VoxelEngine/src/graphics/render/MainBatch.hpp

136 lines
3.4 KiB
C++

#pragma once
#include <array>
#include <memory>
#include <cstdint>
#include <glm/glm.hpp>
#include "typedefs.hpp"
#include "maths/UVRegion.hpp"
#include "graphics/core/MeshData.hpp"
template<typename VertexStructure>
class Mesh;
class Texture;
class Chunks;
struct MainBatchVertex {
glm::vec3 position;
glm::vec2 uv;
glm::vec3 tint;
std::array<uint8_t,4> color;
static constexpr VertexAttribute ATTRIBUTES[] = {
{GL_FLOAT, false, 3},
{GL_FLOAT, false, 2},
{GL_FLOAT, false, 3},
{GL_UNSIGNED_BYTE, true, 4},
{0}
};
};
class MainBatch {
std::unique_ptr<MainBatchVertex[]> const buffer;
size_t const capacity;
size_t index;
UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
std::unique_ptr<Mesh<MainBatchVertex>> mesh;
std::unique_ptr<Texture> blank;
const Texture* texture = nullptr;
public:
/// xyz, uv, color, compressed lights
MainBatch(size_t capacity);
~MainBatch();
void begin();
void prepare(int vertices);
void setTexture(const Texture* texture);
void setTexture(const Texture* texture, const UVRegion& region);
void flush();
static glm::vec4 sampleLight(
const glm::vec3& pos, const Chunks& chunks, bool backlight
);
inline void vertex(
const glm::vec3& pos,
const glm::vec2& uv,
const glm::vec4& light,
const glm::vec3& tint
) {
MainBatchVertex* buffer = this->buffer.get();
buffer[index].position = pos;
buffer[index].uv = {uv.x * region.getWidth() + region.u1,uv.y * region.getHeight() + region.v1};
buffer[index].tint = tint;
buffer[index].color[0] = static_cast<uint8_t>(light.r * 255);
buffer[index].color[1] = static_cast<uint8_t>(light.g * 255);
buffer[index].color[2] = static_cast<uint8_t>(light.b * 255);
buffer[index].color[3] = static_cast<uint8_t>(light.a * 255);
index++;
}
inline void quad(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec2& size,
const glm::vec4& light,
const glm::vec3& tint,
const UVRegion& subregion
) {
prepare(6);
vertex(
pos - right * size.x * 0.5f - up * size.y * 0.5f,
{subregion.u1, subregion.v1},
light,
tint
);
vertex(
pos + right * size.x * 0.5f - up * size.y * 0.5f,
{subregion.u2, subregion.v1},
light,
tint
);
vertex(
pos + right * size.x * 0.5f + up * size.y * 0.5f,
{subregion.u2, subregion.v2},
light,
tint
);
vertex(
pos - right * size.x * 0.5f - up * size.y * 0.5f,
{subregion.u1, subregion.v1},
light,
tint
);
vertex(
pos + right * size.x * 0.5f + up * size.y * 0.5f,
{subregion.u2, subregion.v2},
light,
tint
);
vertex(
pos - right * size.x * 0.5f + up * size.y * 0.5f,
{subregion.u1, subregion.v2},
light,
tint
);
}
void cube(
const glm::vec3& coord,
const glm::vec3& size,
const UVRegion(&texfaces)[6],
const glm::vec4& tint,
bool shading
);
};