VoxelEngine/src/graphics/render/ModelBatch.cpp
2024-06-22 23:43:56 +03:00

148 lines
3.9 KiB
C++

#include "ModelBatch.hpp"
#include "../core/Mesh.hpp"
#include "../core/Model.hpp"
#include "../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>
/// xyz, uv, compressed rgba
inline constexpr uint VERTEX_SIZE = 6;
static const vattr attrs[] = {
{3}, {2}, {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;
};
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)),
combined(1.0f),
assets(assets),
chunks(chunks)
{
ubyte pixels[] = {
255, 255, 255, 255,
};
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
}
ModelBatch::~ModelBatch() {
}
void ModelBatch::draw(const model::Model* model) {
glm::vec3 gpos = combined * glm::vec4(glm::vec3(), 1.0f);
light_t light = chunks->getLight(gpos.x, gpos.y, 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
);
for (const auto& mesh : model->meshes) {
auto texture = assets->get<Texture>(mesh.texture);
if (texture) {
texture->bind();
} else {
blank->bind();
}
for (size_t i = 0; i < mesh.vertices.size() / 3; i++) {
if (index + VERTEX_SIZE * 3 > capacity) {
flush();
}
for (size_t j = 0; j < 3; j++) {
const auto& vert = mesh.vertices[i * 3 + j];
auto norm = rotation * vert.normal;
float d = glm::dot(norm, SUN_VECTOR);
d = 0.8f + d * 0.2f;
auto color = lights * d;
vertex(vert.coord, vert.uv, color);
}
}
flush();
}
}
void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) {
if (index + 36 < capacity*VERTEX_SIZE) {
flush();
}
plane(pos+Z*size, X*size, Y*size, Z, lights);
plane(pos-Z*size, -X*size, Y*size, -Z, lights);
plane(pos+Y*size, X*size, -Z*size, Y, lights);
plane(pos-Y*size, X*size, Z*size, -Y, lights);
plane(pos+X*size, -Z*size, Y*size, X, lights);
plane(pos-X*size, Z*size, Y*size, -X, lights);
}
void ModelBatch::flush() {
if (index == 0) {
return;
}
// blank->bind();
mesh->reload(buffer.get(), index / VERTEX_SIZE);
mesh->draw();
index = 0;
}
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);
}
void ModelBatch::translate(glm::vec3 vec) {
pushMatrix(glm::translate(glm::mat4(1.0f), vec));
}
void ModelBatch::rotate(glm::vec3 axis, float angle) {
pushMatrix(glm::rotate(glm::mat4(1.0f), angle, axis));
}
void ModelBatch::scale(glm::vec3 vec) {
pushMatrix(glm::scale(glm::mat4(1.0f), vec));
}
void ModelBatch::pushMatrix(glm::mat4 matrix) {
matrices.push_back(combined);
combined = combined * matrix;
rotation = extract_rotation(combined);
}
void ModelBatch::popMatrix() {
combined = matrices[matrices.size()-1];
matrices.erase(matrices.end()-1);
rotation = extract_rotation(combined);
}