|
@@ -16,20 +16,15 @@ void RiverRenderer::configure(
|
|
|
const std::vector<Game::Map::RiverSegment> &riverSegments, float tileSize) {
|
|
const std::vector<Game::Map::RiverSegment> &riverSegments, float tileSize) {
|
|
|
m_riverSegments = riverSegments;
|
|
m_riverSegments = riverSegments;
|
|
|
m_tileSize = tileSize;
|
|
m_tileSize = tileSize;
|
|
|
- qDebug() << "RiverRenderer::configure() called with" << riverSegments.size()
|
|
|
|
|
- << "segments, tileSize:" << tileSize;
|
|
|
|
|
buildMeshes();
|
|
buildMeshes();
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void RiverRenderer::buildMeshes() {
|
|
void RiverRenderer::buildMeshes() {
|
|
|
if (m_riverSegments.empty()) {
|
|
if (m_riverSegments.empty()) {
|
|
|
- qDebug() << "RiverRenderer::buildMeshes() - No river segments to build";
|
|
|
|
|
m_mesh.reset();
|
|
m_mesh.reset();
|
|
|
return;
|
|
return;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- qDebug() << "RiverRenderer::buildMeshes() - Building meshes for"
|
|
|
|
|
- << m_riverSegments.size() << "river segments";
|
|
|
|
|
std::vector<Vertex> vertices;
|
|
std::vector<Vertex> vertices;
|
|
|
std::vector<unsigned int> indices;
|
|
std::vector<unsigned int> indices;
|
|
|
|
|
|
|
@@ -143,19 +138,15 @@ void RiverRenderer::buildMeshes() {
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
if (vertices.empty() || indices.empty()) {
|
|
if (vertices.empty() || indices.empty()) {
|
|
|
- qDebug() << "RiverRenderer::buildMeshes() - No vertices/indices generated";
|
|
|
|
|
m_mesh.reset();
|
|
m_mesh.reset();
|
|
|
return;
|
|
return;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- qDebug() << "RiverRenderer::buildMeshes() - Created mesh with"
|
|
|
|
|
- << vertices.size() << "vertices and" << indices.size() << "indices";
|
|
|
|
|
m_mesh = std::make_unique<Mesh>(vertices, indices);
|
|
m_mesh = std::make_unique<Mesh>(vertices, indices);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void RiverRenderer::submit(Renderer &renderer, ResourceManager *resources) {
|
|
void RiverRenderer::submit(Renderer &renderer, ResourceManager *resources) {
|
|
|
if (!m_mesh || m_riverSegments.empty()) {
|
|
if (!m_mesh || m_riverSegments.empty()) {
|
|
|
- qDebug() << "RiverRenderer::submit() - No mesh or empty segments, skipping";
|
|
|
|
|
return;
|
|
return;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
@@ -163,7 +154,6 @@ void RiverRenderer::submit(Renderer &renderer, ResourceManager *resources) {
|
|
|
|
|
|
|
|
auto shader = renderer.getShader("river");
|
|
auto shader = renderer.getShader("river");
|
|
|
if (!shader) {
|
|
if (!shader) {
|
|
|
- qDebug() << "RiverRenderer::submit() - River shader not found!";
|
|
|
|
|
return;
|
|
return;
|
|
|
}
|
|
}
|
|
|
|
|
|