2025-05-10 16:13:06 +03:00

276 lines
6.8 KiB
C++

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