add ModelBatch pseudo-lights
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@@ -4,6 +4,7 @@
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#include "../core/Texture.hpp"
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#include "../core/Texture.hpp"
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#include "../../window/Window.hpp"
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#include "../../window/Window.hpp"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtx/matrix_decompose.hpp>
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#include <glm/gtx/matrix_decompose.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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@@ -15,7 +16,6 @@ static const vattr attrs[] = {
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{3}, {2}, {1}, {0}
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{3}, {2}, {1}, {0}
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};
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};
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static glm::vec3 SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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inline constexpr glm::vec3 X(1, 0, 0);
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inline constexpr glm::vec3 X(1, 0, 0);
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inline constexpr glm::vec3 Y(0, 1, 0);
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inline constexpr glm::vec3 Y(0, 1, 0);
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inline constexpr glm::vec3 Z(0, 0, 1);
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inline constexpr glm::vec3 Z(0, 0, 1);
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@@ -39,12 +39,16 @@ ModelBatch::~ModelBatch() {
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void ModelBatch::test(glm::vec3 pos, glm::vec3 size) {
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void ModelBatch::test(glm::vec3 pos, glm::vec3 size) {
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float time = static_cast<float>(Window::time());
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float time = static_cast<float>(Window::time());
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pushMatrix(glm::translate(glm::mat4(1.0f), pos));
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pushMatrix(glm::translate(glm::mat4(1.0f), pos));
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pushMatrix(glm::rotate(glm::mat4(1.0f), time, glm::vec3(0,1,0)));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*7*0.1f), glm::vec3(0,1,0)));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*11*0.1f), glm::vec3(1,0,0)));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*17*0.1f), glm::vec3(0,0,1)));
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pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, glm::sin(time*2), 0)));
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pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, glm::sin(time*2), 0)));
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box({}, size);
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box({}, size);
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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}
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}
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void ModelBatch::box(glm::vec3 pos, glm::vec3 size) {
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void ModelBatch::box(glm::vec3 pos, glm::vec3 size) {
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@@ -62,7 +66,7 @@ void ModelBatch::flush() {
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if (index == 0) {
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if (index == 0) {
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return;
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return;
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}
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}
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blank->bind();
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// blank->bind();
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mesh->reload(buffer.get(), index / VERTEX_SIZE);
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mesh->reload(buffer.get(), index / VERTEX_SIZE);
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mesh->draw();
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mesh->draw();
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index = 0;
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index = 0;
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@@ -70,7 +74,7 @@ void ModelBatch::flush() {
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void ModelBatch::pushMatrix(glm::mat4 matrix) {
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void ModelBatch::pushMatrix(glm::mat4 matrix) {
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matrices.push_back(combined);
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matrices.push_back(combined);
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combined = matrix * combined;
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combined = combined * matrix;
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decomposed = {};
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decomposed = {};
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glm::quat rotation;
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glm::quat rotation;
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@@ -15,7 +15,7 @@ struct DecomposedMat4 {
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glm::vec3 skew;
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glm::vec3 skew;
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glm::vec4 perspective;
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glm::vec4 perspective;
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};
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};
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#include <iostream>
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class ModelBatch {
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class ModelBatch {
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std::unique_ptr<float[]> buffer;
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std::unique_ptr<float[]> buffer;
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size_t capacity;
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size_t capacity;
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@@ -29,6 +29,8 @@ class ModelBatch {
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DecomposedMat4 decomposed {};
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DecomposedMat4 decomposed {};
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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inline void vertex(
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 color
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glm::vec3 pos, glm::vec2 uv, glm::vec4 color
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) {
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) {
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@@ -55,7 +57,10 @@ class ModelBatch {
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inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm) {
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inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm) {
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norm = decomposed.rotation * norm;
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norm = decomposed.rotation * norm;
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glm::vec4 color {norm.x, norm.y, norm.z, 0.0f};
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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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glm::vec4 color {d, d, d, 0.0f};
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color.r = glm::max(0.0f, color.r);
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color.r = glm::max(0.0f, color.r);
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color.g = glm::max(0.0f, color.g);
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color.g = glm::max(0.0f, color.g);
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color.b = glm::max(0.0f, color.b);
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color.b = glm::max(0.0f, color.b);
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@@ -193,6 +193,7 @@ void WorldRenderer::renderLevel(
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drawChunks(level->chunks.get(), camera, shader);
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drawChunks(level->chunks.get(), camera, shader);
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assets->getTexture("gui/menubg")->bind();
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shader->uniformMatrix("u_model", glm::mat4(1.0f));
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shader->uniformMatrix("u_model", glm::mat4(1.0f));
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modelBatch->test(glm::vec3(0, 68, 0), glm::vec3(1.0f));
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modelBatch->test(glm::vec3(0, 68, 0), glm::vec3(1.0f));
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modelBatch->flush();
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modelBatch->flush();
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