add ModelBatch
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#ifndef GRAPHICS_RENDER_MODEL_BATCH_HPP_
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#define GRAPHICS_RENDER_MODEL_BATCH_HPP_
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#include <memory>
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#include <vector>
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#include <glm/glm.hpp>
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class Mesh;
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class Texture;
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struct DecomposedMat4 {
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glm::vec3 scale;
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glm::mat3 rotation;
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glm::vec3 translation;
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glm::vec3 skew;
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glm::vec4 perspective;
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};
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#include <iostream>
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class ModelBatch {
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std::unique_ptr<float[]> buffer;
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size_t capacity;
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size_t index;
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Texture> blank;
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glm::mat4 combined;
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std::vector<glm::mat4> matrices;
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DecomposedMat4 decomposed {};
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 color
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) {
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float* buffer = this->buffer.get();
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pos = combined * glm::vec4(pos, 1.0f);
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buffer[index++] = pos.x;
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buffer[index++] = pos.y;
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buffer[index++] = pos.z;
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buffer[index++] = uv.x;
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buffer[index++] = uv.y;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (static_cast<uint32_t>(color.r * 255) & 0xff) << 24;
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compressed.integer |= (static_cast<uint32_t>(color.g * 255) & 0xff) << 16;
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compressed.integer |= (static_cast<uint32_t>(color.b * 255) & 0xff) << 8;
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compressed.integer |= (static_cast<uint32_t>(color.a * 255) & 0xff);
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buffer[index++] = compressed.floating;
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}
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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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glm::vec4 color {norm.x, norm.y, norm.z, 0.0f};
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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.b = glm::max(0.0f, color.b);
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vertex(pos-right-up, {0,0}, color);
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vertex(pos+right-up, {1,0}, color);
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vertex(pos+right+up, {1,1}, color);
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vertex(pos-right-up, {0,0}, color);
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vertex(pos+right+up, {1,1}, color);
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vertex(pos-right+up, {0,1}, color);
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}
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public:
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ModelBatch(size_t capacity);
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~ModelBatch();
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void pushMatrix(glm::mat4 matrix);
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void popMatrix();
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void box(glm::vec3 pos, glm::vec3 size);
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void test(glm::vec3 pos, glm::vec3 size);
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void flush();
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};
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#endif // GRAPHICS_RENDER_MODEL_BATCH_HPP_
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