VoxelEngine/src/graphics/Batch3D.cpp
2022-10-28 22:44:32 +03:00

166 lines
3.7 KiB
C++

#include "Batch3D.h"
#include "Mesh.h"
#include "Texture.h"
#include <GL/glew.h>
#define VERTEX_SIZE 9
Batch3D::Batch3D(size_t capacity) : capacity(capacity), offset(0), color(1.0f, 1.0f, 1.0f, 0.0f){
const int attrs[] = {
3, 2, 4, 0 //null terminator
};
buffer = new float[capacity * VERTEX_SIZE];
mesh = new Mesh(buffer, 0, attrs);
index = 0;
unsigned char pixels[] = {
255, 255, 255, 255,
};
blank = new Texture(pixels, 1, 1);
_texture = nullptr;
}
Batch3D::~Batch3D(){
delete blank;
delete[] buffer;
delete mesh;
}
void Batch3D::begin(){
_texture = 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++] = x;
buffer[index++] = y;
buffer[index++] = z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch3D::vertex(vec3 point,
vec2 uvpoint,
float r, float g, float b, float a) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = point.z;
buffer[index++] = uvpoint.x;
buffer[index++] = uvpoint.y;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch3D::texture(Texture* new_texture){
if (_texture == new_texture)
return;
render();
_texture = new_texture;
if (new_texture == nullptr)
blank->bind();
else
new_texture->bind();
}
void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h){
const float r = color.r;
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*VERTEX_SIZE >= capacity)
render();
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,
0, 0,
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,
1, 1,
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,
0, 1,
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,
0, 0,
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,
1, 0,
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,
1, 1,
r,g,b,a);
}
void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, int atlasRes, int index, vec4 tint){
float scale = 1.0f / (float)atlasRes;
float u = (index % atlasRes) * scale;
float v = 1.0f - ((index / atlasRes) * scale) - scale;
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,
u, v,
tint.r,tint.g,tint.b,tint.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,
u+scale, v+scale,
tint.r,tint.g,tint.b,tint.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,
u, v+scale,
tint.r,tint.g,tint.b,tint.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,
u, v,
tint.r,tint.g,tint.b,tint.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,
u+scale, v,
tint.r,tint.g,tint.b,tint.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,
u+scale, v+scale,
tint.r,tint.g,tint.b,tint.a);
}
void Batch3D::render() {
mesh->reload(buffer, index / VERTEX_SIZE);
mesh->draw(GL_TRIANGLES);
index = 0;
}