add MainBatch & refactor ModelBatch, Batch3D

This commit is contained in:
MihailRis 2024-11-02 19:37:39 +03:00
parent 316de42cca
commit bbd13f1825
6 changed files with 159 additions and 110 deletions

View File

@ -118,12 +118,12 @@ void Batch3D::texture(const Texture* new_texture){
}
void Batch3D::sprite(
glm::vec3 pos,
glm::vec3 up,
glm::vec3 right,
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
float w, float h,
const UVRegion& uv,
glm::vec4 color
const glm::vec4& color
){
const float r = color.r;
const float g = color.g;
@ -175,7 +175,7 @@ inline glm::vec4 do_tint(float value) {
}
void Batch3D::xSprite(
float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading
float w, float h, const UVRegion& uv, const glm::vec4& tint, bool shading
) {
face(
glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
@ -194,10 +194,10 @@ void Batch3D::xSprite(
}
void Batch3D::cube(
const glm::vec3 coord,
const glm::vec3 size,
const glm::vec3& coord,
const glm::vec3& size,
const UVRegion(&texfaces)[6],
const glm::vec4 tint,
const glm::vec4& tint,
bool shading
) {
const glm::vec3 X(1.0f, 0.0f, 0.0f);
@ -237,22 +237,24 @@ void Batch3D::cube(
}
void Batch3D::blockCube(
const glm::vec3 size,
const glm::vec3& size,
const UVRegion(&texfaces)[6],
const glm::vec4 tint,
const glm::vec4& tint,
bool shading
) {
cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
}
void Batch3D::vertex(glm::vec3 coord, glm::vec2 uv, glm::vec4 tint) {
void Batch3D::vertex(
const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint
) {
if (index + B3D_VERTEX_SIZE >= capacity) {
flush();
}
vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
}
void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
if (index + B3D_VERTEX_SIZE >= capacity) {
flushPoints();
}

View File

@ -49,36 +49,36 @@ public:
void begin();
void texture(const Texture* texture);
void sprite(
glm::vec3 pos,
glm::vec3 up,
glm::vec3 right,
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
float w,
float h,
const UVRegion& uv,
glm::vec4 tint
const glm::vec4& tint
);
void xSprite(
float w,
float h,
const UVRegion& uv,
const glm::vec4 tint,
const glm::vec4& tint,
bool shading = true
);
void cube(
const glm::vec3 coords,
const glm::vec3 size,
const glm::vec3& coords,
const glm::vec3& size,
const UVRegion (&texfaces)[6],
const glm::vec4 tint,
const glm::vec4& tint,
bool shading = true
);
void blockCube(
const glm::vec3 size,
const glm::vec3& size,
const UVRegion (&texfaces)[6],
const glm::vec4 tint,
const glm::vec4& tint,
bool shading = true
);
void vertex(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
void point(glm::vec3 pos, glm::vec4 tint);
void vertex(const glm::vec3& pos, const glm::vec2& uv, const glm::vec4& tint);
void point(const glm::vec3& pos, const glm::vec4& tint);
void flush() override;
void flushPoints();
};

View File

@ -0,0 +1,61 @@
#include "MainBatch.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/ImageData.hpp"
#include "typedefs.hpp"
static const vattr attrs[] = {
{3}, {2}, {3}, {1}, {0}
};
MainBatch::MainBatch(size_t capacity)
: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
capacity(capacity),
index(0),
mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)) {
const ubyte pixels[] = {
255, 255, 255, 255,
};
ImageData image(ImageFormat::rgba8888, 1, 1, pixels);
blank = Texture::from(&image);
}
MainBatch::~MainBatch() = default;
void MainBatch::setTexture(const Texture* texture) {
if (texture == nullptr) {
texture = blank.get();
}
if (texture != this->texture) {
flush();
}
this->texture = texture;
region = UVRegion {0.0f, 0.0f, 1.0f, 1.0f};
}
void MainBatch::setTexture(const Texture* texture, const UVRegion& region) {
setTexture(texture);
this->region = region;
}
void MainBatch::flush() {
if (index == 0) {
return;
}
if (texture == nullptr) {
texture = blank.get();
}
texture->bind();
mesh->reload(buffer.get(), index / VERTEX_SIZE);
mesh->draw();
index = 0;
}
void MainBatch::prepare(int vertices) {
if (index + VERTEX_SIZE * vertices > capacity * VERTEX_SIZE) {
flush();
}
}

View File

@ -0,0 +1,61 @@
#pragma once
#include <memory>
#include <stdint.h>
#include <glm/glm.hpp>
#include "maths/UVRegion.hpp"
class Mesh;
class Texture;
class MainBatch {
std::unique_ptr<float[]> const buffer;
size_t const capacity;
size_t index;
UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
const Texture* texture = nullptr;
public:
/// xyz, uv, color, compressed lights
static inline constexpr uint VERTEX_SIZE = 9;
MainBatch(size_t capacity);
~MainBatch();
void prepare(int vertices);
void setTexture(const Texture* texture);
void setTexture(const Texture* texture, const UVRegion& region);
void flush();
inline void vertex(
glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
) {
float* buffer = this->buffer.get();
buffer[index++] = pos.x;
buffer[index++] = pos.y;
buffer[index++] = pos.z;
buffer[index++] = uv.x * region.getWidth() + region.u1;
buffer[index++] = uv.y * region.getHeight() + region.v1;
buffer[index++] = tint.x;
buffer[index++] = tint.y;
buffer[index++] = tint.z;
union {
float floating;
uint32_t integer;
} compressed;
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;
}
};

View File

@ -10,6 +10,7 @@
#include "voxels/Chunks.hpp"
#include "lighting/Lightmap.hpp"
#include "settings.hpp"
#include "MainBatch.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/ext/matrix_transform.hpp>
@ -18,13 +19,6 @@
#include <algorithm>
/// xyz, uv, color, compressed lights
inline constexpr uint VERTEX_SIZE = 9;
static const vattr attrs[] = {
{3}, {2}, {3}, {1}, {0}
};
inline constexpr glm::vec3 X(1, 0, 0);
inline constexpr glm::vec3 Y(0, 1, 0);
inline constexpr glm::vec3 Z(0, 0, 1);
@ -57,18 +51,10 @@ ModelBatch::ModelBatch(
Chunks* chunks,
const EngineSettings* settings
)
: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
capacity(capacity),
index(0),
mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
: batch(std::make_unique<MainBatch>(capacity)),
assets(assets),
chunks(chunks),
settings(settings) {
const ubyte pixels[] = {
255, 255, 255, 255,
};
ImageData image(ImageFormat::rgba8888, 1, 1, pixels);
blank = Texture::from(&image);
}
ModelBatch::~ModelBatch() = default;
@ -94,15 +80,13 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
size_t vcount = mesh.vertices.size();
const auto& vertexData = mesh.vertices.data();
for (size_t i = 0; i < vcount / 3; i++) {
if (index + VERTEX_SIZE * 3 > capacity * VERTEX_SIZE) {
flush();
}
batch->prepare(3);
for (size_t j = 0; j < 3; j++) {
const auto vert = vertexData[i * 3 + j];
auto norm = rotation * vert.normal;
float d = glm::dot(norm, SUN_VECTOR);
d = 0.8f + d * 0.2f;
vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, lights*d, tint);
batch->vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, lights*d, tint);
}
}
}
@ -135,7 +119,7 @@ void ModelBatch::render() {
backlight
);
}
flush();
batch->flush();
entries.clear();
}
@ -148,37 +132,11 @@ void ModelBatch::setTexture(const std::string& name,
if (varTextures && name.at(0) == '$') {
const auto& found = varTextures->find(name);
if (found == varTextures->end()) {
return setTexture(nullptr);
return batch->setTexture(nullptr);
} else {
return setTexture(found->second, varTextures);
}
}
auto textureRegion = util::get_texture_region(*assets, name, "blocks:notfound");
setTexture(textureRegion.texture);
region = textureRegion.region;
}
void ModelBatch::setTexture(const Texture* texture) {
if (texture == nullptr) {
texture = blank.get();
}
if (texture != this->texture) {
flush();
}
this->texture = texture;
region = UVRegion {0.0f, 0.0f, 1.0f, 1.0f};
}
void ModelBatch::flush() {
if (index == 0) {
return;
}
if (texture == nullptr) {
texture = blank.get();
}
texture->bind();
mesh->reload(buffer.get(), index / VERTEX_SIZE);
mesh->draw();
index = 0;
auto region = util::get_texture_region(*assets, name, "blocks:notfound");
batch->setTexture(region.texture, region.region);
}

View File

@ -13,6 +13,7 @@ class Texture;
class Chunks;
class Assets;
struct EngineSettings;
class MainBatch;
namespace model {
struct Mesh;
@ -22,47 +23,15 @@ namespace model {
using texture_names_map = std::unordered_map<std::string, std::string>;
class ModelBatch {
std::unique_ptr<float[]> const buffer;
size_t const capacity;
size_t index;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
Assets* assets;
Chunks* chunks;
const Texture* texture = nullptr;
UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
const EngineSettings* settings;
glm::vec3 lightsOffset {};
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
inline void vertex(
glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
) {
float* buffer = this->buffer.get();
buffer[index++] = pos.x;
buffer[index++] = pos.y;
buffer[index++] = pos.z;
buffer[index++] = uv.x * region.getWidth() + region.u1;
buffer[index++] = uv.y * region.getHeight() + region.v1;
buffer[index++] = tint.x;
buffer[index++] = tint.y;
buffer[index++] = tint.z;
union {
float floating;
uint32_t integer;
} compressed;
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;
}
std::unique_ptr<MainBatch> batch;
void draw(const model::Mesh& mesh,
const glm::mat4& matrix,
@ -72,8 +41,6 @@ class ModelBatch {
bool backlight);
void setTexture(const std::string& name,
const texture_names_map* varTextures);
void setTexture(const Texture* texture);
void flush();
struct DrawEntry {
glm::mat4 matrix;