add particles (WIP)
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@@ -29,13 +29,18 @@ public:
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~MainBatch();
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void begin();
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void prepare(int vertices);
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void setTexture(const Texture* texture);
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void setTexture(const Texture* texture, const UVRegion& region);
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void flush();
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
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const glm::vec3& pos,
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const glm::vec2& uv,
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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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@@ -59,4 +64,53 @@ public:
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buffer[index++] = compressed.floating;
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}
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inline void quad(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec2& size,
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const glm::vec4& light,
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const glm::vec3& tint,
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const UVRegion& subregion
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) {
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prepare(6);
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint
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);
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vertex(
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pos + right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u2, subregion.v1},
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light,
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tint
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint
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);
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint
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);
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vertex(
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pos - right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u1, subregion.v2},
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light,
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tint
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);
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}
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};
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