add MainBatch & refactor ModelBatch, Batch3D

This commit is contained in:
MihailRis
2024-11-02 19:37:39 +03:00
parent 316de42cca
commit bbd13f1825
6 changed files with 159 additions and 110 deletions
+61
View File
@@ -0,0 +1,61 @@
#pragma once
#include <memory>
#include <stdint.h>
#include <glm/glm.hpp>
#include "maths/UVRegion.hpp"
class Mesh;
class Texture;
class MainBatch {
std::unique_ptr<float[]> const buffer;
size_t const capacity;
size_t index;
UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
const Texture* texture = nullptr;
public:
/// xyz, uv, color, compressed lights
static inline constexpr uint VERTEX_SIZE = 9;
MainBatch(size_t capacity);
~MainBatch();
void prepare(int vertices);
void setTexture(const Texture* texture);
void setTexture(const Texture* texture, const UVRegion& region);
void flush();
inline void vertex(
glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
) {
float* buffer = this->buffer.get();
buffer[index++] = pos.x;
buffer[index++] = pos.y;
buffer[index++] = pos.z;
buffer[index++] = uv.x * region.getWidth() + region.u1;
buffer[index++] = uv.y * region.getHeight() + region.v1;
buffer[index++] = tint.x;
buffer[index++] = tint.y;
buffer[index++] = tint.z;
union {
float floating;
uint32_t integer;
} compressed;
compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
buffer[index++] = compressed.floating;
}
};