172 lines
4.8 KiB
C++
172 lines
4.8 KiB
C++
#include "ModelBatch.hpp"
|
|
|
|
#include <graphics/core/Mesh.hpp>
|
|
#include <graphics/core/Model.hpp>
|
|
#include <graphics/core/Atlas.hpp>
|
|
#include <graphics/core/Texture.hpp>
|
|
#include <assets/Assets.hpp>
|
|
#include "../../window/Window.hpp"
|
|
#include <voxels/Chunks.hpp>
|
|
#include <lighting/Lightmap.hpp>
|
|
|
|
#define GLM_ENABLE_EXPERIMENTAL
|
|
#include <glm/ext/matrix_transform.hpp>
|
|
#include <glm/gtx/matrix_decompose.hpp>
|
|
#include <glm/gtx/quaternion.hpp>
|
|
|
|
#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);
|
|
|
|
struct DecomposedMat4 {
|
|
glm::vec3 scale;
|
|
glm::mat3 rotation;
|
|
glm::vec3 translation;
|
|
glm::vec3 skew;
|
|
glm::vec4 perspective;
|
|
};
|
|
|
|
static glm::mat4 extract_rotation(glm::mat4 matrix) {
|
|
DecomposedMat4 decomposed = {};
|
|
glm::quat rotation;
|
|
glm::decompose(
|
|
matrix,
|
|
decomposed.scale,
|
|
rotation,
|
|
decomposed.translation,
|
|
decomposed.skew,
|
|
decomposed.perspective
|
|
);
|
|
return glm::toMat3(rotation);
|
|
}
|
|
|
|
ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
|
|
: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
|
|
capacity(capacity),
|
|
index(0),
|
|
mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
|
|
assets(assets),
|
|
chunks(chunks)
|
|
{
|
|
const ubyte pixels[] = {
|
|
255, 255, 255, 255,
|
|
};
|
|
ImageData image(ImageFormat::rgba8888, 1, 1, pixels);
|
|
blank = Texture::from(&image);
|
|
}
|
|
|
|
ModelBatch::~ModelBatch() = default;
|
|
|
|
void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
|
|
const glm::mat3& rotation, glm::vec3 tint,
|
|
const texture_names_map* varTextures) {
|
|
glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
|
|
glm::vec4 lights (
|
|
Lightmap::extract(light, 0) / 15.0f,
|
|
Lightmap::extract(light, 1) / 15.0f,
|
|
Lightmap::extract(light, 2) / 15.0f,
|
|
Lightmap::extract(light, 3) / 15.0f
|
|
);
|
|
setTexture(mesh.texture, varTextures);
|
|
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();
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ModelBatch::draw(glm::mat4 matrix,
|
|
glm::vec3 tint,
|
|
const model::Model* model,
|
|
const texture_names_map* varTextures) {
|
|
for (const auto& mesh : model->meshes) {
|
|
entries.push_back({
|
|
matrix, extract_rotation(matrix), tint, &mesh, varTextures
|
|
});
|
|
}
|
|
}
|
|
|
|
void ModelBatch::render() {
|
|
std::sort(entries.begin(), entries.end(),
|
|
[](const DrawEntry& a, const DrawEntry& b) {
|
|
return a.mesh->texture < b.mesh->texture;
|
|
}
|
|
);
|
|
for (auto& entry : entries) {
|
|
draw(*entry.mesh, entry.matrix, entry.rotation, entry.tint, entry.varTextures);
|
|
}
|
|
flush();
|
|
entries.clear();
|
|
}
|
|
|
|
void ModelBatch::setTexture(const std::string& name,
|
|
const texture_names_map* varTextures) {
|
|
if (name.at(0) == '$') {
|
|
const auto& found = varTextures->find(name);
|
|
if (found == varTextures->end()) {
|
|
return setTexture(nullptr);
|
|
} else {
|
|
return setTexture(found->second, varTextures);
|
|
}
|
|
}
|
|
size_t sep = name.find(':');
|
|
if (sep == std::string::npos) {
|
|
setTexture(assets->get<Texture>(name));
|
|
} else {
|
|
auto atlas = assets->get<Atlas>(name.substr(0, sep));
|
|
if (atlas == nullptr) {
|
|
setTexture(nullptr);
|
|
} else {
|
|
setTexture(atlas->getTexture());
|
|
if (auto reg = atlas->getIf(name.substr(sep+1))) {
|
|
region = *reg;
|
|
} else {
|
|
setTexture("blocks:notfound", varTextures);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ModelBatch::setTexture(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;
|
|
}
|