add graphics/core/Model
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@@ -1,7 +1,9 @@
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#include "ModelBatch.hpp"
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#include "../core/Mesh.hpp"
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#include "../core/Model.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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#include "../../voxels/Chunks.hpp"
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#include "../../lighting/Lightmap.hpp"
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@@ -30,12 +32,13 @@ struct DecomposedMat4 {
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glm::vec4 perspective;
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};
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ModelBatch::ModelBatch(size_t capacity, Chunks* chunks)
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ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
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: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
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capacity(capacity),
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index(0),
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mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
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combined(1.0f),
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assets(assets),
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chunks(chunks)
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{
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ubyte pixels[] = {
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@@ -47,6 +50,34 @@ ModelBatch::ModelBatch(size_t capacity, Chunks* chunks)
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ModelBatch::~ModelBatch() {
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}
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void ModelBatch::draw(const model::Model& model) {
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glm::vec3 gpos = combined * glm::vec4(glm::vec3(), 1.0f);
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light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
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glm::vec4 lights (
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Lightmap::extract(light, 0) / 15.0f,
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Lightmap::extract(light, 1) / 15.0f,
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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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for (const auto& mesh : model.meshes) {
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auto texture = assets->getTexture(mesh.texture);
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if (texture) {
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texture->bind();
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} else {
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blank->bind();
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}
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for (const auto& vert : mesh.vertices) {
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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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auto color = lights * d;
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vertex(vert.coord, vert.uv, color);
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}
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flush();
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}
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}
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void ModelBatch::test(glm::vec3 pos, glm::vec3 size) {
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glm::vec3 gpos = combined * glm::vec4(pos, 1.0f);
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light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
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