add modeltree:set_texture
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@@ -2,6 +2,7 @@
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#include "../core/Mesh.hpp"
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#include "../core/Model.hpp"
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#include "../core/Atlas.hpp"
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#include "../core/Texture.hpp"
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#include "../../assets/Assets.hpp"
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#include "../../window/Window.hpp"
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@@ -53,7 +54,9 @@ ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
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ModelBatch::~ModelBatch() {
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}
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void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation) {
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void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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const glm::mat3& rotation,
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const texture_names_map* varTextures) {
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glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
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light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
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glm::vec4 lights (
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@@ -62,7 +65,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
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Lightmap::extract(light, 2) / 15.0f,
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Lightmap::extract(light, 3) / 15.0f
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);
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setTexture(assets->get<Texture>(mesh.texture));
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setTexture(mesh.texture, varTextures);
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size_t vcount = mesh.vertices.size();
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const auto& vertexData = mesh.vertices.data();
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for (size_t i = 0; i < vcount / 3; i++) {
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@@ -70,7 +73,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
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flush();
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}
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for (size_t j = 0; j < 3; j++) {
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const auto& vert = vertexData[i * 3 + j];
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const auto vert = vertexData[i * 3 + j];
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auto norm = rotation * vert.normal;
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float d = glm::dot(norm, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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@@ -81,9 +84,10 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
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}
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}
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void ModelBatch::draw(const model::Model* model) {
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void ModelBatch::draw(const model::Model* model,
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const texture_names_map* varTextures) {
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for (const auto& mesh : model->meshes) {
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entries.push_back({combined, rotation, &mesh});
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entries.push_back({combined, rotation, &mesh, varTextures});
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}
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}
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@@ -94,7 +98,7 @@ void ModelBatch::render() {
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}
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);
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for (auto& entry : entries) {
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draw(*entry.mesh, entry.matrix, entry.rotation);
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draw(*entry.mesh, entry.matrix, entry.rotation, entry.varTextures);
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}
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flush();
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entries.clear();
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@@ -114,6 +118,32 @@ void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) {
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plane(pos-X*size, Z*size, Y*size, -X, lights);
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}
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void ModelBatch::setTexture(const std::string& name,
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const texture_names_map* varTextures) {
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if (name.at(0) == '$') {
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const auto& found = varTextures->find(name);
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if (found == varTextures->end()) {
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return setTexture(nullptr);
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} else {
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return setTexture(found->second, varTextures);
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}
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}
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size_t sep = name.find(':');
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if (sep == std::string::npos) {
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setTexture(assets->get<Texture>(name));
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} else {
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auto atlas = assets->get<Atlas>(name.substr(0, sep));
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if (atlas == nullptr) {
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setTexture(nullptr);
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} else {
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setTexture(atlas->getTexture());
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if (auto reg = atlas->getIf(name.substr(sep+1))) {
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region = *reg;
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}
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}
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}
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}
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void ModelBatch::setTexture(Texture* texture) {
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if (texture == nullptr) {
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texture = blank.get();
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@@ -122,6 +152,7 @@ void ModelBatch::setTexture(Texture* texture) {
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flush();
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}
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this->texture = texture;
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region = UVRegion {0.0f, 0.0f, 1.0f, 1.0f};
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}
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void ModelBatch::flush() {
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