refactor textures access

This commit is contained in:
MihailRis
2024-11-01 02:13:21 +03:00
parent 673f235ff9
commit 4f377b2056
13 changed files with 74 additions and 49 deletions
+7 -18
View File
@@ -1,5 +1,6 @@
#include "ModelBatch.hpp"
#include "assets/assets_util.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/Model.hpp"
#include "graphics/core/Atlas.hpp"
@@ -144,7 +145,7 @@ void ModelBatch::setLightsOffset(const glm::vec3& offset) {
void ModelBatch::setTexture(const std::string& name,
const texture_names_map* varTextures) {
if (name.at(0) == '$') {
if (varTextures && name.at(0) == '$') {
const auto& found = varTextures->find(name);
if (found == varTextures->end()) {
return setTexture(nullptr);
@@ -152,25 +153,13 @@ void ModelBatch::setTexture(const std::string& name,
return setTexture(found->second, varTextures);
}
}
size_t sep = name.find(':');
if (sep == std::string::npos) {
setTexture(assets->get<Texture>(name));
} else {
auto atlas = assets->get<Atlas>(name.substr(0, sep));
if (atlas == nullptr) {
setTexture(nullptr);
} else {
setTexture(atlas->getTexture());
if (auto reg = atlas->getIf(name.substr(sep+1))) {
region = *reg;
} else {
setTexture("blocks:notfound", varTextures);
}
}
}
auto textureRegion = util::getTextureRegion(*assets, name, "blocks:notfound");
setTexture(textureRegion.texture);
region = textureRegion.region;
}
void ModelBatch::setTexture(Texture* texture) {
void ModelBatch::setTexture(const Texture* texture) {
if (texture == nullptr) {
texture = blank.get();
}
+2 -2
View File
@@ -31,7 +31,7 @@ class ModelBatch {
Assets* assets;
Chunks* chunks;
Texture* texture = nullptr;
const Texture* texture = nullptr;
UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
const EngineSettings* settings;
glm::vec3 lightsOffset {};
@@ -72,7 +72,7 @@ class ModelBatch {
bool backlight);
void setTexture(const std::string& name,
const texture_names_map* varTextures);
void setTexture(Texture* texture);
void setTexture(const Texture* texture);
void flush();
struct DrawEntry {
+1 -2
View File
@@ -376,13 +376,12 @@ void WorldRenderer::renderHands(const Camera& camera, const Assets& assets) {
matrix = matrix * glm::translate(glm::mat4(1.0f), offset);
// render
texture_names_map map = {};
modelBatch->setLightsOffset(camera.position);
modelBatch->draw(
matrix,
glm::vec3(1.0f),
assets.get<model::Model>(def.modelName),
&map
nullptr
);
Window::clearDepth();
setupWorldShader(entityShader, hudcam, engine->getSettings(), 0.0f);