114 lines
3.1 KiB
C++
114 lines
3.1 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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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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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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glm::vec3 pos, glm::vec2 uv, glm::vec4 light
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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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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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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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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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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 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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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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