just a minor refactor, nothing special

This commit is contained in:
MihailRis
2024-04-23 02:00:03 +03:00
parent 6e2bc9ca95
commit 9f2bceb039
67 changed files with 143 additions and 143 deletions
+54
View File
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#ifndef GRAPHICS_CORE_BATCH3D_H_
#define GRAPHICS_CORE_BATCH3D_H_
#include "../../maths/UVRegion.h"
#include "../../typedefs.h"
#include <memory>
#include <stdlib.h>
#include <glm/glm.hpp>
class Mesh;
class Texture;
class Batch3D {
float* buffer;
size_t capacity;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
size_t index;
Texture* _texture;
void vertex(float x, float y, float z,
float u, float v,
float r, float g, float b, float a);
void vertex(glm::vec3 coord,
float u, float v,
float r, float g, float b, float a);
void vertex(glm::vec3 point, glm::vec2 uvpoint,
float r, float g, float b, float a);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4& tint);
public:
Batch3D(size_t capacity);
~Batch3D();
void begin();
void texture(Texture* texture);
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void point(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
void point(glm::vec3 pos, glm::vec4 tint);
void flush();
void flushPoints();
};
#endif // GRAPHICS_CORE_BATCH3D_H_