fix ModelBatch overflow

This commit is contained in:
MihailRis 2024-06-20 21:54:06 +03:00
parent 3235740333
commit 57a0377b36
3 changed files with 31 additions and 38 deletions

View File

@ -22,6 +22,14 @@ inline constexpr glm::vec3 X(1, 0, 0);
inline constexpr glm::vec3 Y(0, 1, 0);
inline constexpr glm::vec3 Z(0, 0, 1);
struct DecomposedMat4 {
glm::vec3 scale;
glm::mat3 rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
};
ModelBatch::ModelBatch(size_t capacity, Chunks* chunks)
: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
capacity(capacity),
@ -55,6 +63,9 @@ void ModelBatch::test(glm::vec3 pos, glm::vec3 size) {
}
void ModelBatch::box(glm::vec3 pos, glm::vec3 size) {
if (index + 36 < capacity*VERTEX_SIZE) {
flush();
}
glm::vec3 gpos = combined * glm::vec4(pos, 1.0f);
light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
glm::vec4 lights (
@ -84,36 +95,28 @@ void ModelBatch::flush() {
index = 0;
}
void ModelBatch::pushMatrix(glm::mat4 matrix) {
matrices.push_back(combined);
combined = combined * matrix;
decomposed = {};
static glm::mat4 extract_rotation(glm::mat4 matrix) {
DecomposedMat4 decomposed = {};
glm::quat rotation;
glm::decompose(
combined,
matrix,
decomposed.scale,
rotation,
decomposed.translation,
decomposed.skew,
decomposed.perspective
);
decomposed.rotation = glm::toMat3(rotation);
return glm::toMat3(rotation);
}
void ModelBatch::pushMatrix(glm::mat4 matrix) {
matrices.push_back(combined);
combined = combined * matrix;
rotation = extract_rotation(combined);
}
void ModelBatch::popMatrix() {
combined = matrices[matrices.size()-1];
matrices.erase(matrices.end()-1);
decomposed = {};
glm::quat rotation;
glm::decompose(
combined,
decomposed.scale,
rotation,
decomposed.translation,
decomposed.skew,
decomposed.perspective
);
decomposed.rotation = glm::toMat3(rotation);
rotation = extract_rotation(combined);
}

View File

@ -9,14 +9,6 @@ class Mesh;
class Texture;
class Chunks;
struct DecomposedMat4 {
glm::vec3 scale;
glm::mat3 rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
};
class ModelBatch {
std::unique_ptr<float[]> buffer;
size_t capacity;
@ -27,15 +19,14 @@ class ModelBatch {
glm::mat4 combined;
std::vector<glm::mat4> matrices;
DecomposedMat4 decomposed {};
glm::mat3 rotation;
Chunks* chunks;
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
inline void vertex(
glm::vec3 pos, glm::vec2 uv, glm::vec4 color
glm::vec3 pos, glm::vec2 uv, glm::vec4 light
) {
float* buffer = this->buffer.get();
pos = combined * glm::vec4(pos, 1.0f);
@ -50,21 +41,20 @@ class ModelBatch {
uint32_t integer;
} compressed;
compressed.integer = (static_cast<uint32_t>(color.r * 255) & 0xff) << 24;
compressed.integer |= (static_cast<uint32_t>(color.g * 255) & 0xff) << 16;
compressed.integer |= (static_cast<uint32_t>(color.b * 255) & 0xff) << 8;
compressed.integer |= (static_cast<uint32_t>(color.a * 255) & 0xff);
compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
buffer[index++] = compressed.floating;
}
inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm, glm::vec4 light) {
norm = decomposed.rotation * norm;
norm = rotation * norm;
float d = glm::dot(norm, SUN_VECTOR);
d = 0.8f + d * 0.2f;
glm::vec4 color {d, d, d, 1.0f};
color *= light;
auto color = light * d;
vertex(pos-right-up, {0,0}, color);
vertex(pos+right-up, {1,0}, color);

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@ -195,7 +195,7 @@ void WorldRenderer::renderLevel(
assets->getTexture("gui/menubg")->bind();
shader->uniformMatrix("u_model", glm::mat4(1.0f));
modelBatch->test(glm::vec3(0, 68, 0), glm::vec3(1.0f));
modelBatch->test(glm::vec3(0, 88, 0), glm::vec3(1.0f));
modelBatch->flush();
skybox->unbind();