add ModelBatch

This commit is contained in:
MihailRis 2024-06-20 19:45:19 +03:00
parent 99094d2299
commit 6d6313cd10
7 changed files with 200 additions and 2 deletions

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@ -5,7 +5,9 @@
#include <GL/glew.h>
#include "../../typedefs.hpp"
#include "../../maths/UVRegion.hpp"
/// xyz, uv, rgba
inline constexpr uint B3D_VERTEX_SIZE = 9;
Batch3D::Batch3D(size_t capacity)

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@ -1,7 +1,6 @@
#ifndef GRAPHICS_CORE_BATCH3D_HPP_
#define GRAPHICS_CORE_BATCH3D_HPP_
#include "../../maths/UVRegion.hpp"
#include "../../typedefs.hpp"
#include <memory>
@ -10,6 +9,7 @@
class Mesh;
class Texture;
struct UVRegion;
class Batch3D {
std::unique_ptr<float[]> buffer;

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@ -0,0 +1,103 @@
#include "ModelBatch.hpp"
#include "../core/Mesh.hpp"
#include "../core/Texture.hpp"
#include "../../window/Window.hpp"
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <glm/gtx/quaternion.hpp>
/// xyz, uv, compressed rgba
inline constexpr uint VERTEX_SIZE = 6;
static const vattr attrs[] = {
{3}, {2}, {1}, {0}
};
static glm::vec3 SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
inline constexpr glm::vec3 X(1, 0, 0);
inline constexpr glm::vec3 Y(0, 1, 0);
inline constexpr glm::vec3 Z(0, 0, 1);
ModelBatch::ModelBatch(size_t capacity)
: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
capacity(capacity),
index(0),
mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
combined(1.0f)
{
ubyte pixels[] = {
255, 255, 255, 255,
};
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
}
ModelBatch::~ModelBatch() {
}
void ModelBatch::test(glm::vec3 pos, glm::vec3 size) {
float time = static_cast<float>(Window::time());
pushMatrix(glm::translate(glm::mat4(1.0f), pos));
pushMatrix(glm::rotate(glm::mat4(1.0f), time, glm::vec3(0,1,0)));
pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, glm::sin(time*2), 0)));
box({}, size);
popMatrix();
popMatrix();
popMatrix();
}
void ModelBatch::box(glm::vec3 pos, glm::vec3 size) {
plane(pos+Z, X*size, Y*size, Z);
plane(pos-Z, -X*size, Y*size, -Z);
plane(pos+Y, X*size, -Z*size, Y);
plane(pos-Y, X*size, Z*size, -Y);
plane(pos+X, -Z*size, Y*size, X);
plane(pos-X, Z*size, Y*size, -X);
}
void ModelBatch::flush() {
if (index == 0) {
return;
}
blank->bind();
mesh->reload(buffer.get(), index / VERTEX_SIZE);
mesh->draw();
index = 0;
}
void ModelBatch::pushMatrix(glm::mat4 matrix) {
matrices.push_back(combined);
combined = matrix * combined;
decomposed = {};
glm::quat rotation;
glm::decompose(
combined,
decomposed.scale,
rotation,
decomposed.translation,
decomposed.skew,
decomposed.perspective
);
decomposed.rotation = glm::toMat3(rotation);
}
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);
}

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@ -0,0 +1,84 @@
#ifndef GRAPHICS_RENDER_MODEL_BATCH_HPP_
#define GRAPHICS_RENDER_MODEL_BATCH_HPP_
#include <memory>
#include <vector>
#include <glm/glm.hpp>
class Mesh;
class Texture;
struct DecomposedMat4 {
glm::vec3 scale;
glm::mat3 rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
};
#include <iostream>
class ModelBatch {
std::unique_ptr<float[]> buffer;
size_t capacity;
size_t index;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
glm::mat4 combined;
std::vector<glm::mat4> matrices;
DecomposedMat4 decomposed {};
inline void vertex(
glm::vec3 pos, glm::vec2 uv, glm::vec4 color
) {
float* buffer = this->buffer.get();
pos = combined * glm::vec4(pos, 1.0f);
buffer[index++] = pos.x;
buffer[index++] = pos.y;
buffer[index++] = pos.z;
buffer[index++] = uv.x;
buffer[index++] = uv.y;
union {
float floating;
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);
buffer[index++] = compressed.floating;
}
inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm) {
norm = decomposed.rotation * norm;
glm::vec4 color {norm.x, norm.y, norm.z, 0.0f};
color.r = glm::max(0.0f, color.r);
color.g = glm::max(0.0f, color.g);
color.b = glm::max(0.0f, color.b);
vertex(pos-right-up, {0,0}, color);
vertex(pos+right-up, {1,0}, color);
vertex(pos+right+up, {1,1}, color);
vertex(pos-right-up, {0,0}, color);
vertex(pos+right+up, {1,1}, color);
vertex(pos-right+up, {0,1}, color);
}
public:
ModelBatch(size_t capacity);
~ModelBatch();
void pushMatrix(glm::mat4 matrix);
void popMatrix();
void box(glm::vec3 pos, glm::vec3 size);
void test(glm::vec3 pos, glm::vec3 size);
void flush();
};
#endif // GRAPHICS_RENDER_MODEL_BATCH_HPP_

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@ -9,6 +9,7 @@
#include "../../graphics/core/DrawContext.hpp"
#include "../../window/Window.hpp"
#include "../../window/Camera.hpp"
#include "../../maths/UVRegion.hpp"
#include <iostream>
#include <GL/glew.h>

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@ -1,6 +1,7 @@
#include "WorldRenderer.hpp"
#include "ChunksRenderer.hpp"
#include "ModelBatch.hpp"
#include "Skybox.hpp"
#include "../../assets/Assets.hpp"
@ -47,7 +48,8 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* pl
level(frontend->getLevel()),
player(player),
frustumCulling(std::make_unique<Frustum>()),
lineBatch(std::make_unique<LineBatch>())
lineBatch(std::make_unique<LineBatch>()),
modelBatch(std::make_unique<ModelBatch>(1000))
{
renderer = std::make_unique<ChunksRenderer>(
level,
@ -191,6 +193,10 @@ void WorldRenderer::renderLevel(
drawChunks(level->chunks.get(), camera, shader);
shader->uniformMatrix("u_model", glm::mat4(1.0f));
modelBatch->test(glm::vec3(0, 68, 0), glm::vec3(1.0f));
modelBatch->flush();
skybox->unbind();
}

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@ -23,6 +23,7 @@ class LevelFrontend;
class Skybox;
class PostProcessing;
class DrawContext;
class ModelBatch;
struct EngineSettings;
class WorldRenderer {
@ -34,6 +35,7 @@ class WorldRenderer {
std::unique_ptr<ChunksRenderer> renderer;
std::unique_ptr<Skybox> skybox;
std::unique_ptr<Batch3D> batch3d;
std::unique_ptr<ModelBatch> modelBatch;
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);