Refactor mesh handling to use templated vertex structures for improved type safety and flexibility

This commit is contained in:
REDxEYE
2025-04-13 17:14:28 +03:00
parent bba647db5c
commit 1ffbeb8148
28 changed files with 591 additions and 521 deletions
+55 -75
View File
@@ -7,17 +7,12 @@
#include "typedefs.hpp"
#include "maths/UVRegion.hpp"
/// xyz, uv, rgba
inline constexpr uint B3D_VERTEX_SIZE = 9;
Batch3D::Batch3D(size_t capacity)
Batch3D::Batch3D(size_t capacity)
: capacity(capacity) {
const VertexAttribute attrs[] = {
{3}, {2}, {4}, {0}
};
buffer = std::make_unique<float[]>(capacity * B3D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
buffer = std::make_unique<Batch3DVertex[]>(capacity);
mesh = std::make_unique<Mesh<Batch3DVertex>>(buffer.get(), 0, Batch3DVertex::ATTRIBUTES);
index = 0;
const ubyte pixels[] = {
@@ -40,69 +35,54 @@ 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;
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++] = coord.x;
buffer[index++] = coord.y;
buffer[index++] = coord.z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = 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++] = 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;
buffer[index].position = point;
buffer[index].uv = uvpoint;
buffer[index].color = {r, g, b, a};
index++;
}
void Batch3D::face(
const glm::vec3& coord,
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 + B3D_VERTEX_SIZE * 6 > capacity) {
if (index + 6 >= capacity) {
flush();
}
vertex(coord, region.u1, region.v1,
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w, region.u2, region.v1,
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,
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord, region.u1, region.v1,
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,
vertex(coord + axisY * h, region.u1, region.v2,
tint.r, tint.g, tint.b, tint.a);
}
@@ -134,18 +114,18 @@ void Batch3D::sprite(
}
void Batch3D::sprite(
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
float w, float h,
const UVRegion& uv,
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*B3D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
@@ -194,17 +174,17 @@ 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),
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),
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),
glm::vec3(0, 0, -1),
glm::vec3(0, 1, 0),
uv, (shading ? do_tint(0.9f)*tint : tint)
);
}
@@ -221,41 +201,41 @@ void Batch3D::cube(
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],
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],
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],
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],
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],
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],
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,
const glm::vec3& size,
const UVRegion(&texfaces)[6],
const glm::vec4& tint,
bool shading
) {
cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
@@ -264,27 +244,27 @@ void Batch3D::blockCube(
void Batch3D::vertex(
const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint
) {
if (index + B3D_VERTEX_SIZE >= capacity) {
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 + B3D_VERTEX_SIZE >= capacity) {
if (index + 1 >= capacity) {
flushPoints();
}
vertex(coord, {}, tint.r, tint.g, tint.b, tint.a);
}
void Batch3D::flush() {
mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
mesh->reload(buffer.get(), index);
mesh->draw();
index = 0;
}
void Batch3D::flushPoints() {
mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
mesh->reload(buffer.get(), index);
mesh->draw(GL_POINTS);
index = 0;
}