refactor: Batch2D and Batch3D
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@@ -14,28 +14,29 @@ Batch3D::Batch3D(size_t capacity)
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{3}, {2}, {4}, {0}
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};
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buffer = new float[capacity * B3D_VERTEX_SIZE];
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mesh = std::make_unique<Mesh>(buffer, 0, attrs);
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buffer = std::make_unique<float[]>(capacity * B3D_VERTEX_SIZE);
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mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
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index = 0;
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ubyte pixels[] = {
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255, 255, 255, 255,
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};
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blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
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_texture = nullptr;
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currentTexture = nullptr;
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}
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Batch3D::~Batch3D(){
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delete[] buffer;
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}
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void Batch3D::begin(){
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_texture = nullptr;
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currentTexture = nullptr;
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blank->bind();
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}
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void Batch3D::vertex(float x, float y, float z, float u, float v,
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float r, float g, float b, float a) {
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void Batch3D::vertex(
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float x, float y, float z, float u, float v,
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float r, float g, float b, float a
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) {
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buffer[index++] = x;
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buffer[index++] = y;
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buffer[index++] = z;
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@@ -46,8 +47,10 @@ void Batch3D::vertex(float x, float y, float z, float u, float v,
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch3D::vertex(glm::vec3 coord, float u, float v,
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float r, float g, float b, float a) {
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void Batch3D::vertex(
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glm::vec3 coord, float u, float v,
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float r, float g, float b, float a
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) {
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buffer[index++] = coord.x;
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buffer[index++] = coord.y;
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buffer[index++] = coord.z;
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@@ -58,9 +61,11 @@ void Batch3D::vertex(glm::vec3 coord, float u, float v,
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch3D::vertex(glm::vec3 point,
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glm::vec2 uvpoint,
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float r, float g, float b, float a) {
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void Batch3D::vertex(
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glm::vec3 point,
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glm::vec2 uvpoint,
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float r, float g, float b, float a
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) {
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buffer[index++] = point.x;
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buffer[index++] = point.y;
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buffer[index++] = point.z;
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@@ -99,10 +104,10 @@ void Batch3D::face(
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}
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void Batch3D::texture(Texture* new_texture){
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if (_texture == new_texture)
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if (currentTexture == new_texture)
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return;
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flush();
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_texture = new_texture;
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currentTexture = new_texture;
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if (new_texture == nullptr)
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blank->bind();
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else
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@@ -166,7 +171,9 @@ inline glm::vec4 do_tint(float value) {
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return glm::vec4(value, value, value, 1.0f);
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}
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void Batch3D::xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading) {
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void Batch3D::xSprite(
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float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading
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) {
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face(
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glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
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w, h,
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@@ -244,13 +251,13 @@ void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
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}
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void Batch3D::flush() {
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mesh->reload(buffer, index / B3D_VERTEX_SIZE);
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mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
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mesh->draw();
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index = 0;
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}
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void Batch3D::flushPoints() {
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mesh->reload(buffer, index / B3D_VERTEX_SIZE);
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mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
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mesh->draw(GL_POINTS);
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index = 0;
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}
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