Added Batch3D

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MihailRis 2022-08-29 15:56:29 +03:00 committed by GitHub
parent 0711cb07f0
commit d60f5c3679
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3 changed files with 213 additions and 2 deletions

165
src/graphics/Batch3D.cpp Normal file
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@ -0,0 +1,165 @@
#include "Batch3D.h"
#include "Mesh.h"
#include "Texture.h"
#include <GL/glew.h>
#define VERTEX_SIZE 9
Batch3D::Batch3D(size_t capacity) : capacity(capacity), offset(0), color(1.0f, 1.0f, 1.0f, 1.0f){
const int attrs[] = {
3, 2, 4, 0 //null terminator
};
buffer = new float[capacity * VERTEX_SIZE];
mesh = new Mesh(buffer, 0, attrs);
index = 0;
unsigned char pixels[] = {
255, 255, 255, 255,
};
blank = new Texture(pixels, 1, 1);
_texture = nullptr;
}
Batch3D::~Batch3D(){
delete blank;
delete[] buffer;
delete mesh;
}
void Batch3D::begin(){
_texture = nullptr;
blank->bind();
}
void Batch3D::vertex(float x, float y, float z, float u, float v,
float r, float g, float b, float a) {
buffer[index++] = x;
buffer[index++] = y;
buffer[index++] = z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch3D::vertex(vec3 point,
vec2 uvpoint,
float r, float g, float b, float a) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = point.z;
buffer[index++] = uvpoint.x;
buffer[index++] = uvpoint.y;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch3D::texture(Texture* new_texture){
if (_texture == new_texture)
return;
render();
_texture = new_texture;
if (new_texture == nullptr)
blank->bind();
else
new_texture->bind();
}
void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h){
const float r = color.r;
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*VERTEX_SIZE >= capacity)
render();
vertex(pos.x - right.x * w - up.x * h,
pos.y - right.y * w - up.y * h,
pos.z - right.z * w - up.z * h,
0, 0,
r,g,b,a);
vertex(pos.x + right.x * w + up.x * h,
pos.y + right.y * w + up.y * h,
pos.z + right.z * w + up.z * h,
1, 1,
r,g,b,a);
vertex(pos.x - right.x * w - up.x * h,
pos.y + right.y * w + up.y * h,
pos.z - right.z * w - up.z * h,
0, 1,
r,g,b,a);
vertex(pos.x - right.x * w - up.x * h,
pos.y - right.y * w - up.y * h,
pos.z - right.z * w - up.z * h,
0, 0,
r,g,b,a);
vertex(pos.x + right.x * w + up.x * h,
pos.y - right.y * w - up.y * h,
pos.z + right.z * w + up.z * h,
1, 0,
r,g,b,a);
vertex(pos.x + right.x * w + up.x * h,
pos.y + right.y * w + up.y * h,
pos.z + right.z * w + up.z * h,
1, 1,
r,g,b,a);
}
void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, int atlasRes, int index, vec4 tint){
float scale = 1.0f / (float)atlasRes;
float u = (index % atlasRes) * scale;
float v = 1.0f - ((index / atlasRes) * scale) - scale;
vertex(pos.x - right.x * w - up.x * h,
pos.y - right.y * w - up.y * h,
pos.z - right.z * w - up.z * h,
u, v,
tint.r,tint.g,tint.b,tint.a);
vertex(pos.x + right.x * w + up.x * h,
pos.y + right.y * w + up.y * h,
pos.z + right.z * w + up.z * h,
u+scale, v+scale,
tint.r,tint.g,tint.b,tint.a);
vertex(pos.x - right.x * w - up.x * h,
pos.y + right.y * w + up.y * h,
pos.z - right.z * w - up.z * h,
u, v+scale,
tint.r,tint.g,tint.b,tint.a);
vertex(pos.x - right.x * w - up.x * h,
pos.y - right.y * w - up.y * h,
pos.z - right.z * w - up.z * h,
u, v,
tint.r,tint.g,tint.b,tint.a);
vertex(pos.x + right.x * w + up.x * h,
pos.y - right.y * w - up.y * h,
pos.z + right.z * w + up.z * h,
u+scale, v,
tint.r,tint.g,tint.b,tint.a);
vertex(pos.x + right.x * w + up.x * h,
pos.y + right.y * w + up.y * h,
pos.z + right.z * w + up.z * h,
u+scale, v+scale,
tint.r,tint.g,tint.b,tint.a);
}
void Batch3D::render() {
mesh->reload(buffer, index / VERTEX_SIZE);
mesh->draw(GL_TRIANGLES);
index = 0;
}

40
src/graphics/Batch3D.h Normal file
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@ -0,0 +1,40 @@
#ifndef GRAPHICS_BATCH3D_H_
#define GRAPHICS_BATCH3D_H_
#include <stdlib.h>
#include <glm/glm.hpp>
using namespace glm;
class Mesh;
class Texture;
class Batch3D {
float* buffer;
size_t capacity;
size_t offset;
glm::vec4 color;
Mesh* mesh;
size_t index;
Texture* blank;
Texture* _texture;
void vertex(float x, float y, float z,
float u, float v,
float r, float g, float b, float a);
void vertex(vec3 point, vec2 uvpoint,
float r, float g, float b, float a);
public:
Batch3D(size_t capacity);
~Batch3D();
void begin();
void texture(Texture* texture);
void sprite(vec3 pos, vec3 up, vec3 right, float w, float h, int atlasRes, int index, vec4 tint);
void sprite(vec3 pos, vec3 up, vec3 right, float w, float h);
void render();
};
#endif /* GRAPHICS_BATCH3D_H_ */

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@ -19,6 +19,7 @@
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/LineBatch.h"
#include "graphics/Batch3D.h"
#include "voxels/Chunks.h"
#include "voxels/Chunk.h"
@ -45,6 +46,7 @@ int uiscale = 1;
LineBatch *lineBatch;
Batch2D *batch;
Batch3D *batch3d;
Camera *uicamera;
VoxelRenderer *renderer;
@ -53,6 +55,7 @@ void init_renderer(){
lineBatch = new LineBatch(4096);
batch = new Batch2D(1024);
batch3d = new Batch3D(1024);
uicamera = new Camera(glm::vec3(), Window::height / uiscale);
uicamera->perspective = false;
uicamera->flipped = true;
@ -146,8 +149,6 @@ void draw_hud(World* world, Level* level, Assets* assets, bool devdata, int fps)
batch->texture(blocks);
Block* cblock = Block::blocks[player->choosenBlock];
// int texid = Block::blocks[player->choosenBlock]->textureFaces[3]; // face-3 is top face of block
cblock->textureFaces;
if (cblock->type == 1){
batch->blockSprite(24, 648, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
} else if (cblock->type == 2){
@ -203,6 +204,11 @@ void draw_world(World* world, Level* level, Camera* camera, Assets* assets, bool
draw_chunk(indices[i], camera, shader, occlusion);
}
shader->uniformMatrix("u_model", mat4(1.0f));
batch3d->begin();
// draw 3D stuff here
batch3d->render();
crosshairShader->use();
crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));