remove Mesh constructor 'attrs' argument & format Mesh.hpp
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47b7472231
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e357a4eb9f
@ -9,7 +9,7 @@
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Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
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buffer = std::make_unique<Batch2DVertex[]>(capacity );
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mesh = std::make_unique<Mesh<Batch2DVertex>>(buffer.get(), 0, Batch2DVertex::ATTRIBUTES);
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mesh = std::make_unique<Mesh<Batch2DVertex>>(buffer.get(), 0);
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index = 0;
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const ubyte pixels[] = {
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@ -11,7 +11,7 @@ Batch3D::Batch3D(size_t capacity)
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buffer = std::make_unique<Batch3DVertex[]>(capacity);
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mesh = std::make_unique<Mesh<Batch3DVertex>>(buffer.get(), 0, Batch3DVertex::ATTRIBUTES);
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mesh = std::make_unique<Mesh<Batch3DVertex>>(buffer.get(), 0);
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index = 0;
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const ubyte pixels[] = {
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@ -7,7 +7,7 @@
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LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
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buffer = std::make_unique<LineVertex[]>(capacity * 2);
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mesh = std::make_unique<Mesh<LineVertex>>(buffer.get(), 0, LineVertex::ATTRIBUTES);
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mesh = std::make_unique<Mesh<LineVertex>>(buffer.get(), 0);
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index = 0;
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}
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@ -8,35 +8,40 @@ struct MeshStats {
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static int drawCalls;
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};
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template<typename VertexStructure>
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template <typename VertexStructure>
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class Mesh {
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unsigned int vao;
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unsigned int vbo;
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unsigned int ibo;
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size_t vertexCount;
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size_t indexCount;
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size_t vertexSize;
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public:
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explicit Mesh(const MeshData<VertexStructure> &data);
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explicit Mesh(const MeshData<VertexStructure>& data);
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Mesh(const VertexStructure *vertexBuffer, size_t vertices, const uint32_t *indexBuffer, size_t indices,
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const VertexAttribute *attrs);
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Mesh(
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const VertexStructure* vertexBuffer,
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size_t vertices,
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const uint32_t* indexBuffer,
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size_t indices
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);
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Mesh(const VertexStructure *vertexBuffer, size_t vertices, const VertexAttribute *attrs) : Mesh<VertexStructure>(
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vertexBuffer, vertices, nullptr, 0, attrs) {
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};
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Mesh(const VertexStructure* vertexBuffer, size_t vertices)
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: Mesh<VertexStructure>(vertexBuffer, vertices, nullptr, 0) {};
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~Mesh();
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/// @brief Update GL vertex and index buffers data without changing VAO attributes
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/// @brief Update GL vertex and index buffers data without changing VAO
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/// attributes
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/// @param vertexBuffer vertex data buffer
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/// @param vertexCount number of vertices in new buffer
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/// @param indexBuffer indices buffer
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/// @param indexCount number of values in indices buffer
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void reload(const VertexStructure *vertexBuffer, size_t vertexCount, const uint32_t *indexBuffer = nullptr,
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size_t indexCount = 0);
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void reload(
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const VertexStructure* vertexBuffer,
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size_t vertexCount,
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const uint32_t* indexBuffer = nullptr,
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size_t indexCount = 0
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);
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/// @brief Draw mesh with specified primitives type
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/// @param primitive primitives type
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@ -44,8 +49,6 @@ public:
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/// @brief Draw mesh as triangles
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void draw() const;
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/// @brief Total numbers of alive mesh objects
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};
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#include "graphics/core/Mesh.inl"
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@ -3,14 +3,21 @@
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#include "MeshData.hpp"
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#include "gl_util.hpp"
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inline constexpr size_t calc_size(const VertexAttribute attrs[]) {
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size_t vertexSize = 0;
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for (int i = 0; attrs[i].count; i++) {
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vertexSize += attrs[i].size();
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}
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return vertexSize;
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}
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template <typename VertexStructure>
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Mesh<VertexStructure>::Mesh(const MeshData<VertexStructure>& data)
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: Mesh(
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data.vertices.data(),
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data.vertices.size(),
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data.indices.data(),
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data.indices.size(),
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data.attrs.data()
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data.indices.size()
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) {
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}
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@ -19,18 +26,15 @@ Mesh<VertexStructure>::Mesh(
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const VertexStructure* vertexBuffer,
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size_t vertices,
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const uint32_t* indexBuffer,
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size_t indices,
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const VertexAttribute* attrs
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size_t indices
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)
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: vao(0), vbo(0), ibo(0), vertexCount(0), indexCount(0) {
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static_assert(
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calc_size(VertexStructure::ATTRIBUTES) == sizeof(VertexStructure)
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);
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const auto& attrs = VertexStructure::ATTRIBUTES;
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MeshStats::meshesCount++;
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vertexSize = 0;
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for (int i = 0; attrs[i].count; i++) {
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vertexSize += attrs[i].size();
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}
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if (vertexSize != sizeof(VertexStructure)) {
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throw std::runtime_error("Vertex size mismatch!");
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}
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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@ -80,7 +84,7 @@ void Mesh<VertexStructure>::reload(
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if (vertexBuffer != nullptr && vertexCount != 0) {
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glBufferData(
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GL_ARRAY_BUFFER,
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vertexCount * vertexSize,
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vertexCount * sizeof(VertexStructure),
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vertexBuffer,
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GL_STREAM_DRAW
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);
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@ -18,7 +18,7 @@ struct VertexAttribute {
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bool normalized = false;
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ubyte count = 0;
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[[nodiscard]] uint32_t size() const {
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[[nodiscard]] constexpr uint32_t size() const {
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switch (type) {
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case Type::FLOAT:
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return count * sizeof(float);
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@ -31,9 +31,8 @@ struct VertexAttribute {
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case Type::UNSIGNED_BYTE:
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case Type::BYTE:
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return count * sizeof(int8_t);
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default:
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throw std::runtime_error("VertexAttribute type is not supported");
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}
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return 0;
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}
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};
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@ -21,7 +21,7 @@ PostProcessing::PostProcessing(size_t effectSlotsCount)
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{{1.0f, -1.0f}},
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};
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quadMesh = std::make_unique<Mesh<PostProcessingVertex>>(meshData, 6, PostProcessingVertex::ATTRIBUTES);
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quadMesh = std::make_unique<Mesh<PostProcessingVertex>>(meshData, 6);
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}
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PostProcessing::~PostProcessing() = default;
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@ -43,5 +43,6 @@ namespace gl {
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case Type::BYTE:
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return GL_BYTE;
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}
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return 0;
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}
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}
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@ -662,7 +662,7 @@ ChunkMesh BlocksRenderer::render(const Chunk *chunk, const Chunks *chunks) {
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build(chunk, chunks);
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return ChunkMesh{std::make_unique<Mesh<ChunkVertex>>(
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vertexBuffer.get(), vertexCount, indexBuffer.get(), indexCount, ChunkVertex::ATTRIBUTES
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vertexBuffer.get(), vertexCount, indexBuffer.get(), indexCount
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), std::move(sortingMesh)};
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}
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@ -289,9 +289,7 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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auto& entry = chunkEntries.at(0);
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if (found->second.sortedMesh == nullptr) {
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found->second.sortedMesh = std::make_unique<Mesh<ChunkVertex>>(
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entry.vertexData.data(),
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entry.vertexData.size(),
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ChunkVertex::ATTRIBUTES
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entry.vertexData.data(), entry.vertexData.size()
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);
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}
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found->second.sortedMesh->draw();
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@ -316,7 +314,7 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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}
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write_sorting_mesh_entries(buffer.data(), chunkEntries);
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found->second.sortedMesh = std::make_unique<Mesh<ChunkVertex>>(
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buffer.data(), size, ChunkVertex::ATTRIBUTES
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buffer.data(), size
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);
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}
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found->second.sortedMesh->draw();
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@ -11,7 +11,7 @@ MainBatch::MainBatch(size_t capacity)
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: buffer(std::make_unique<MainBatchVertex[]>(capacity)),
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capacity(capacity),
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index(0),
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mesh(std::make_unique<Mesh<MainBatchVertex>>(buffer.get(), 0, MainBatchVertex::ATTRIBUTES)) {
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mesh(std::make_unique<Mesh<MainBatchVertex>>(buffer.get(), 0)) {
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const ubyte pixels[] = {
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255, 255, 255, 255,
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@ -44,7 +44,7 @@ Skybox::Skybox(uint size, Shader& shader)
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{{1.0f, -1.0f}}
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};
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mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6, SkyboxVertex::ATTRIBUTES);
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mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
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sprites.push_back(skysprite {
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"misc/moon",
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@ -10,7 +10,6 @@
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#include "coders/byte_utils.hpp"
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#include "content/Content.hpp"
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#include "world/files/WorldFiles.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "lighting/Lightmap.hpp"
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#include "maths/aabb.hpp"
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#include "maths/rays.hpp"
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