v = 0; v < ((indicesBuff.at(i) == 0) ? 4 : 3); v++) {
  38. ind.push_back(vert.size());
  39. vert.push_back(verticesBuff.at(vertIndex + v));
  40. uvBuff.push_back(TextureManager::getTile(texturesBuff.at(i)).getUV(v));
  41. tex.push_back(texture);
  42. }
  43. if (indicesBuff.at(i) == 0) {
  44. ind.push_back(ind.at(ind.size() - 2));
  45. ind.push_back(ind.at(ind.size() - 5));
  46. }
  47. vertIndex += (indicesBuff.at(i) == 0) ? 4 : 3;
  48. }
  49. assert((ind.size() % 3) == 0);
  50. assert(vert.size() == tex.size());
  51. assert(vert.size() == uvBuff.size());
  52. indicesBuff = std::move(ind);
  53. vertices.bufferData(vert);
  54. uvs.bufferData(uvBuff);
  55. texturesBuff = std::move(tex);
  56. }
  57. void RoomMesh::display(glm::mat4 MVP) {
  58. if (indicesBuff.size() > 0) {
  59. unsigned int indexStart = 0;
  60. unsigned int indexPos = 1;
  61. unsigned int texture = texturesBuff.at(indicesBuff.at(0));
  62. while ((indexStart != indexPos) && (indexPos < indicesBuff.size())) {
  63. while ((indexPos < indicesBuff.size())
  64. && (texturesBuff.at(indicesBuff.at(indexPos)) == texture)) {
  65. indexPos++;
  66. }
  67. std::vector<unsigned short> ind(indicesBuff.begin() + indexStart,
  68. indicesBuff.begin() + indexPos);
  69. indices.bufferData(ind);
  70. Shader::drawGL(vertices, uvs, indices, texture, MVP);
  71. if (indexPos < indicesBuff.size()) {
  72. indexStart = indexPos;
  73. indexPos += 1;
  74. texture = texturesBuff.at(indicesBuff.at(indexStart));
  75. }
  76. }
  77. }
  78. }