Passing large objects by const reference avoids unnecessary copying and enhances efficiency. Reported by: PVS-Studio Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
99 lines
2.6 KiB
C++
99 lines
2.6 KiB
C++
#ifndef GRAPHICS_RENDER_MODEL_BATCH_HPP_
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#define GRAPHICS_RENDER_MODEL_BATCH_HPP_
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#include "../../maths/UVRegion.hpp"
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#include <memory>
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#include <vector>
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#include <string>
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#include <glm/glm.hpp>
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#include <unordered_map>
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class Mesh;
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class Texture;
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class Chunks;
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class Assets;
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namespace model {
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struct Mesh;
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struct Model;
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}
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using texture_names_map = std::unordered_map<std::string, std::string>;
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class ModelBatch {
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std::unique_ptr<float[]> const buffer;
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size_t const capacity;
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size_t index;
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Texture> blank;
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Assets* assets;
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Chunks* chunks;
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Texture* texture = nullptr;
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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inline void vertex(
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const glm::vec3& pos,
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const glm::vec2& uv,
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const glm::vec4& light,
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const glm::vec3& tint
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) {
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float* buffer = this->buffer.get();
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buffer[index++] = pos.x;
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buffer[index++] = pos.y;
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buffer[index++] = pos.z;
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buffer[index++] = uv.x * region.getWidth() + region.u1;
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buffer[index++] = uv.y * region.getHeight() + region.v1;
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buffer[index++] = tint.x;
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buffer[index++] = tint.y;
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buffer[index++] = tint.z;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
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compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
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compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
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compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
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buffer[index++] = compressed.floating;
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}
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void draw(const model::Mesh& mesh,
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const glm::mat4& matrix,
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const glm::mat3& rotation,
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const glm::vec3& tint,
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const texture_names_map* varTextures);
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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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void flush();
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struct DrawEntry {
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glm::mat4 matrix;
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glm::mat3 rotation;
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glm::vec3 tint;
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const model::Mesh* mesh;
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const texture_names_map* varTextures;
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};
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std::vector<DrawEntry> entries;
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public:
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ModelBatch(size_t capacity, Assets* assets, Chunks* chunks);
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~ModelBatch();
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void draw(
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const glm::mat4& matrix,
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const glm::vec3& tint,
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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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};
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#endif // GRAPHICS_RENDER_MODEL_BATCH_HPP_
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