276 lines
6.8 KiB
C++
276 lines
6.8 KiB
C++
#include "Batch3D.hpp"
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#include "Mesh.hpp"
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#include "Texture.hpp"
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#include "typedefs.hpp"
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#include "maths/UVRegion.hpp"
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Batch3D::Batch3D(size_t capacity)
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: capacity(capacity) {
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buffer = std::make_unique<Batch3DVertex[]>(capacity);
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mesh = std::make_unique<Mesh<Batch3DVertex>>(buffer.get(), 0);
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index = 0;
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const ubyte pixels[] = {
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255, 255, 255, 255,
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};
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ImageData image(ImageFormat::rgba8888, 1, 1, pixels);
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blank = Texture::from(&image);
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currentTexture = nullptr;
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}
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Batch3D::~Batch3D(){
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}
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void Batch3D::begin(){
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currentTexture = nullptr;
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blank->bind();
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}
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void Batch3D::vertex(
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float x, float y, float z, float u, float v,
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float r, float g, float b, float a
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) {
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buffer[index].position = {x, y, z};
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buffer[index].uv = {u, v};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch3D::vertex(
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glm::vec3 coord, float u, float v,
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float r, float g, float b, float a
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) {
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buffer[index].position = coord;
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buffer[index].uv = {u, v};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch3D::vertex(
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glm::vec3 point,
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glm::vec2 uvpoint,
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float r, float g, float b, float a
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) {
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buffer[index].position = point;
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buffer[index].uv = uvpoint;
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch3D::face(
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const glm::vec3& coord,
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float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const UVRegion& region,
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const glm::vec4& tint
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) {
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if (index + 6 >= capacity) {
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flush();
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}
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vertex(coord, region.u1, region.v1,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord + axisX * w, region.u2, region.v1,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord, region.u1, region.v1,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord + axisY * h, region.u1, region.v2,
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tint.r, tint.g, tint.b, tint.a);
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}
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void Batch3D::texture(const Texture* new_texture){
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if (currentTexture == new_texture)
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return;
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flush();
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currentTexture = new_texture;
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if (new_texture == nullptr)
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blank->bind();
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else
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new_texture->bind();
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}
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void Batch3D::sprite(
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const glm::vec3& pos,
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const glm::vec3& up,
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const glm::vec3& right,
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float w,
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float h,
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int atlasRes,
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int index,
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const glm::vec4& tint
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) {
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float scale = 1.0f / static_cast<float>(atlasRes);
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float u = (index % atlasRes) * scale;
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float v = 1.0f - ((index / atlasRes) * scale) - scale;
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sprite(pos, up, right, w, h, UVRegion(u, v, u+scale, v+scale), tint);
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}
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void Batch3D::sprite(
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const glm::vec3& pos,
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const glm::vec3& up,
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const glm::vec3& right,
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float w, float h,
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const UVRegion& uv,
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const glm::vec4& color
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){
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const float r = color.r;
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const float g = color.g;
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const float b = color.b;
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const float a = color.a;
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if (index + 6 >= capacity) {
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flush();
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}
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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uv.u1, uv.v1,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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uv.u2, uv.v2,
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r,g,b,a);
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vertex(pos.x - right.x * w + up.x * h,
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pos.y - right.y * w + up.y * h,
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pos.z - right.z * w + up.z * h,
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uv.u1, uv.v2,
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r,g,b,a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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uv.u1, uv.v1,
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r,g,b,a);
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vertex(pos.x + right.x * w - up.x * h,
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pos.y + right.y * w - up.y * h,
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pos.z + right.z * w - up.z * h,
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uv.u2, uv.v1,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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uv.u2, uv.v2,
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r,g,b,a);
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}
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inline glm::vec4 do_tint(float value) {
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return glm::vec4(value, value, value, 1.0f);
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}
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void Batch3D::xSprite(
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float w, float h, const UVRegion& uv, const glm::vec4& tint, bool shading
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) {
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face(
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glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
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w, h,
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glm::vec3(1, 0, 0),
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glm::vec3(0, 1, 0),
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uv, (shading ? do_tint(1.0f)*tint : tint)
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);
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face(
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glm::vec3(w * 0.25f, 0.0f, w * 0.5f - w * 0.25f),
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w, h,
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glm::vec3(0, 0, -1),
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glm::vec3(0, 1, 0),
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uv, (shading ? do_tint(0.9f)*tint : tint)
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);
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}
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void Batch3D::cube(
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const glm::vec3& coord,
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
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const glm::vec4& tint,
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bool shading
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) {
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const glm::vec3 X(1.0f, 0.0f, 0.0f);
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const glm::vec3 Y(0.0f, 1.0f, 0.0f);
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const glm::vec3 Z(0.0f, 0.0f, 1.0f);
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face(
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coord+glm::vec3(0.0f, 0.0f, 0.0f),
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size.x, size.y, X, Y, texfaces[5],
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(shading ? do_tint(0.8)*tint : tint)
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);
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face(
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coord+glm::vec3(size.x, 0.0f, -size.z),
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size.x, size.y, -X, Y, texfaces[4],
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(shading ? do_tint(0.8f)*tint : tint)
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);
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face(
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coord+glm::vec3(0.0f, size.y, 0.0f),
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size.x, size.z, X, -Z, texfaces[3],
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(shading ? do_tint(1.0f)*tint : tint)
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);
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face(
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coord+glm::vec3(0.0f, 0.0f, -size.z),
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size.x, size.z, X, Z, texfaces[2],
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(shading ? do_tint(0.7f)*tint : tint)
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);
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face(
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coord+glm::vec3(0.0f, 0.0f, -size.z),
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size.z, size.y, Z, Y, texfaces[0],
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(shading ? do_tint(0.9f)*tint : tint)
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);
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face(
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coord+glm::vec3(size.x, 0.0f, 0.0f),
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size.z, size.y, -Z, Y, texfaces[1],
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(shading ? do_tint(0.9f)*tint : tint)
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);
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}
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void Batch3D::blockCube(
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
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const glm::vec4& tint,
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bool shading
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) {
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cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
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}
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void Batch3D::vertex(
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const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint
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) {
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if (index + 1 >= capacity) {
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flush();
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}
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vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
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if (index + 1 >= capacity) {
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flushPoints();
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}
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vertex(coord, {}, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch3D::flush() {
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mesh->reload(buffer.get(), index);
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mesh->draw();
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index = 0;
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}
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void Batch3D::flushPoints() {
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mesh->reload(buffer.get(), index);
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mesh->draw(GL_POINTS);
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index = 0;
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}
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void Batch3D::setColor(const glm::vec4& color) {
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tint = color;
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}
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const glm::vec4& Batch3D::getColor() const {
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return tint;
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}
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