add MainBatch & refactor ModelBatch, Batch3D
This commit is contained in:
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316de42cca
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bbd13f1825
@ -118,12 +118,12 @@ void Batch3D::texture(const Texture* new_texture){
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}
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void Batch3D::sprite(
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glm::vec3 pos,
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glm::vec3 up,
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glm::vec3 right,
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const glm::vec3& pos,
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const glm::vec3& up,
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const glm::vec3& right,
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float w, float h,
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const UVRegion& uv,
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glm::vec4 color
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const glm::vec4& color
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){
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const float r = color.r;
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const float g = color.g;
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@ -175,7 +175,7 @@ inline glm::vec4 do_tint(float value) {
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}
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void Batch3D::xSprite(
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float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading
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float w, float h, const UVRegion& uv, const glm::vec4& tint, bool shading
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) {
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face(
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glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
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@ -194,10 +194,10 @@ void Batch3D::xSprite(
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}
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void Batch3D::cube(
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const glm::vec3 coord,
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const glm::vec3 size,
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const glm::vec3& coord,
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
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const glm::vec4 tint,
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const glm::vec4& tint,
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bool shading
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) {
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const glm::vec3 X(1.0f, 0.0f, 0.0f);
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@ -237,22 +237,24 @@ void Batch3D::cube(
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}
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void Batch3D::blockCube(
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const glm::vec3 size,
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
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const glm::vec4 tint,
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const glm::vec4& tint,
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bool shading
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) {
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cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
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}
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void Batch3D::vertex(glm::vec3 coord, glm::vec2 uv, glm::vec4 tint) {
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void Batch3D::vertex(
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const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint
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) {
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if (index + B3D_VERTEX_SIZE >= capacity) {
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flush();
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}
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vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
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void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
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if (index + B3D_VERTEX_SIZE >= capacity) {
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flushPoints();
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}
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@ -49,36 +49,36 @@ public:
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void begin();
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void texture(const Texture* texture);
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void sprite(
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glm::vec3 pos,
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glm::vec3 up,
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glm::vec3 right,
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const glm::vec3& pos,
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const glm::vec3& up,
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const glm::vec3& right,
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float w,
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float h,
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const UVRegion& uv,
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glm::vec4 tint
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const glm::vec4& tint
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);
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void xSprite(
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float w,
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float h,
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const UVRegion& uv,
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const glm::vec4 tint,
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const glm::vec4& tint,
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bool shading = true
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);
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void cube(
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const glm::vec3 coords,
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const glm::vec3 size,
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const glm::vec3& coords,
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const glm::vec3& size,
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const UVRegion (&texfaces)[6],
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const glm::vec4 tint,
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const glm::vec4& tint,
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bool shading = true
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);
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void blockCube(
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const glm::vec3 size,
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const glm::vec3& size,
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const UVRegion (&texfaces)[6],
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const glm::vec4 tint,
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const glm::vec4& tint,
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bool shading = true
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);
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void vertex(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
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void point(glm::vec3 pos, glm::vec4 tint);
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void vertex(const glm::vec3& pos, const glm::vec2& uv, const glm::vec4& tint);
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void point(const glm::vec3& pos, const glm::vec4& tint);
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void flush() override;
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void flushPoints();
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};
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61
src/graphics/render/MainBatch.cpp
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61
src/graphics/render/MainBatch.cpp
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@ -0,0 +1,61 @@
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#include "MainBatch.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "graphics/core/ImageData.hpp"
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#include "typedefs.hpp"
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static const vattr attrs[] = {
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{3}, {2}, {3}, {1}, {0}
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};
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MainBatch::MainBatch(size_t capacity)
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: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
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capacity(capacity),
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index(0),
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mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)) {
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const ubyte pixels[] = {
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255, 255, 255, 255,
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};
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ImageData image(ImageFormat::rgba8888, 1, 1, pixels);
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blank = Texture::from(&image);
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}
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MainBatch::~MainBatch() = default;
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void MainBatch::setTexture(const Texture* texture) {
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if (texture == nullptr) {
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texture = blank.get();
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}
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if (texture != this->texture) {
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flush();
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}
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this->texture = texture;
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region = UVRegion {0.0f, 0.0f, 1.0f, 1.0f};
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}
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void MainBatch::setTexture(const Texture* texture, const UVRegion& region) {
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setTexture(texture);
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this->region = region;
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}
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void MainBatch::flush() {
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if (index == 0) {
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return;
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}
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if (texture == nullptr) {
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texture = blank.get();
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}
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texture->bind();
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mesh->reload(buffer.get(), index / VERTEX_SIZE);
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mesh->draw();
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index = 0;
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}
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void MainBatch::prepare(int vertices) {
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if (index + VERTEX_SIZE * vertices > capacity * VERTEX_SIZE) {
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flush();
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}
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}
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61
src/graphics/render/MainBatch.hpp
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61
src/graphics/render/MainBatch.hpp
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@ -0,0 +1,61 @@
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#pragma once
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#include <memory>
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#include <stdint.h>
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#include <glm/glm.hpp>
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#include "maths/UVRegion.hpp"
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class Mesh;
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class Texture;
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class MainBatch {
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std::unique_ptr<float[]> const buffer;
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size_t const capacity;
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size_t index;
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Texture> blank;
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const Texture* texture = nullptr;
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public:
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/// xyz, uv, color, compressed lights
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static inline constexpr uint VERTEX_SIZE = 9;
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MainBatch(size_t capacity);
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~MainBatch();
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void prepare(int vertices);
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void setTexture(const Texture* texture);
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void setTexture(const Texture* texture, const UVRegion& region);
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void flush();
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
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) {
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float* buffer = this->buffer.get();
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buffer[index++] = pos.x;
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buffer[index++] = pos.y;
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buffer[index++] = pos.z;
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buffer[index++] = uv.x * region.getWidth() + region.u1;
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buffer[index++] = uv.y * region.getHeight() + region.v1;
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buffer[index++] = tint.x;
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buffer[index++] = tint.y;
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buffer[index++] = tint.z;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
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compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
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compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
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compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
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buffer[index++] = compressed.floating;
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}
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};
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@ -10,6 +10,7 @@
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#include "voxels/Chunks.hpp"
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#include "lighting/Lightmap.hpp"
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#include "settings.hpp"
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#include "MainBatch.hpp"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/ext/matrix_transform.hpp>
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@ -18,13 +19,6 @@
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#include <algorithm>
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/// xyz, uv, color, compressed lights
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inline constexpr uint VERTEX_SIZE = 9;
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static const vattr attrs[] = {
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{3}, {2}, {3}, {1}, {0}
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};
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inline constexpr glm::vec3 X(1, 0, 0);
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inline constexpr glm::vec3 Y(0, 1, 0);
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inline constexpr glm::vec3 Z(0, 0, 1);
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@ -57,18 +51,10 @@ ModelBatch::ModelBatch(
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Chunks* chunks,
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const EngineSettings* settings
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)
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: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
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capacity(capacity),
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index(0),
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mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
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: batch(std::make_unique<MainBatch>(capacity)),
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assets(assets),
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chunks(chunks),
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settings(settings) {
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const ubyte pixels[] = {
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255, 255, 255, 255,
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};
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ImageData image(ImageFormat::rgba8888, 1, 1, pixels);
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blank = Texture::from(&image);
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}
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ModelBatch::~ModelBatch() = default;
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@ -94,15 +80,13 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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size_t vcount = mesh.vertices.size();
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const auto& vertexData = mesh.vertices.data();
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for (size_t i = 0; i < vcount / 3; i++) {
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if (index + VERTEX_SIZE * 3 > capacity * VERTEX_SIZE) {
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flush();
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}
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batch->prepare(3);
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for (size_t j = 0; j < 3; j++) {
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const auto vert = vertexData[i * 3 + j];
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auto norm = rotation * vert.normal;
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float d = glm::dot(norm, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, lights*d, tint);
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batch->vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, lights*d, tint);
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}
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}
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}
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@ -135,7 +119,7 @@ void ModelBatch::render() {
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backlight
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);
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}
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flush();
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batch->flush();
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entries.clear();
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}
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@ -148,37 +132,11 @@ void ModelBatch::setTexture(const std::string& name,
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if (varTextures && name.at(0) == '$') {
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const auto& found = varTextures->find(name);
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if (found == varTextures->end()) {
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return setTexture(nullptr);
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return batch->setTexture(nullptr);
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} else {
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return setTexture(found->second, varTextures);
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}
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}
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auto textureRegion = util::get_texture_region(*assets, name, "blocks:notfound");
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setTexture(textureRegion.texture);
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region = textureRegion.region;
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}
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void ModelBatch::setTexture(const Texture* texture) {
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if (texture == nullptr) {
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texture = blank.get();
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}
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if (texture != this->texture) {
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flush();
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}
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this->texture = texture;
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region = UVRegion {0.0f, 0.0f, 1.0f, 1.0f};
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}
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void ModelBatch::flush() {
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if (index == 0) {
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return;
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}
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if (texture == nullptr) {
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texture = blank.get();
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}
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texture->bind();
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mesh->reload(buffer.get(), index / VERTEX_SIZE);
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mesh->draw();
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index = 0;
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auto region = util::get_texture_region(*assets, name, "blocks:notfound");
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batch->setTexture(region.texture, region.region);
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}
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@ -13,6 +13,7 @@ class Texture;
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class Chunks;
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class Assets;
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struct EngineSettings;
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class MainBatch;
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namespace model {
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struct Mesh;
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@ -22,47 +23,15 @@ namespace model {
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using texture_names_map = std::unordered_map<std::string, std::string>;
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class ModelBatch {
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std::unique_ptr<float[]> const buffer;
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size_t const capacity;
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size_t index;
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Texture> blank;
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Assets* assets;
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Chunks* chunks;
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const Texture* texture = nullptr;
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
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const EngineSettings* settings;
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glm::vec3 lightsOffset {};
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
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) {
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float* buffer = this->buffer.get();
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buffer[index++] = pos.x;
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buffer[index++] = pos.y;
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buffer[index++] = pos.z;
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buffer[index++] = uv.x * region.getWidth() + region.u1;
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buffer[index++] = uv.y * region.getHeight() + region.v1;
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buffer[index++] = tint.x;
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buffer[index++] = tint.y;
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buffer[index++] = tint.z;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
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compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
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compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
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compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
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buffer[index++] = compressed.floating;
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}
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std::unique_ptr<MainBatch> batch;
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void draw(const model::Mesh& mesh,
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const glm::mat4& matrix,
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@ -72,8 +41,6 @@ class ModelBatch {
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bool backlight);
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void setTexture(const std::string& name,
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const texture_names_map* varTextures);
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void setTexture(const Texture* texture);
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void flush();
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struct DrawEntry {
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glm::mat4 matrix;
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