Implement tile-targeted road route construction and OpenGL 3D layered road rendering
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+225
-1
@@ -9,13 +9,17 @@ struct VertexPN {
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};
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UnitRenderer::UnitRenderer()
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: m_program(nullptr), m_vertexCount(0), m_initialized(false)
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: m_program(nullptr), m_vertexCount(0), m_initialized(false), m_roadBuffersInitialized(false)
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{
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}
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UnitRenderer::~UnitRenderer()
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{
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if (m_program) delete m_program;
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if (m_roadBuffersInitialized) {
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m_roadVao.destroy();
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m_roadVbo.destroy();
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}
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}
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void UnitRenderer::initialize()
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@@ -29,6 +33,12 @@ void UnitRenderer::initialize()
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m_program->link();
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buildCylinderMesh();
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m_roadVao.create();
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m_roadVbo.create();
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m_roadVbo.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_roadBuffersInitialized = true;
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m_initialized = true;
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}
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@@ -86,6 +96,220 @@ void UnitRenderer::buildCylinderMesh()
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m_vbo.release();
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}
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void UnitRenderer::renderRoads(
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const std::map<std::pair<int, int>, TileRoad> &roads,
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const RoadConfigManager &roadConfigs,
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Matrix2D<TerrainPoint> *mapPoints,
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int numPoints05,
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const QMatrix4x4 &projection,
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const QMatrix4x4 &vMatrix,
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const QVector3D &lightDir,
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int cityViewRadius,
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int cityViewTileX,
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int cityViewTileY)
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{
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if (!m_initialized || !m_program || roads.empty()) return;
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if (!m_roadBuffersInitialized) {
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m_roadVao.create();
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m_roadVbo.create();
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m_roadVbo.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_roadBuffersInitialized = true;
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}
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float meanderAmp = roadConfigs.meanderAmplitude();
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int subdivisions = std::max(2, roadConfigs.meanderSubdivisions());
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struct RoadBatchGeometry {
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std::vector<VertexPN> casingVertices;
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std::vector<VertexPN> surfaceVertices;
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};
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std::unordered_map<std::string, RoadBatchGeometry> batches;
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for (const auto &pair : roads) {
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const TileRoad &road = pair.second;
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if (cityViewRadius >= 0) {
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if (Pathfinder::hexDistance(cityViewTileX, cityViewTileY, road.tileX, road.tileY) > cityViewRadius) {
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continue;
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}
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}
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const RoadTypeConfig *rCfg = roadConfigs.getRoadType(road.roadTypeId);
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float roadW = rCfg ? rCfg->worldWidth : 0.11f;
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float casingW = roadW + 0.035f;
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QVector2D center = Pathfinder::hexToWorld(road.tileX, road.tileY);
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RoadBatchGeometry &batch = batches[road.roadTypeId.toStdString()];
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// If isolated tile with no connections, draw small circular depot / disk
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if (road.connectionMask == 0) {
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float gz = Unit::getTerrainHeight(center.x(), center.y(), mapPoints, numPoints05);
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const int capSectors = 12;
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const float pi = 3.14159265359f;
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float rSurf = roadW * 0.9f;
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float rCase = casingW * 0.9f;
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for (int s = 0; s < capSectors; ++s) {
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float a1 = 2.0f * pi * s / capSectors;
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float a2 = 2.0f * pi * (s + 1) / capSectors;
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batch.casingVertices.push_back({center.x(), center.y(), gz + 0.012f, 0, 0, 1});
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batch.casingVertices.push_back({center.x() + std::cos(a1) * rCase, center.y() + std::sin(a1) * rCase, gz + 0.012f, 0, 0, 1});
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batch.casingVertices.push_back({center.x() + std::cos(a2) * rCase, center.y() + std::sin(a2) * rCase, gz + 0.012f, 0, 0, 1});
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}
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for (int s = 0; s < capSectors; ++s) {
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float a1 = 2.0f * pi * s / capSectors;
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float a2 = 2.0f * pi * (s + 1) / capSectors;
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batch.surfaceVertices.push_back({center.x(), center.y(), gz + 0.016f, 0, 0, 1});
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batch.surfaceVertices.push_back({center.x() + std::cos(a1) * rSurf, center.y() + std::sin(a1) * rSurf, gz + 0.016f, 0, 0, 1});
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batch.surfaceVertices.push_back({center.x() + std::cos(a2) * rSurf, center.y() + std::sin(a2) * rSurf, gz + 0.016f, 0, 0, 1});
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}
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continue;
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}
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// Center junction cap (circular disk covering junction gaps)
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{
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float gz = Unit::getTerrainHeight(center.x(), center.y(), mapPoints, numPoints05);
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const int capSectors = 12;
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const float pi = 3.14159265359f;
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float rSurf = (roadW * 0.5f) * 1.15f;
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float rCase = (casingW * 0.5f) * 1.15f;
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for (int s = 0; s < capSectors; ++s) {
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float a1 = 2.0f * pi * s / capSectors;
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float a2 = 2.0f * pi * (s + 1) / capSectors;
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batch.casingVertices.push_back({center.x(), center.y(), gz + 0.012f, 0, 0, 1});
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batch.casingVertices.push_back({center.x() + std::cos(a1) * rCase, center.y() + std::sin(a1) * rCase, gz + 0.012f, 0, 0, 1});
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batch.casingVertices.push_back({center.x() + std::cos(a2) * rCase, center.y() + std::sin(a2) * rCase, gz + 0.012f, 0, 0, 1});
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batch.surfaceVertices.push_back({center.x(), center.y(), gz + 0.016f, 0, 0, 1});
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batch.surfaceVertices.push_back({center.x() + std::cos(a1) * rSurf, center.y() + std::sin(a1) * rSurf, gz + 0.016f, 0, 0, 1});
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batch.surfaceVertices.push_back({center.x() + std::cos(a2) * rSurf, center.y() + std::sin(a2) * rSurf, gz + 0.016f, 0, 0, 1});
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}
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}
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// For each connected edge, generate meandering ribbon quad strip
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for (int e = 0; e < 6; ++e) {
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if (!road.hasConnection(e)) continue;
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QVector2D endP = center + getHexEdgeMidpoint(e);
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QVector2D dir = endP - center;
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float len = dir.length();
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QVector2D perp = (len > 0.0001f) ? QVector2D(-dir.y() / len, dir.x() / len) : QVector2D(0, 0);
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float seed = std::sin(float(road.tileX * 41 + road.tileY * 113 + e * 29)) * 43758.5453f;
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float meanderSign = (seed - std::floor(seed) > 0.5f) ? 1.0f : -1.0f;
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const float pi = 3.14159265359f;
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std::vector<QVector2D> spinePoints;
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spinePoints.reserve(subdivisions + 1);
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for (int i = 0; i <= subdivisions; ++i) {
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float t = (float)i / (float)subdivisions;
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float s = meanderSign * meanderAmp * std::sin(t * pi);
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spinePoints.push_back(center + dir * t + perp * s);
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}
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float halfSurf = roadW * 0.5f;
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float halfCase = casingW * 0.5f;
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for (int i = 0; i < subdivisions; ++i) {
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QVector2D p0 = spinePoints[i];
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QVector2D p1 = spinePoints[i + 1];
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QVector2D segDir = p1 - p0;
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float segLen = segDir.length();
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QVector2D segPerp = (segLen > 0.0001f) ? QVector2D(-segDir.y() / segLen, segDir.x() / segLen) : perp;
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float z0 = Unit::getTerrainHeight(p0.x(), p0.y(), mapPoints, numPoints05);
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float z1 = Unit::getTerrainHeight(p1.x(), p1.y(), mapPoints, numPoints05);
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float cz0 = z0 + 0.012f;
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float cz1 = z1 + 0.012f;
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QVector3D cL0(p0.x() - segPerp.x() * halfCase, p0.y() - segPerp.y() * halfCase, cz0);
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QVector3D cR0(p0.x() + segPerp.x() * halfCase, p0.y() + segPerp.y() * halfCase, cz0);
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QVector3D cL1(p1.x() - segPerp.x() * halfCase, p1.y() - segPerp.y() * halfCase, cz1);
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QVector3D cR1(p1.x() + segPerp.x() * halfCase, p1.y() + segPerp.y() * halfCase, cz1);
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batch.casingVertices.push_back({cL0.x(), cL0.y(), cL0.z(), 0, 0, 1});
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batch.casingVertices.push_back({cR0.x(), cR0.y(), cR0.z(), 0, 0, 1});
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batch.casingVertices.push_back({cR1.x(), cR1.y(), cR1.z(), 0, 0, 1});
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batch.casingVertices.push_back({cL0.x(), cL0.y(), cL0.z(), 0, 0, 1});
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batch.casingVertices.push_back({cR1.x(), cR1.y(), cR1.z(), 0, 0, 1});
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batch.casingVertices.push_back({cL1.x(), cL1.y(), cL1.z(), 0, 0, 1});
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float sz0 = z0 + 0.016f;
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float sz1 = z1 + 0.016f;
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QVector3D sL0(p0.x() - segPerp.x() * halfSurf, p0.y() - segPerp.y() * halfSurf, sz0);
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QVector3D sR0(p0.x() + segPerp.x() * halfSurf, p0.y() + segPerp.y() * halfSurf, sz0);
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QVector3D sL1(p1.x() - segPerp.x() * halfSurf, p1.y() - segPerp.y() * halfSurf, sz1);
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QVector3D sR1(p1.x() + segPerp.x() * halfSurf, p1.y() + segPerp.y() * halfSurf, sz1);
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batch.surfaceVertices.push_back({sL0.x(), sL0.y(), sL0.z(), 0, 0, 1});
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batch.surfaceVertices.push_back({sR0.x(), sR0.y(), sR0.z(), 0, 0, 1});
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batch.surfaceVertices.push_back({sR1.x(), sR1.y(), sR1.z(), 0, 0, 1});
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batch.surfaceVertices.push_back({sL0.x(), sL0.y(), sL0.z(), 0, 0, 1});
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batch.surfaceVertices.push_back({sR1.x(), sR1.y(), sR1.z(), 0, 0, 1});
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batch.surfaceVertices.push_back({sL1.x(), sL1.y(), sL1.z(), 0, 0, 1});
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}
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}
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}
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if (batches.empty()) return;
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-2.0f, -2.0f);
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m_program->bind();
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m_program->setUniformValue("u_lightDir", lightDir);
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QMatrix4x4 model;
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m_program->setUniformValue("modelMatrix", model);
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QMatrix4x4 mvp = projection * vMatrix;
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m_program->setUniformValue("MVP", mvp);
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m_roadVao.bind();
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m_roadVbo.bind();
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for (auto &bPair : batches) {
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const RoadTypeConfig *rCfg = roadConfigs.getRoadType(QString::fromStdString(bPair.first));
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QColor caseCol = rCfg ? rCfg->getBorderColor() : QColor(107, 75, 35);
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QColor surfCol = rCfg ? rCfg->getColor() : QColor(196, 154, 98);
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RoadBatchGeometry &geom = bPair.second;
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// Draw Casing
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if (!geom.casingVertices.empty()) {
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m_roadVbo.allocate(geom.casingVertices.data(), (int)(geom.casingVertices.size() * sizeof(VertexPN)));
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m_program->enableAttributeArray(0);
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m_program->setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(VertexPN));
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m_program->enableAttributeArray(1);
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m_program->setAttributeBuffer(1, GL_FLOAT, 3 * sizeof(float), 3, sizeof(VertexPN));
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m_program->setUniformValue("u_color", QVector4D(caseCol.redF(), caseCol.greenF(), caseCol.blueF(), 1.0f));
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)geom.casingVertices.size());
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}
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// Draw Surface
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if (!geom.surfaceVertices.empty()) {
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m_roadVbo.allocate(geom.surfaceVertices.data(), (int)(geom.surfaceVertices.size() * sizeof(VertexPN)));
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m_program->enableAttributeArray(0);
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m_program->setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(VertexPN));
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m_program->enableAttributeArray(1);
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m_program->setAttributeBuffer(1, GL_FLOAT, 3 * sizeof(float), 3, sizeof(VertexPN));
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m_program->setUniformValue("u_color", QVector4D(surfCol.redF(), surfCol.greenF(), surfCol.blueF(), 1.0f));
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)geom.surfaceVertices.size());
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}
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}
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m_roadVbo.release();
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m_roadVao.release();
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m_program->release();
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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void UnitRenderer::renderUnits(
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const std::vector<std::shared_ptr<Unit>> &units,
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const std::vector<City> &cities,
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