Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
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@@ -1,30 +1,47 @@
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#pragma once
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#include <array>
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#include <memory>
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#include <stdint.h>
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#include <cstdint>
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#include <glm/glm.hpp>
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#include "typedefs.hpp"
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#include "maths/UVRegion.hpp"
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#include "graphics/core/MeshData.hpp"
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template<typename VertexStructure>
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class Mesh;
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class Texture;
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class Chunks;
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struct MainBatchVertex {
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glm::vec3 position;
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glm::vec2 uv;
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glm::vec3 tint;
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std::array<uint8_t,4> color;
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static constexpr VertexAttribute ATTRIBUTES[] = {
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{GL_FLOAT, false, 3},
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{GL_FLOAT, false, 2},
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{GL_FLOAT, false, 3},
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{GL_UNSIGNED_BYTE, true, 4},
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{0}
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};
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};
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class MainBatch {
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std::unique_ptr<float[]> const buffer;
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std::unique_ptr<MainBatchVertex[]> const buffer;
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size_t const capacity;
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size_t index;
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Mesh<MainBatchVertex>> mesh;
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std::unique_ptr<Texture> blank;
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const Texture* texture = nullptr;
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public:
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/// xyz, uv, color, compressed lights
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static inline constexpr uint VERTEX_SIZE = 9;
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MainBatch(size_t capacity);
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@@ -47,27 +64,16 @@ public:
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const glm::vec4& light,
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const glm::vec3& tint
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) {
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float* buffer = this->buffer.get();
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buffer[index++] = pos.x;
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buffer[index++] = pos.y;
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buffer[index++] = pos.z;
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buffer[index++] = uv.x * region.getWidth() + region.u1;
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buffer[index++] = uv.y * region.getHeight() + region.v1;
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buffer[index++] = tint.x;
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buffer[index++] = tint.y;
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buffer[index++] = tint.z;
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MainBatchVertex* buffer = this->buffer.get();
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buffer[index].position = pos;
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buffer[index].uv = {uv.x * region.getWidth() + region.u1,uv.y * region.getHeight() + region.v1};
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buffer[index].tint = tint;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
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compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
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compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
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compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
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buffer[index++] = compressed.floating;
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buffer[index].color[0] = static_cast<uint8_t>(light.r * 255);
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buffer[index].color[1] = static_cast<uint8_t>(light.g * 255);
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buffer[index].color[2] = static_cast<uint8_t>(light.b * 255);
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buffer[index].color[3] = static_cast<uint8_t>(light.a * 255);
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index++;
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}
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inline void quad(
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