feat: remove tower
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@@ -5,46 +5,43 @@ namespace td {
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namespace render {
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void VertexCache::addData(std::uint64_t index, std::vector<float> positions, std::vector<float> colors) {
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ElementsIndex positionsIndexes;
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positionsIndexes.first = m_Positions.end();
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m_Positions.insert(m_Positions.end(), positions.begin(), positions.end());
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positionsIndexes.second = m_Positions.end() - 1;
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ElementsIndex colorsIndexes;
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colorsIndexes.first = m_Colors.end();
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m_Colors.insert(m_Colors.end(), colors.begin(), colors.end());
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colorsIndexes.second = m_Colors.end() - 1;
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m_Indexes.insert({ index, {positionsIndexes, colorsIndexes} });
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m_Indexes.insert({ index, {positions, colors} });
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m_VertexCount += colors.size(); // one color per vertex
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}
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void VertexCache::removeData(std::uint64_t index) {
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auto it = m_Indexes.find(index);
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if (it != m_Indexes.end()) {
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DataIndex indexes = it->second;
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ElementsIndex positionsIndexes = indexes.first;
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ElementsIndex colorsIndexes = indexes.second;
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m_Positions.erase(positionsIndexes.first, positionsIndexes.second);
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m_Colors.erase(colorsIndexes.first, colorsIndexes.second);
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m_Indexes.erase(it);
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m_VertexCount -= it->second.color.size(); // one color per vertex
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}
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}
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void VertexCache::clear() {
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m_Positions.clear();
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m_Colors.clear();
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m_Indexes.clear();
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m_VertexCount = 0;
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}
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void VertexCache::updateVertexArray() {
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m_VertexArray = std::make_unique<GL::VertexArray>(m_Colors.size()); // one color per vertex
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m_VertexArray = std::make_unique<GL::VertexArray>(m_VertexCount); // one color per vertex
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GL::VertexBuffer positionsBuffer(m_Positions, 2);
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Vector positions;
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positions.reserve(m_VertexCount * 2);
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Vector colors;
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colors.reserve(m_VertexCount);
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for (auto it = m_Indexes.begin(); it != m_Indexes.end(); it++) {
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const DataIndex& data = it->second;
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positions.insert(positions.end(), data.position.begin(), data.position.end());
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colors.insert(colors.end(), data.color.begin(), data.color.end());
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}
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GL::VertexBuffer positionsBuffer(positions, 2);
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positionsBuffer.addVertexAttribPointer(0, 2, 0);
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GL::VertexBuffer colorsBuffer(m_Colors, 1);
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GL::VertexBuffer colorsBuffer(colors, 1);
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colorsBuffer.addVertexAttribPointer(1, 1, 0);
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m_VertexArray->bind();
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