optimize ModelBatch
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4197746c69
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@ -35,12 +35,25 @@ struct DecomposedMat4 {
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glm::vec4 perspective;
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};
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static glm::mat4 extract_rotation(glm::mat4 matrix) {
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DecomposedMat4 decomposed = {};
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glm::quat rotation;
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glm::decompose(
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matrix,
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decomposed.scale,
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rotation,
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decomposed.translation,
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decomposed.skew,
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decomposed.perspective
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);
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return glm::toMat3(rotation);
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}
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ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
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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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combined(1.0f),
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assets(assets),
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chunks(chunks)
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{
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@ -84,10 +97,11 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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}
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}
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void ModelBatch::draw(const model::Model* model,
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void ModelBatch::draw(glm::mat4 matrix,
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const model::Model* model,
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const texture_names_map* varTextures) {
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for (const auto& mesh : model->meshes) {
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entries.push_back({combined, rotation, &mesh, varTextures});
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entries.push_back({matrix, extract_rotation(matrix), &mesh, varTextures});
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}
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}
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@ -104,20 +118,6 @@ void ModelBatch::render() {
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entries.clear();
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}
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void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) {
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if (index + 36 < capacity*VERTEX_SIZE) {
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flush();
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}
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plane(pos+Z*size, X*size, Y*size, Z, lights);
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plane(pos-Z*size, -X*size, Y*size, -Z, lights);
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plane(pos+Y*size, X*size, -Z*size, Y, lights);
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plane(pos-Y*size, X*size, Z*size, -Y, lights);
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plane(pos+X*size, -Z*size, Y*size, X, lights);
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plane(pos-X*size, Z*size, Y*size, -X, lights);
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}
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void ModelBatch::setTexture(const std::string& name,
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const texture_names_map* varTextures) {
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if (name.at(0) == '$') {
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@ -169,41 +169,3 @@ void ModelBatch::flush() {
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mesh->draw();
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index = 0;
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}
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static glm::mat4 extract_rotation(glm::mat4 matrix) {
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DecomposedMat4 decomposed = {};
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glm::quat rotation;
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glm::decompose(
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matrix,
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decomposed.scale,
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rotation,
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decomposed.translation,
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decomposed.skew,
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decomposed.perspective
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);
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return glm::toMat3(rotation);
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}
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void ModelBatch::translate(glm::vec3 vec) {
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pushMatrix(glm::translate(glm::mat4(1.0f), vec));
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}
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void ModelBatch::rotate(glm::vec3 axis, float angle) {
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pushMatrix(glm::rotate(glm::mat4(1.0f), angle, axis));
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}
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void ModelBatch::scale(glm::vec3 vec) {
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pushMatrix(glm::scale(glm::mat4(1.0f), vec));
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}
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void ModelBatch::pushMatrix(glm::mat4 matrix) {
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matrices.push_back(combined);
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combined = combined * matrix;
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rotation = extract_rotation(combined);
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}
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void ModelBatch::popMatrix() {
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combined = matrices[matrices.size()-1];
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matrices.erase(matrices.end()-1);
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rotation = extract_rotation(combined);
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}
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@ -29,10 +29,6 @@ class ModelBatch {
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Texture> blank;
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glm::mat4 combined;
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std::vector<glm::mat4> matrices;
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glm::mat3 rotation;
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Assets* assets;
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Chunks* chunks;
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Texture* texture = nullptr;
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@ -63,25 +59,8 @@ class ModelBatch {
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buffer[index++] = compressed.floating;
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}
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inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm, glm::vec4 lights) {
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norm = rotation * norm;
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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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auto color = lights * d;
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vertex(pos-right-up, {0,0}, color);
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vertex(pos+right-up, {1,0}, color);
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vertex(pos+right+up, {1,1}, color);
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vertex(pos-right-up, {0,0}, color);
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vertex(pos+right+up, {1,1}, color);
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vertex(pos-right+up, {0,1}, color);
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}
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void draw(const model::Mesh& mesh, const glm::mat4& matrix,
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const glm::mat3& rotation, const texture_names_map* varTextures);
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void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
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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(Texture* texture);
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@ -98,13 +77,10 @@ public:
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ModelBatch(size_t capacity, Assets* assets, Chunks* chunks);
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~ModelBatch();
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void translate(glm::vec3 vec);
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void rotate(glm::vec3 axis, float angle);
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void scale(glm::vec3 vec);
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void pushMatrix(glm::mat4 matrix);
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void popMatrix();
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void draw(const model::Model* model,
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void draw(glm::mat4 matrix,
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const model::Model* model,
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const texture_names_map* varTextures);
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void render();
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@ -99,9 +99,8 @@ void SkeletonConfig::render(
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}
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model = modelOverride.model ? modelOverride.model : model;
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if (model) {
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batch.pushMatrix(skeleton.calculated.matrices[i]);
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batch.draw(model, &skeleton.textures);
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batch.popMatrix();
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batch.draw(
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skeleton.calculated.matrices[i], model, &skeleton.textures);
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}
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}
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}
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